For 2-6 Players, Ages 8+

Sky Dollars The New Family Friendly Fun Game!!

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Sky Dollars Have Fun Owning Your Own Airline!

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Sky Dollars Takeoff, Get Rich And Have Fun!

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Sky Dollars Fun Game Night With Family And Friends!

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How To Play

Contents: 110 cards.

Airplane cards: There are a total of 24 airplane cards. 6 four passenger planes; 12 three passenger planes; 6 two passenger planes.

Passenger cards: There are 35 passenger cards. 5 passenger cards with a $500 ticket; 5 cards with a $300 ticket: 15 cards with a $200 ticket: 10 cards with a $100 ticket.

Problem cards: There are 21 problem cards. 4 plan hijacked: 4 stick passengers; 5 flights delayed; 4 unhappy customers; 4 early take-off cards.

Remedy cards: There are 26 remedy cards. 6 U.S. Marshall cards; 5 doctors cards: 10 cleared for takeoff cards; 5 apology letter cards.

Airborne token cards: There are 8 airborne token cards.

OBJECT OF THE GAME

Fill your airplane with passengers and get ready for takeoff. Begin with playing the airplane card. When the airplane card is in play, you can start to board your plane with passengers. After the plane has been filled to capacity with passengers, the plane will takeoff and become airborne. Once the plane is airborne, you will tally up the tickets and bonus money. Fill up as many planes as you can, the more planes that takeoff, the more money you will earn.

The other object of the game is to block your opponents from filling their plane up with passengers. Keep other players from making any money. To block other players, play a problem against your opponents. There are five types of problems you can use to block your opponents.

If a problem has been played against you, make sure you have the proper remedy card to fix the problem.
Set up: Separate the four airborne token cards from the deck. Take the airborne token cards and cut into quarters, make 16 airborne tokens. Shuffle the deck of cards and deal seven cards to each player. The remaining cards will become the draw pile, place in the center. The discard pile are the cards that are no longer in play, place those cards next to the draw pile cards face up. Designate a player to keep score of player cash total.
Begin Game: Choose a player to begin, moving clockwise for each players turn. A player's turn has two steps. First a player has to pick up a card from the draw pile. Then the player has to play a card from their hand to the table to end their turn. If a player can't play a card, player will place a card from hand to the discard pile to the end the turn. A player will always hold seven cards in their hand at the end of each turn. There are 4 ways you can play your cards.

AIRPLANE: To play the airplane card, wait your turn. after picking up a card from the draw pile, if a player has an airplane card in their hand, they should put that card in play, by placing the card in front of them. Your plane is now ready to be loaded up with passengers. Players turn is over after they play the card.

A PLAYER CAN ONLY HAVE ONE AIRPLANE CARD IN PLAY AT A TIME

Planes: There are three types of airplane cards, a two passenger plane, a three passenger plane. and a four passenger plane. Each plane must be filled to capacity with the correct number of passenger before takeoff.
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PASSENGER: To load your airplane with passengers, player must wait their turn. After picking up a card from the draw pile, player may play a passenger card, by placing the card to the left side of their airplane. Players turn is over after they play the card.
The two passenger plane needs two passengers on the plane, a three passenger plane needs three passengers to fill and the four passenger plane needs four passengers to fill the plane.
Types of Passengers: There are four types of paying passengers. Each passenger card has a dollar value on them, this is the price the passenger will pay for the plane ride. Passenger cards have values of $100; $200; $300; or $500. The object is to fill your plane with the paying passengers.
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Bonus: Once you load your airplane with correct number of passengers, the plane takes off and becomes airborne, you receive bonus dollars for the filled plane. The four passenger plane has a $500 bonus, the three passenger has a $200 bonus, the two passenger plane has a $100 bonus.

Scorekeeper: Once a player fills the airplane to capacity with passengers, the scorekeeper will tally the money from each passenger card, plus the bonus money for the full plane. Then the player will place the airplane and passenger cards to the discard pile and pick up one airborne token. Place the airborne token off to the side. Players turn is over and player will try again to fill another plane.

Example: the scorekeeper will add the two passenger cards and the bonus. $100 plus $200 and the $100 bonus. This will give the player a total of $400.

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WINNING: The first player who has in possession five airborne tokens, ends the game. However, the player with the highest cash amount wins the game regardless of how many planes the player has filled.

PROBLEMS: Play a problem card against opponent. A problem card will block or slow your opponents plane from filling. Each player can only have one problem played against them at a time. After a problem has been cleared, then you may give that player another problem. (Problem cards are red).

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You may have a problem card in your hand, that you may play against your opponent. To play a problem card, wait your turn. After picking up a card from the draw pile, place the problem card to the right side of opponent’s airplane. your turn is over after you play the problem card.

HOW TO DEAL WITH EACH PROBLEM

When a problem card is played against you, you must wait for your turn before dealing with the problem. Pick up a card from the draw pile, then handle the problem that is in front of you.

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HIJACKER: If this card is played against you and you don’t have the proper remedy card, you will lose the airplane that is in front of you, along with the passengers on that plane, You will not get paid, player wont collect an airborne token. Now place the airplane and passengers on that plane into the discard pile, along with the hijacker. Remember to play or discard one of the cards you hold in your hand, to end your turn. -THE U.S. MARSHAL IS THE REMEDY IS FOR THE HIJACKER.
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SICK PASSENGER: If this card is played against and you don’t have the proper remedy card, take the highest paying passenger that is on your plane. (that customer will be your sick passenger) Next you will take that passenger card and place it into the discard pile along with the problem card. Remember to play or discard one of the cards you hold in your hand, to end your turn. -THE DOCTOR CARD IS THE REMEDY FOR THE SICK PASSENGER.
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EARLY TAKE OFF: When this card is played against you, your airplane will take off early, no more customer can board your airplane. Next you will add up the money that the passengers owe you, and have the score keeper write it down. You cannot collect the bonus money. You will still collect an airborne token. Next you will take the airplane that is in front of you, and the passengers on that plane, along with the early take off card and place them into the discard pile. Remember to play or discard one of the cards you hold in your hand, to end your turn.
THERE IS NO REMEDY FOR EARLY TAKE OFF!!!
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THE UNHAPPY CUSTOMER: When this card is played against you, you may continue to play your cards without the proper remedy card. However, when your airplane is filled up with passengers, you will receive only half of the money the passengers owe you, and half of the bonus money. Player still receives the airborne token afterward. -THE APOLOGY LETTER IS THE REMEDY FOR THE UNHAPPY CUSTOMER.
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FLIGHT DELAY: When this card is played against you, you may still play your turn without the proper remedy card. However, after your plane is filled up with passengers, the plane can’t takeoff and you cannot collect any money or an airborne token, until you are cleared for takeoff. –THE CLEARED FOR TAKEOFF IS THE REMEDY FOR THE FLIGHT DELAY.

HOW TO REMEDY EACH PROBLEM

Remedy Cards: When a problem card is played against you, use the remedy card to fix the problem. To play a remedy card, player on their turn will show the proper remedy card to fix the problem. Once a remedy is applied, discard both the problem and remedy card into the discard pile to end the turn (remedy cards are green).

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U.S MARSHAL: This is the remedy for The Hijacker. If you have this card, you may play this against the hijacker, and you will not lose your airplane and passengers. Place the hijacker and U.S. Marshal card to the discard pile. your turn is over.
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DOCTOR: This is the remedy for the sick passenger. If you hold this card, you won’t have to remove any passengers from your plane. Place the sick passenger card and doctor card to the discard pile. Your turn is over.
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APOLOGY LETTER: This is the remedy for the unhappy customer. If you hold this card, you may play this against the unhappy customer card, and make the customer happy. place the unhappy customer card along with the apology letter into the discard pile. Your turn is over.
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CLEARED FOR TAKE OFF: This is the remedy for the flight delay. If you hold this card, your plane will be allowed to take off. Place the flight delay and cleared for takeoff card to the discard pile. Your turn is over.
- If a player plays this card after the airplane is filled with passenger, the scorekeeper will first add up the money the passegers owe, and the bonus money too. Player will take an airborne token. Player will then place the Airplane card and passengers on that plane into the discard pile, along with the flight delay and cleared for takeoff card into the discard pile. Your turn is over.

IMPORTANT NOTES:


*YOU CAN NOT PLAY MULTIPLE PROBEM CARDS AGAINST A PLAYER. ONE PROBLEM PER PLAYER.

*DON’T FORGET TO ALWAYS PICK UP A CARD FROM THE DRAW PILE BEFORE EVERY TURN.

*A PLAYERS TURN ENDS, WHEN THE PLAYER PLAYS A CARD FROM THEIR HAND OR PLACES A CARD INTO THE DISCARD PILE FROM THEIR HAND.

*A PLAYER MAY HAVE ONLY ONE AIRPLANE IN PLAY AT A TIME

*WHEN THE DRAW PILE IS DEPLETED, SHUFFLE THE DISCARD PILE AND PLACE IT FACE DOWN. THOSE CARDS NOW WILL BECOME THE DRAW PILE.

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For 2-6 players, Ages 8+
Rules © 2019 Santay toy and game, Weymouth, Mass. 02189 Printed in China

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Santay Toy & Game Copyright © 2019. Website Designed By: www.DITUNNODESIGN.com

How To Play

Contents: 110 cards.

Airplane cards: There are a total of 24 airplane cards. 6 four passenger planes; 12 three passenger planes; 6 two passenger planes.

Passenger cards: There are 35 passenger cards. 5 passenger cards with a $500 ticket; 5 cards with a $300 ticket: 15 cards with a $200 ticket: 10 cards with a $100 ticket.

Problem cards: There are 21 problem cards. 4 plan hijacked: 4 stick passengers; 5 flights delayed; 4 unhappy customers; 4 early take-off cards.

Remedy cards: There are 26 remedy cards. 6 U.S. Marshall cards; 5 doctors cards: 10 cleared for takeoff cards; 5 apology letter cards.

Airborne token cards: There are 8 airborne token cards.

OBJECT OF THE GAME

Fill your airplane with passengers and get ready for takeoff. Begin with playing the airplane card. When the airplane card is in play, you can start to board your plane with passengers. After the plane has been filled to capacity with passengers, the plane will takeoff and become airborne. Once the plane is airborne, you will tally up the tickets and bonus money. Fill up as many planes as you can, the more planes that takeoff, the more money you will earn.

The other object of the game is to block your opponents from filling their plane up with passengers. Keep other players from making any money. To block other players, play a problem against your opponents. There are five types of problems you can use to block your opponents.

If a problem has been played against you, make sure you have the proper remedy card to fix the problem.
Set up: Separate the four airborne token cards from the deck. Take the airborne token cards and cut into quarters, make 16 airborne tokens. Shuffle the deck of cards and deal seven cards to each player. The remaining cards will become the draw pile, place in the center. The discard pile are the cards that are no longer in play, place those cards next to the draw pile cards face up. Designate a player to keep score of player cash total.
Begin Game: Choose a player to begin, moving clockwise for each players turn. A player's turn has two steps. First a player has to pick up a card from the draw pile. Then the player has to play a card from their hand to the table to end their turn. If a player can't play a card, player will place a card from hand to the discard pile to the end the turn. A player will always hold seven cards in their hand at the end of each turn. There are 4 ways you can play your cards.

AIRPLANE: To play the airplane card, wait your turn. after picking up a card from the draw pile, if a player has an airplane card in their hand, they should put that card in play, by placing the card in front of them. Your plane is now ready to be loaded up with passengers. Players turn is over after they play the card.

A PLAYER CAN ONLY HAVE ONE AIRPLANE CARD IN PLAY AT A TIME

Planes: There are three types of airplane cards, a two passenger plane, a three passenger plane. and a four passenger plane. Each plane must be filled to capacity with the correct number of passenger before takeoff.
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PASSENGER: To load your airplane with passengers, player must wait their turn. After picking up a card from the draw pile, player may play a passenger card, by placing the card to the left side of their airplane. Players turn is over after they play the card.
The two passenger plane needs two passengers on the plane, a three passenger plane needs three passengers to fill and the four passenger plane needs four passengers to fill the plane.
Types of Passengers: There are four types of paying passengers. Each passenger card has a dollar value on them, this is the price the passenger will pay for the plane ride. Passenger cards have values of $100; $200; $300; or $500. The object is to fill your plane with the paying passengers.
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Bonus: Once you load your airplane with correct number of passengers, the plane takes off and becomes airborne, you receive bonus dollars for the filled plane. The four passenger plane has a $500 bonus, the three passenger has a $200 bonus, the two passenger plane has a $100 bonus.

Scorekeeper: Once a player fills the airplane to capacity with passengers, the scorekeeper will tally the money from each passenger card, plus the bonus money for the full plane. Then the player will place the airplane and passenger cards to the discard pile and pick up one airborne token. Place the airborne token off to the side. Players turn is over and player will try again to fill another plane.

Example: the scorekeeper will add the two passenger cards and the bonus. $100 plus $200 and the $100 bonus. This will give the player a total of $400.

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WINNING: The first player who has in possession five airborne tokens, ends the game. However, the player with the highest cash amount wins the game regardless of how many planes the player has filled.

PROBLEMS: Play a problem card against opponent. A problem card will block or slow your opponents plane from filling. Each player can only have one problem played against them at a time. After a problem has been cleared, then you may give that player another problem. (Problem cards are red).

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You may have a problem card in your hand, that you may play against your opponent. To play a problem card, wait your turn. After picking up a card from the draw pile, place the problem card to the right side of opponent’s airplane. your turn is over after you play the problem card.

HOW TO DEAL WITH EACH PROBLEM

When a problem card is played against you, you must wait for your turn before dealing with the problem. Pick up a card from the draw pile, then handle the problem that is in front of you.

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HIJACKER: If this card is played against you and you don’t have the proper remedy card, you will lose the airplane that is in front of you, along with the passengers on that plane, You will not get paid, player wont collect an airborne token. Now place the airplane and passengers on that plane into the discard pile, along with the hijacker. Remember to play or discard one of the cards you hold in your hand, to end your turn. -THE U.S. MARSHAL IS THE REMEDY IS FOR THE HIJACKER.
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SICK PASSENGER: If this card is played against and you don’t have the proper remedy card, take the highest paying passenger that is on your plane. (that customer will be your sick passenger) Next you will take that passenger card and place it into the discard pile along with the problem card. Remember to play or discard one of the cards you hold in your hand, to end your turn. -THE DOCTOR CARD IS THE REMEDY FOR THE SICK PASSENGER.
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EARLY TAKE OFF: When this card is played against you, your airplane will take off early, no more customer can board your airplane. Next you will add up the money that the passengers owe you, and have the score keeper write it down. You cannot collect the bonus money. You will still collect an airborne token. Next you will take the airplane that is in front of you, and the passengers on that plane, along with the early take off card and place them into the discard pile. Remember to play or discard one of the cards you hold in your hand, to end your turn.
THERE IS NO REMEDY FOR EARLY TAKE OFF!!!
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THE UNHAPPY CUSTOMER: When this card is played against you, you may continue to play your cards without the proper remedy card. However, when your airplane is filled up with passengers, you will receive only half of the money the passengers owe you, and half of the bonus money. Player still receives the airborne token afterward. -THE APOLOGY LETTER IS THE REMEDY FOR THE UNHAPPY CUSTOMER.
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FLIGHT DELAY: When this card is played against you, you may still play your turn without the proper remedy card. However, after your plane is filled up with passengers, the plane can’t takeoff and you cannot collect any money or an airborne token, until you are cleared for takeoff. –THE CLEARED FOR TAKEOFF IS THE REMEDY FOR THE FLIGHT DELAY.

HOW TO REMEDY EACH PROBLEM

Remedy Cards: When a problem card is played against you, use the remedy card to fix the problem. To play a remedy card, player on their turn will show the proper remedy card to fix the problem. Once a remedy is applied, discard both the problem and remedy card into the discard pile to end the turn (remedy cards are green).

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U.S MARSHAL: This is the remedy for The Hijacker. If you have this card, you may play this against the hijacker, and you will not lose your airplane and passengers. Place the hijacker and U.S. Marshal card to the discard pile. your turn is over.
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DOCTOR: This is the remedy for the sick passenger. If you hold this card, you won’t have to remove any passengers from your plane. Place the sick passenger card and doctor card to the discard pile. Your turn is over.
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APOLOGY LETTER: This is the remedy for the unhappy customer. If you hold this card, you may play this against the unhappy customer card, and make the customer happy. place the unhappy customer card along with the apology letter into the discard pile. Your turn is over.
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CLEARED FOR TAKE OFF: This is the remedy for the flight delay. If you hold this card, your plane will be allowed to take off. Place the flight delay and cleared for takeoff card to the discard pile. Your turn is over.
- If a player plays this card after the airplane is filled with passenger, the scorekeeper will first add up the money the passegers owe, and the bonus money too. Player will take an airborne token. Player will then place the Airplane card and passengers on that plane into the discard pile, along with the flight delay and cleared for takeoff card into the discard pile. Your turn is over.

IMPORTANT NOTES:


*YOU CAN NOT PLAY MULTIPLE PROBEM CARDS AGAINST A PLAYER. ONE PROBLEM PER PLAYER.

*DON’T FORGET TO ALWAYS PICK UP A CARD FROM THE DRAW PILE BEFORE EVERY TURN.

*A PLAYERS TURN ENDS, WHEN THE PLAYER PLAYS A CARD FROM THEIR HAND OR PLACES A CARD INTO THE DISCARD PILE FROM THEIR HAND.

*A PLAYER MAY HAVE ONLY ONE AIRPLANE IN PLAY AT A TIME

*WHEN THE DRAW PILE IS DEPLETED, SHUFFLE THE DISCARD PILE AND PLACE IT FACE DOWN. THOSE CARDS NOW WILL BECOME THE DRAW PILE.

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For 2-6 players, Ages 8+
Rules © 2019 Santay toy and game, Weymouth, Mass. 02189 Printed in China

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Santay Toy & Game Copyright © 2020. Website Designed By: www.DITUNNODESIGN.com