Each player should choose a color and receive four pawns.
Place them at the "airport" (the waiting area) on the
gameboard (with the same color as chosen color).
Each player takes a turn to throw the die once.
If one throws a "six", one is allowed to move one
pawn from the "airport" (waiting area) to the
"starting point" (runway). Then throw the die
again to determine how many spaces one is allowed
to advance.
If one throws a "six" again, then one is not only allowed
allowed to advance six spaces, but also to throw the
die again. OR, one could move all the waiting pawns from
the "airport" to the starting point and then is allowed
to throw the die again.
All the pawns must follow the direction of the arrows,
flying around the outer ring completely once. When a pawn
passes the original starting point, then it is allowed to
fly directly to the "destination point" (arrival) in the
center of the board.
When a plane (pawn) arrives on a space of its color, it
is allowed to "fly" directly to a space of the same color.
If the space that a plane lands on contains the symbol of
an airplane, the pawn may follow the arrow and fly to the
space of the same color to which the arrow points.
If a plane is flying to a space occupied by another pawn,
the plane "chases" that occupant back to the "airport"
to start again.
If one has two planes of the same color in one space, they
may be paired to become a "chosen pawn". Other planes may not
fly above a chosen pawn and chosen pawn cannot be "chased".
The first player who manages to get all four pawns to the destination
point (in the center of the board) is the winner.
Variant: For a shorter game, players could decide to each begin
the game with only two or three pawns instead.