Setup

Example of how to setup the game.

Alternatively, manually do the setup as follows.

Grab all Elevation Cards and place them in numeric order (low to high). This is the “Elevation Deck”. It represents the current altitude of your plane. Start at the same elevation as your starting tile.

The elevation of a map tile is given by the number of triangles in the corners. The elevation for a specific terrain (grass, forest, …) is always the same.

Combine the default Vehicle Cards with the specific Vehicle Cards for this game. Shuffle and place as a FACEUP draw pile. Each player draws 3 of these to hold in their hand.

Combine the default Health Cards and the specific Health Cards for this game. Shuffle and take out 5: this is your Health Deck.

Place 5 instruction tokens in a row. You’ll place your vehicle cards underneath these each round. Pick any start player.

Objective

You win once you’ve visited all airports. You lose immediately once you’re total loss: your health deck is empty.

Gameplay

Skip “Rounds & Turns” if you already know how to play Naivigation. The other section has unique rules for this game.

Rounds & Turns

Play happens in rounds.

From the start player, take clockwise turns doing one thing: play a Vehicle Card.

Add a card from your hand, facedown, to an empty spot on the row of instructions. (Then draw a new card.)

Continue until each instruction token has a card below it! Then, reveal each instruction and execute it (left to right), one at a time. This moves the vehicle.

Whoever played into the first slot becomes the new start player. Discard the instructions and play the next round!

No communication about the game is allowed.

Whenever you take damage, reveal the top card of your Health Deck. These cards always have a handicap which must be followed at all times.

The core gameplay of Naivigation: play vehicle cards, execute, move vehicle.

Moving & Visiting

When moving, first check your elevation.

There is only one exception: landing.

The map wraps around: flying off of one side makes you reappear on the other. Doing this, however, incurs 1 damage.

How to fly around and land on/collect airports.

Vehicle Cards

Examples of the 4 basic vehicle cards in the game, as well as elevation extremes being bad.

The following vehicle cards are in the base game.

It’s possible to fly too low (you need to remove the last elevation card) or too high (need to add a new elevation card but can’t). In both cases, take 1 damage, but don’t change elevation.

The elevation deck ranges from 1–5. Elevation on tiles ranges from 0–4.

Upgrades

Played the base game and ready for more? Try one or more of these expansions!

Variants

For an easier game,

For a harder game,

Fuel & Falling

This expansion adds a constant extra pressure or decision to the game. Its rules are simple as always, but it makes the game considerably harder, so ye be warned.

During setup,

During gameplay, many Vehicle Cards deplete fuel. Whenever you execute a card that ends up moving the plane, it costs 1 Fuel. (That is, remove the next Fuel card from that deck.)

If you run out of fuel ( = fuel deck is empty), you enter “free fall”.

Example of tracking fuel, freefall when you run out, and how to refuel in time.

Repairs & Racing

This expansion adds three new Vehicle Cards: Repair, Backflip and Fly.

Examples of the 3 new vehicle cards in this expansion.

Timezones & Tomorrow

This expansion adds new material (Timezone Tiles) and a new mechanic.

During setup, add a Timezone tile above each column of the map. From left to right, add them in numeric order.

The remaining Timezone Tiles create the Clock Deck. It works similar to the Elevation Deck: place them in numeric order, from low to high, and start the timer at the lowest number.

During gameplay,

Crucially, the clock now determines if you can visit a specific airport at all.

An airport can only be collected if you reach it when the Clock is lower than its indicated time.

Example of how to track the Clock and timezones, and use that to land on airports in time.

Birds & Bumps

This expansion adds Obstacle Pawns: Bird, Balloon and Tornado.

During setup, place 3 random obstacles on random airports.

During gameplay,

When you hit an obstacle, there are consequences. These depend on what you hit.

Example of how to place and move obstacle pawns, including their special power when you collide with them.

Passengers & Planes

Example of passengers and how to read/use them.

This expansion adds extra material: Passenger Tiles.

During setup, draw 3 random Passenger Tiles. They will be traveling with your amazing airline today.

Each passenger …

The passenger leaves (“is delivered”) when you visit their preferred airport. If so, clearly place them apart from the undelivered passengers.

Once comfortable with this, you can raise the number of passengers. You can also add the following rule: “When you visit a new airport, draw an extra passenger. If its destination doesn’t exist anymore, remove 1 passenger (delivered or not) of choice.”

Poly Planes

With some expansions enabled, you have enough material and options to split players into two teams, even on low player counts. You might try this variant then. (Similar to the shared Naivigation rules for 6+ players, where you’re moving two vehicles and racing against each other.)

If you ever crash into the other airplane, both teams lose the game.