Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but less emphasis on cooperation.
Panic In The Air is a card game where parachutists try to break a free-fall record against other players. Each player draws cards from a deck and plays cards to a pile in front of them until their hand is empty and they pull the rip-cord. Cards may score points, buckle or unbuckl...
Players
3-10
Time
10-15
Age
8+
Weight
?
Rating
6.72
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but less emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but less emphasis on cooperation.
Panic in the Air has a high level of variability in its gameboard, with multiple paths to victory and random elements that keep each playthrough fresh. The availability of expansions adds new content and gameplay elements, further enhancing the replay value. The game offers deep strategic possibilities, allowing players to continuously improve their tactics and strategies. The player interaction score is moderate, providing a balanced level of interaction. The game scales well with different numbers of players, ensuring an enjoyable experience regardless of group size. While the game may take some time to learn, it offers a good balance between easiness and depth. Overall, Panic in the Air has a strong replayability score of 7.8.
Panic in the Air has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Panic In The Air is a card game where parachutists try to break a free-fall record against other players. Each player draws cards from a deck and plays cards to a pile in front of them until their hand is empty and they pull the rip-cord. Cards may score points, buckle or unbuckle a parachute or trigger special effects such as wind blowing cards from one player's pile to the next. Win by having the most points in your deck without dying before the end.
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