RuleSage cited table rulings
← Sky Team

You asked

How do I play?

Answered counted as answered

Asked with: Sky Teambg-373106-en-1e

Before each game, follow this setup:
1. Place the Control Panel between players sitting next to each other on the same side of the table.[1]
2. Point the arrow on the Airplane Axis disc at the top black triangle and ensure all Switches cover the green lights.[1]
3. Place the blue Aerodynamics marker on the Speed Gauge between 4 and 5, and the orange Aerodeynamics marker between 8 and 9.[1]
4. Place the Brake marker to the left of the 2 on the Brake track.[1]
5. Assign the Pilot (player on the side with blue spaces) 4 blue dice and the Co-Pilot (player on the side with orange spaces) 4 orange dice.[1]
6. Slide the Altitude T rack (green/yellow side) into the top right of the Control Panel until 6000 is visible.[1]
7. Slide the YUL Montréal-Trudeau Approach T rack into the top left of the Control Panel until the icon is visible.[1]
8. Place a Reroll token on each Reroll icon on the Altitude T rack.[1]
9. Place Airplane tokens on each space of the Approach T rack according to the number of Traffic icons.[1]
10. Create a reserve of Coffee tokens next to the board.[1]
11. Give each player a screen and read the internal reminders.[1]
The gameplay follows this sequence:
1. **Briefing Period**: Players study the Approach Track and discuss strategy, but are not allowed to discuss the dice.[2][3]
2. **Dice Roll**: Each player rolls all 4 of their dice behind their screen.[2]
3. **Reroll (Optional)**: Any player may spend a Reroll token to allow both players to reroll one or more dice once.[2] If a Reroll token is in the Current Altitude space, remove it and add it to your supply.[2]
4. **Dice Placement**: Players take turns placing ONE die from behind their screen onto a FREE space on the Control Panel.[2]
* The arrow in the Current Altitude screen indicates who plays first (e.g., the Pilot begins the first round).[2]
* The Pilot must place dice in blue spaces, and the Co-Pilot in orange spaces (though some spaces allow both).[2]
* Certain spaces have number constraints (e.g., Flaps or Brakes).[2]
* Radio spaces have color constraints but no number constraints.[2]
* Concentration spaces have no constraints.[2]
* Every round, each player must place one die on the Axis and one on the Engines; if at the end of a round there is not one die of each color on both the Axis and Engines, you immediately lose.[4]
* As soon as the second die is placed on the Engines, calculate speed by adding the two dice together.[5]
5. **Actions and Effects**:
* **Engines/Speed**: Depending on the sum of the Engine dice, advance the Approach Track 0, 1, or 2 spaces.[5]
* **Axis**: If the dice show different numbers, turn the Airplane Axis arrow as many marks as the difference between the two dice toward the player who played the highest die.[4] If the arrow reaches or passes the icon, you lose.[4]
* **Radio/Traffic**: Players can use Radio spaces to remove Airplane tokens from the Approach Track.[6]
* **Landing Gear**: Deploying Landing Gear involves placing a die and sliding the Switch to show the green light, which advances the blue Aerodynamics marker.[6]
6. **End of Round**: Players must be silent after rolling until the end of the round, except for correcting rule errors.[2]
7. **Final Round/Winning**: The final round begins when the Airport image is in the Current Position screen and the Airplane image is in the Current Altitude screen.[7] To win, you must meet landing conditions such as having all Landing Gear switches showing green [6] and ensuring Brake strength is greater than your speed during the final engine die placement.[7]
[1] RULEBOOK Sky Team — Rulebook · p.3
[2] RULEBOOK Sky Team — Rulebook · p.4 · WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES
[3] RULEBOOK Sky Team — Rulebook · p.12 · THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · …
[4] RULEBOOK Sky Team — Rulebook · p.5 · GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · …
[5] RULEBOOK Sky Team — Rulebook · p.6 · VICTORY CONDITION · COLLISION · OVERSHOOT
[6] RULEBOOK Sky Team — Rulebook · p.7 · RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION
[7] RULEBOOK Sky Team — Rulebook · p.10 · Reaching the Airport Too Soon · Not Reaching the Airport in Time · ENGINES · WATCH OUT: The way you read your speed changes! · VICTORY CONDITION · Example
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 65 ms · ask 7917 ms · total 16580 ms
single-flight (PR-5)
queued 8596 ms · generation 7984 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048412, "snippet": "STRATEGY DISCUSSION AND DICE ROLLS DICE PLACEMENT END OF ROUND Discuss your strategy at the beginning of every round. For example, 'We really need to get rid of that plane, ' or 'Let's make sure we advance 2 spaces.' You are not allowed to discuss the dice. Saying things like, 'If you get a 6 , put ", "headingPath": "WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES", "sharpsignalDocId": 202}, {"page": 5, "score": 0.047379, "snippet": "The dice produce different effects depending on their value and the spaces on which they are placed. Action spaces with a are mandatory; all other Action spaces are not. Every round, each player must place one die on the Axis, and one on the Engines. You immediately lose the game if, at the end of a", "headingPath": "GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · …", "sharpsignalDocId": 202}, {"page": 1, "score": 0.046964, "snippet": "PRÉPAREZ-VOUS POUR L'ATTERRISSAGE Take the controls of an airliner with your trusty crewmate, coordinate your efforts, and land your aircraft all over the world! In this cooperative game, you play a team of pilots charged with landing your commercial airliner at airports all over the world. But land", "headingPath": "LANDING PROCEDURE", "sharpsignalDocId": 202}, {"page": 3, "score": 0.046898, "snippet": "Place the Control Panel between the players, who should, ideally, be sitting next to each other on the same side of the table. Make sure the arrow on the Airplane Axis disc is pointing at the black triangle at the top, and that all Switches are covering the green lights. On the Speed Gauge, place th", "headingPath": "", "sharpsignalDocId": 202}, {"page": 12, "score": 0.046696, "snippet": "The briefing period that comes before every round is very important. Look closely at the Approach Track and study your overall situation. Is it better to advance 0, 1, or 2 spaces? What elements could cause you to lose the game? What is urgent? What can wait? In Sky Team, there are 2 ways to communi", "headingPath": "THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · …", "sharpsignalDocId": 202}, {"page": 6, "score": 0.045695, "snippet": "Depending on the power you assigned to the engines, the Airplane will advance... or not! As soon as the second die is placed, add together the 2 dice played onto the Engine spaces; this is your speed. Then: If the sum is less than the weakest (blue) of the 2 Aerodynamics markers on the Speed Gauge, ", "headingPath": "VICTORY CONDITION · COLLISION · OVERSHOOT", "sharpsignalDocId": 202}, {"page": 7, "score": 0.045285, "snippet": "Communicate with the Control Tower to clear the traffic on your approach path. The Pilot has only 1 space to place a Radio die, and the Co-Pilot has 2. On the Approach Track, count the number of spaces, starting with your Current Position, and IMMEDIATELY remove one Airplane token from that space. I", "headingPath": "RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION", "sharpsignalDocId": 202}, {"page": 9, "score": 0.029851, "snippet": "Brake enough to bring the plane to a halt once it touches the runway. Place a die respecting the number constraint. The brakes must be deployed in order , starting with the 2 space. IMMEDIATELY advance the red Brake marker one space. The Brakes only have an impact in the game's final round. You must", "headingPath": "Example · VICTORY CONDITION · REROLLS · DECREASING ALTITUDE", "sharpsignalDocId": 202}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 202}, {"page": 4, "quote": null, "headingPath": "WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES", "sharpsignalDocId": 202}, {"page": 12, "quote": null, "headingPath": "THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · …", "sharpsignalDocId": 202}, {"page": 5, "quote": null, "headingPath": "GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · …", "sharpsignalDocId": 202}, {"page": 6, "quote": null, "headingPath": "VICTORY CONDITION · COLLISION · OVERSHOOT", "sharpsignalDocId": 202}, {"page": 7, "quote": null, "headingPath": "RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION", "sharpsignalDocId": 202}, {"page": 10, "quote": null, "headingPath": "Reaching the Airport Too Soon · Not Reaching the Airport in Time · ENGINES · WATCH OUT: The way you read your speed changes! · VICTORY CONDITION · Example", "sharpsignalDocId": 202}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 202 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 202 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.90010 of 2953 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 13:30

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Sky Team — Rulebook (corpus doc 202) WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES p.4 0.048412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Sky Team — Rulebook (corpus doc 202) GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · … p.5 0.047379 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Sky Team — Rulebook (corpus doc 202) LANDING PROCEDURE p.1 0.046964 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Sky Team — Rulebook (corpus doc 202) p.3 0.046898 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Sky Team — Rulebook (corpus doc 202) THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · … p.12 0.046696 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Sky Team — Rulebook (corpus doc 202) VICTORY CONDITION · COLLISION · OVERSHOOT p.6 0.045695 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Sky Team — Rulebook (corpus doc 202) RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION p.7 0.045285 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Sky Team — Rulebook (corpus doc 202) Example · VICTORY CONDITION · REROLLS · DECREASING ALTITUDE p.9 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 15 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Sky Team — Rulebook (corpus doc 202) p.3 #4 0.046898 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Sky Team — Rulebook (corpus doc 202) RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION p.7 #7 0.045285 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Sky Team — Rulebook (corpus doc 202) WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES p.4 #1 0.048412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Sky Team — Rulebook (corpus doc 202) Reaching the Airport Too Soon · Not Reaching the Airport in Time · ENGINES · WATCH OUT: The way you read your speed changes! · VICTORY CONDITION · Example p.10 #9 0.029274 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#5 RULEBOOK Sky Team — Rulebook (corpus doc 202) THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · … p.12 #5 0.046696 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Sky Team — Rulebook (corpus doc 202) VICTORY CONDITION · COLLISION · OVERSHOOT p.6 #6 0.045695 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Sky Team — Rulebook (corpus doc 202) GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · … p.5 #2 0.047379 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Sky Team — Rulebook (corpus doc 202) LANDING PROCEDURE p.1 #3 0.046964 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Sky Team — Rulebook (corpus doc 202) p.3 no quote on the wire
[2] RULEBOOK Sky Team — Rulebook (corpus doc 202) WHEN YOU FIRST OPEN THE BOX · STRATEGY DISCUSSION AND DICE ROLLS 1 · REROLL · GENERAL RULES p.4 no quote on the wire
[3] RULEBOOK Sky Team — Rulebook (corpus doc 202) THE BRIEFING PERIOD · COMMUNICATION · PLACING YOUR DICE · THE AXIS · CONCENTRATION · DELAYING · … p.12 no quote on the wire
[4] RULEBOOK Sky Team — Rulebook (corpus doc 202) GENERAL RULES · MANDATORY ACTIONS · As soon as the second die is placed, compare the value of both dice: · GOING INTO A SPIN · DID YOU KNOW? · Example · … p.5 no quote on the wire
[5] RULEBOOK Sky Team — Rulebook (corpus doc 202) VICTORY CONDITION · COLLISION · OVERSHOOT p.6 no quote on the wire
[6] RULEBOOK Sky Team — Rulebook (corpus doc 202) RADIO · Example · LANDING GEAR Pilot only · AERODYNAMICS AND SPEED · VICTORY CONDITION p.7 no quote on the wire
[7] RULEBOOK Sky Team — Rulebook (corpus doc 202) Reaching the Airport Too Soon · Not Reaching the Airport in Time · ENGINES · WATCH OUT: The way you read your speed changes! · VICTORY CONDITION · Example p.10 no quote on the wire
timing split
retrieval 65 ms · first delta 1517 ms · total 16580 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 8596 ms · retrieval 65 ms · ask 7917 ms · gateway work 7984 ms · total 16580 ms
tokens in (the prompt the answerer read)
3493
tokens out (what the answerer generated)
891
tok/sec
139.3 tok/sec — 891 output tokens in 6.395 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 39s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 127), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.