New game
You have just been made chief executive of Air Honcho, an airline that does not exist yet.
There is money in the bank, a name on the door, and nothing in the air. What you do with that is the game.
- The job
- Lease or buy aircraft, open sectors between cities, and set what you charge. Everything here is a decision a board actually takes — fleet, network, pricing, debt. Nobody asks you to roster a crew.
- A turn
- One quarter. Nothing is timed; think as long as you like.
- You win
- By being the most valuable carrier in the sky when the horizon closes — or sooner, if every rival is bankrupt or bought.
- You lose
- By running out of cash, or by letting a rival buy a controlling stake in you. Both are real endings.
- The competition
- You start alone. Rivals arrive over the years — a low-cost operator undercutting everyone, a legacy carrier defending a fortress hub, a state-backed flag carrier that can afford to lose money, a roll-up artist buying whoever is weakest. They come sooner the better you do.