Table feel
Air Mail has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to other players' actions. However, there is not much emphasis on cooperation in the game.
1925, the US Congress passes the new "Air Mail Act" also known as the "Kelly Act. The Postmaster General will now contract commercial airline companies to carry mail. Step into the shoes of an aviation tycoon and manage one of these companies competing for the contracts to establ...
Players
2-5
Time
30-75
Age
10+
Weight
2.33
Rating
6.88
Should this hit the table?
Air Mail has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to other players' actions. However, there is not much emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Air Mail has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to other players' actions. However, there is not much emphasis on cooperation in the game.
Air Mail has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Air Mail has a moderate influence of luck. Random elements, such as card draws and dice rolls, play a notable but not exclusive role in determining the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. Overall, the game strikes a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.
Overview
1925, the US Congress passes the new "Air Mail Act" also known as the "Kelly Act. The Postmaster General will now contract commercial airline companies to carry mail. Step into the shoes of an aviation tycoon and manage one of these companies competing for the contracts to establish and operate the first airmail service. Grab the incentives offered by the government by plotting the most efficient routes and developing the technology that will allow you to build the most autonomous and reliable models. Whoever can make the most profit for their company will win. Get ready for Airmail to take off! The aim of Airmail is to make the most profit for your company. There are three main ways to earn revenue: Transporting packages between the different divisions of the country. The maximum distance you can send a delivery is determined by your level of technology, which you can improve during the game. Obviously, the greater the distance between the package’s origin and its destination, the greater the profit. Comply with the decrees of the Postal Service. Throughout the game they will be activated as common objectives for all players. Express Deliveries. At the end of the game, you will gain the benefits of the express deliveries that you have and successfully carry out. To achieve all of the above, you will have to plot and extend your own routes by connecting the different divisions, playing concession cards and asking for government subsidies. —description from the publisher
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