General info and comments
Humanity has always been fascinated with flight. Now, your meeples can take to the skies, though you never know where they'll land.
- 8 new landscape tiles with flying machines
- 1 flight die (sides 1, 1, 2, 2, 3, and 3)
Shuffle the new landscape tiles with those from the basic game and stack them normally. Place the die within easy reach of all payers.
1. Placing a tile
When a player draws a tile with an aircraft symbol, he or she plays it according to normal rules.
2. Placing a meeple
After placing a tile with a flying machine on it, you may choose to place a meeple either normally (and then follow all normal rules of placement) or on the flying machine.
When you place a meeple on the flying machine,   your meeple will move in a straight line in the direction that flying machine faces. Roll the flight die and move your meeple a number of tiles equal to the number of pips on the die (one to three tiles). Your meeple may be placed on any incomplete feature on that tile, even if that feature is already occupied by other meeples. However, meeples placed by a flying machine can never be placed in a field, even if that field is unoccupied.    
Meeples placed by a flying machine immediately become the appropriate type (highwayman, knight, or monk).
If you cannot place your meeple on the designated tile (either because there are only complete features and fields, or because there simply isn't a tile in the designated location), the meeple is returned to your supply. You do not get to place another meeple this turn.
3. Scoring a feature
If the tile with the aircraft symbol completes a feature after placing the tile, the feature is scored as usual.
At the end of the game, normal scoring for incomplete features applies.
Total Tiles: 8
Some of the tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:
For Icons licensing and explanation please visit Icons page.
- Any follower can be a flier, as the flying machine feature is not the final resting place for the follower. However, the final landing point must still be a valid feature for that follower (such as the mayor in a city, see below).
- A phantom can be a flier. However, if you first use a normal follower as a flier then the second figure (the Phantom) cannot also use the flying machine. The flying machine is a feature, so claiming the flying machine feature with the first figure prevents the Phantom from also claiming it. Thus, in this situation the phantom can only be placed on a road or on the field. (5/2013)
- A player cannot place a flier on a structure that was finished by the tile that was just placed, as a feature is considered completed at the moment that a tile is placed, and the flier can only land on an unfinished feature. (2012)
- The flier can land on features outside the City of Carcassonne (but not in the City itself) and outside The Wheel of Fortune (but not on the Wheel itself). The flier can also be deployed to the roads on the school tiles. (1/2013)
- A flier cannot land on a magic portal or any feature other than a road, city, or cloister. The exception is that an abbot can also land on a garden. (2/2013; updated 3/2015)
- The mayor can be a flier. However, the mayor can only land on an unfinished city. If an unfinished city is not available on the tile where the mayor lands, the mayor returns to the player’s supply. (2/2013)
- The abbot can be a flier. However, the abbot can only land on a cloister or a garden. (Yes, gardens are allowed despite the wording of the primary rule.) If an unfinished cloister or garden is not available on the tile where the abbot lands, the abbot returns to the player’s supply. (3/2015)