Contents
Yukon Airways Game Rules
Introduction:
Hey there! Welcome to Yukon Airways, an exciting game where you get to steer your very own airline. Buckle up and prepare for takeoff as I guide you through the rules.
Objective:
So, what’s the goal of Yukon Airways? It’s simple! Your mission is to manage your airline and make it as successful as possible. You’ll be taking on the role of an airline manager, making crucial decisions along the way. Your success will depend on a range of factors, so stay sharp!
Game Flow:
Now, let’s dive into the flow of the game. Yukon Airways is played over several rounds, with each round representing one year of your airline’s business. The game continues until five years have passed. Throughout the game, you’ll be facing a variety of challenges, opportunities, and tough choices. It’s all about managing your resources and luck wisely!
Setting Up:
Before you’re ready to soar, you need to set up the game. Start by shuffling the destination cards and placing them face down on the table. Then, reveal a number of cards based on the current year. Each destination card will show the city’s demands, rewards, and any special conditions. These cards will be your ticket to success!
Taking Turns:
Now comes the exciting part – taking turns! On your turn, you can choose from several actions. You can either expand your airline by adding new airplanes to your fleet, hire additional crew members, or fulfill the demands of a city. Keep in mind that each action comes with costs and benefits. It’s up to you to make the best decisions!
Meeting Demands:
Meeting the demands of a city is vital for your airline’s success. Each city has specific requirements, such as cargo, passengers, or both. To fulfill these demands, you’ll need to assign crew members to your planes and load them with the required cargo or passengers. But remember, time is limited, and failure to meet demands will result in penalties. Keep those planes flying smoothly!
Earning Points:
At the end of each round, you’ll earn points based on your performance. Points are awarded for meeting city demands, satisfaction levels of passengers and cargo, money earned, and several other factors. The player with the most points at the end of the game wins! So make every decision count and aim for the skies!
Conclusion:
Congratulations! You’re now ready to embark on your journey through Yukon Airways. Remember, it’s all about managing your airline, making strategic decisions, and optimizing your resources. Good luck, and may your flights be smooth and successful!

Imagine it’s 1979, and you’re standing on the docks of Schwatka Lake in Whitehorse. People are eagerly lined up, waiting for their turn to embark on an incredible adventure. Welcome to the Yukon – a place of wild beauty that’s about to become your playground.
What’s Involved?

- 72 Ticket Cards
- 1 Main Board
- 60 Money Tokens
- 1 Black Round Marker
- 4 Personal Boards
- 9 Objective Cards
- 15 Dice (3 of each color)
- 80 Cubes
- 4 Player Markers
- 4 Seaplane Cards
- 24 Needles (for the dials)
- 28 Switch Tokens
- 4 Seaplanes
- 4 Turn Overview Cards
- Rulebook
Object of the Game
In Yukon Airways, you get to be the boss of your own seaplane, tasked with flying people to various spots in the Yukon. Your mission is to pick up passengers (dice) and use your Ticket Cards to transport them to different locations on the map.
When you bring aboard a passenger, you earn money and unlock the opportunity to upgrade your plane. The passenger will only be satisfied if they find a point of interest that matches their preferences at the destination. Look for colored cubes at each destination that match the color of the passenger’s die to meet their expectations.
When the game ends, you’ll earn extra money based on the different locations you’ve visited. The player with the most money at the end of the week wins the game.
Here’s how to set up the game:
1. Place the Main Board in the middle of the table.
2. Shuffle the Objective Cards and randomly choose 3. Put them face up in the lower left corner of the Main Board. We recommend using cards 1, 7, and 9 for the first game.
3. Put the Black Round Marker on the second box of the calendar (Tuesday).
D First, I pick a Personal Board and put it in my play area. I make sure that all the Switch Tokens are in the OFF position and that all the Dial Needles are set to their lowest value, except for the Fuel Dial which starts at 4.
E Then, I take the Seaplane Card that matches my plane model and grab the Player Marker in my chosen color. I place both of these next to my Personal Board. The card shows my initial improvement, which I apply to my Personal Board right away (see p.12).
Important Note: If you’re an experienced player, it’s recommended that you use the side of the card that doesn’t show any initial improvement. However, if you’re playing with both experienced and novice players, you can combine both options.
First, shuffle the deck of Ticket Cards and deal 6 cards to each player. Remember to keep your hand hidden throughout the game. Then, form a Draw Deck with the remaining cards and place it next to the Main Board.
Next, place all Seaplanes in play at the Whitehorse location on the Main Board.
Now, let’s roll all the dice and place each of them on the Gate that matches the number rolled.
Important Note: In a game with only two players, make sure to remove 1 die of each color before starting.
First, I take all the grey cubes and put them in a separate pile next to the Main Board. Then, for each location on the Main Board, I randomly place a number of cubes of different colors equal to the number of players (excluding Whitehorse). So, if there are 3 players, I place 3 cubes of any color at each location.
Next, I gather all the Money Tokens and create a pile next to the Main Board.
Now it’s time to choose the Starting Player. I do this randomly, and they place their Player Marker in space “1” on the Turn Track. The other players go clockwise, placing their Markers in the first available space from left to right on the Turn Track. Finally, the Starting Player gets $1, the second player gets $2, the third gets $3, and the fourth gets $4.
Note: I remove any leftover components from the game, such as Objective Cards, Cubes, Switch Tokens, Personal Boards, Seaplanes, Seaplane Cards, and Player Markers.
Let the Game Begin
Let me tell you about a game called Yukon Airways. It’s a really fun game that you can play in six rounds, from Tuesday to Sunday. Monday is the only day off. Each round is divided into four phases, and you have to do them in a specific order.
The first phase is called the Boarding Phase. During this phase, each player takes turns doing four steps. First, you take the Marker from the Turn Track and put it on one of the Gates. If there are already other players’ Markers on that Gate, you place yours underneath them. Then, you carry out the action of the Gate you chose.
I can board one or more dice of the same color at the chosen Gate. The Seaplane can hold up to 4 passengers, which are represented by dice. You’ll notice that there are spaces on the Seaplane Card marked with the symbol @ to indicate where the dice should be placed.
Before boarding the dice, there is an important thing to consider. You have the option to move dice from one Gate to an adjacent Gate. An adjacent Gate is one that is next to the Gate you’re currently at, either above or below it. This move will cost you $1 for each die you want to move. You can make multiple moves with the same die or with several dice, as long as you can afford to pay the cost. Just remember that Gates 1 and 6 are considered adjacent.
Once you have boarded the dice onto the Seaplane, you can start moving. The number of steps you can take is determined by two factors. First, you can take one step for each symbol S that is left free on the Seaplane Card after boarding the dice. Additionally, you can take as many steps as the value shown on the Bonus Fuel Dial.
It’s important to note that the maximum capacity of the Seaplane is 7 passengers. If you exceed this limit, any excess passengers will be lost. So be mindful of the number of dice you board!
Now that you know how to board and move the dice on the Seaplane, you’re ready to take off on your adventure! Bon voyage!

I’m going to Gate 5 A. When I get there, my Fuel Dial moves forward 2 steps B. I’m also going to transfer the red die from Gate 3 to Gate 5 for $2 C. Now, I’ll take the 2 red dice from Gate 5 and put them on my Seaplane Card D. Lastly, I’ll move my Fuel Dial forward 3 steps: 2 steps for the free spaces on my Seaplane Card and an extra step because my Bonus Fuel Dial shows that value E.
After everyone has loaded their passengers (dice) and adjusted their fuel, we return the Player Markers to the Turn Track to determine the new order for the Flight Phase.
Let’s talk about being the Starting Player. It’s the player who stands at the Gate with the lowest number. They go to space “1” on the Turn Track. The player at the Gate with the next lowest number goes to space “2”, and so on.
If there are several Markers at the same Gate, we use a top-to-bottom order. The Marker on top goes first, and the others follow.
Phase 2: Flight
Now, let’s move on to the Flight phase. Each player takes turns, following the new turn order. You’ll use your Ticket Cards for this. A flight means you travel from where your Seaplane is to any other location you want to go.
Every round starts in Whitehorse, and that’s where all Seaplanes take off. To make a flight, you need at least one die and enough fuel.
When it’s my turn to fly, I go through a series of steps in a specific order. Let me break it down for you:
- First, I need to play one or more Ticket Cards that match my destination, known as Destination Tickets. This means I have to play a face-up Ticket Card that corresponds to each die (or passenger) I want to take to that location. It’s important to remember that one card is only for one die. If I don’t have the Ticket Card for the destination I want to travel to, I can play 3 face-down Ticket Cards instead, which is like playing a Ticket Card that’s valid for a single die.

Hey there! Let me tell you about Marco and his card-playing adventure. Marco has a Fort Norman card that he’s really excited to use as his Destination Ticket. But that’s not all! He’s got three other Ticket Cards that he’s keeping a mystery. They’re face down, so no one knows what they are. But guess what? Those three cards also count as a Fort Norman Ticket! How cool is that?

When I saw the Fort Norman Card, I noticed the icon
. I decided to play 2 cards under it that also had the same icon. As a result, I collected
(bonus), which allowed me to move my Fuel Dial needle forward by 2 steps right away.
Ready the dice for the Destination Tickets.
Now it’s time to place the dice on the Destination Tickets. Take one or more dice from the Seaplane Card and place them on the Destination Tickets. Just remember, each Destination Ticket can only have one die, and it’s important that you put a die on each Ticket.

So, here’s what happens: after I’ve played my Ticket Cards, I take the red dice from my Seaplane Card and put one on the Fort Norman Card and another on one of the three face-down Cards.
Now, pay attention: If the color of a die matches the color of a cube at the destination, it means I’ve found something that suits my tastes.
Here’s the deal: every time I get a colored cube that’s not gray, I can do something cool on my Dashboard. I can either flip a Switch from OFF to ON or move one of the black Dials (except for the Fuel Dial) one notch forward. These improvements take effect right away.


At Fort Norman, I pick up a red cube and a grey cube (there’s only one red cube). I place both of them on my Personal Board map at Fort Norman. The red cube I obtained allows me to make an improvement on my Dashboard: I decide to turn on Switch.
If the conditions of one or more Objective Cards with the symbol have been met, I receive the corresponding rewards.
Once I’ve completed these steps, if I know that I don’t want to or can’t take any more flights on my next turn, I go directly to the Income Phase, even if I still have dice on my Seaplane Card.
If you can’t make a flight to another destination, you’ll have to wait until your next turn. When your turn comes around again, you can make a new flight by following these steps:
- Roll the dice to determine the distance you can fly.
- Choose a destination and pay the required number of cubes.
- Move your Seaplane to the chosen destination.
- Resolve the effects of the destination.
- Mark the destination as visited.
- Take note of any victory points earned.
After Marco’s flight to Fort Norman, he no longer has any dice on his Seaplane Card. Since he can’t make more flights, he goes directly to the Income Phase.
Phase 3. Income
Once all players have finished their flights for the round, everyone gets:

When you play the game, you can earn money through various means. Let me break it down for you:
1. You can earn dollars based on the highest-value location you visited during your journey. If multiple places have the same highest value, you only earn income from one of them.
2. For each die you place on your Destination Tickets, you earn $1. But if you fly to the remote locations of Old Crow or Inuvik, each die gives you $2 or $3 respectively, on top of the base amount.
3. The Objective Cards you fulfill also give you a reward, which is indicated by the symbol on the card.
Once all the players have collected their income, it’s time for the Maintenance Phase.

So I’ve made my way to Fort Norman, which means I’ve got $7 in my pocket. Not too shabby! But wait, there’s more. I also earned an extra $2 for each die I placed on my Destination Tickets. So that’s an additional $2 in my wallet.
But the money doesn’t stop there. I managed to fulfill Objective Card 3, which required me to spend 7 units of fuel. And what do I get in return? Another $2. Cha-ching!
Phase 4. Maintenance
Now it’s time to do some housekeeping. Here’s what we all need to do:
- First, I need to roll the dice that I placed on my Destination Tickets and the ones still on my Seaplane Cards. Each rolled die goes to the corresponding Gate based on the number rolled. The ones that were already at Gates stay put.
- Next, I need to get rid of all the cards I used during my flights. Time to say goodbye.
- Finally, I need to draw some Ticket Cards. The number of cards I draw is determined by my Card Draw Dial. If I run out of cards in the Draw Deck, I’ll shuffle the discarded ones to make a fresh deck.
Throughout the game, there are a few important steps to keep in mind. First, I need to make sure not to hold more cards in my hand than the designated Hand Size Dial allows. If I have excess cards, I’ll need to discard them.
Once I’ve sorted out my hand, it’s time to focus on the Seaplanes. They all return to Whitehorse, and the Black Round Marker moves forward on the Calendar to the next day. This helps keep track of time in the game.
When Sunday arrives, marking the end of the sixth round, the game comes to a close. Now it’s time to calculate my earnings. I’ll need to add up the money I’ve accumulated throughout the game, including any money earned from the Christmas Bonus Dial. If the Switch $2x is turned on, I’ll also add that money to the total.
Additionally, I can earn money by traveling to different locations. The specific amounts for each location can be found on the Personal Boards. It’s important to note that I can only count each location once.
By following these steps, I can navigate the game and aim for victory.

Whoever has the most money will win the game.
If there’s a tie, the person who has visited the most different places will win, out of those who are tied. If the tie still persists, the tied players will share the victory.