YOUR PEOPLE. YOUR FLIGHT.

Next stop. Together.

The board you know, on every phone. Roll a six, jump your color and bring four planes home.

2–4 seats · Computer pilots · Free, no signup

Let’s fly

Your friends, cleared for takeoff

2–4 seats, one connected phone per person. Create with a nickname and join by QR, invitation or a six-character room code. Add simple computer pilots to play with one human. Every human must be online and ready to start.

Roll a six to take off

Each pilot has four planes. A six lets you launch one plane onto your start tile or move a plane already in flight. Launching does not also move six spaces. A six grants another roll; a third consecutive six ends the turn without a move. Your first two moves remain.

Color jumps and flight routes

Follow the outer track arrows, then enter your own home runway after one lap. Landing on your color jumps four spaces if the destination remains on the outer track. Jump only once per move. Land on your marked flight-route tile to fly twelve spaces ahead; a color jump onto that tile also triggers the flight. No further jump after flying.

Bumps and shared tiles

Passing is harmless. At the dice landing, jump landing or flight destination, send all opposing planes on that tile back to their airport. Your own planes may share a tile and do not block movement. Flying over tiles and other pilots’ home runways does not bump planes.

An exact landing wins

Home runways have no color jumps. Land exactly at the finish to complete a plane’s journey. Overshoot and bounce back by the extra spaces. Finished planes cannot move again. The first pilot with all four planes finished wins. Keep room win totals and play another round.

A little help when you need it

Rolling and choosing a plane each have 45 seconds; timeout rolls or chooses using the public board. Computer pilots use the same rules and fair dice. Pause when the current human disconnects; reconnect to resume. Computers pause when every human is offline. Hosts can pause, skip an offline pilot or return to the lobby.

A shared screen, if you have one

The host creates a separate viewing link and ten-character code. Open it on a computer or TV browser and choose fullscreen. A screen takes no player seat and has no game controls. Phones work independently. HDMI or system screen mirroring can display the page; direct device pairing is not included.

Free play and privacy

No signup, paid dice or paid APIs. The server decides dice, legal moves and wins. Your browser keeps your reconnect credential. Rooms expire after 24 idle hours. Leaving mid-game hands your seat to a computer; the last human leaving deletes the room. These are this site’s fixed friends-room rules.