UserName or Email
Unhalfbricking Games        


Show Boxes
In Stock

All Games
Latest Stuff
Low Stock
A Game Of Thrones LCG
Abstract Games
Android Netrunner LCG
Area Control
Bestselling Games
Blue Moon
Co-operative Games
Crayon Rails
Deck Building
Dice Games
Economic Games
Engine Building
Entry Level Games
Farming Games
Flash Point Fire Rescue
Gipf Project
Heavy Games
Julian Recommends
Krosmaster Arena
Logical Deduction
Lord of the Rings LCG
Party Games
Push Your Luck
Race Games
Rail Games
Science / Sci-Fi / Space
Settlers of Catan Series
Small World
Steam / Age of Steam
Ticket to Ride
Word And Storytelling
Worker Placement
You won't find it elsewhere

Contact me
About Unhalfbricking



Mayday! Mayday! ($21.00)
You need to complete your registration to order. Please contact me if you have problems
This is currently in stock.
From Around 25 minutesFor 5 to 8 players aged from 10 years
BoardGameGeek Number: 142924InPrint (In Stock: 5)

In Mayday!Mayday! all players are flight crewmembers aboard flight LK-886, on which the pilot has suddenly died. A heart attack? Poison? Murder? The copilot must now take the lead, but other crewmembers distrust him. The crew believes there are infiltrators amongst them. But who? A skirmish occurs. Will all infiltrators get exposed?

Each crewmember either belongs to the honest crew, or is among the few infiltrators who know one another. At the start you receive 3 identity cards, 2 or 1 honest and 1 or 2 infiltrator. The card you have double, determines your identity. You place these secret cards, mixed, face down in front of you. Then each player looks at 1 card per neighbor. By placing a knowledge tile at a card, you show (or perhaps lie about) what you see. You'll never see more than 1 of another player's 3 cards. So you must combine your own knowledge with the claims of others! But who can you trust?? In order to keep from being unmasked, the infiltrators will naturally act as if they're trying to deduce who might betray the crew.

During skirmishes, some crewmembers will receive first the "Benefit of the Doubt", then they can graduate to a status of "Reliable", and then one of these two reliable crewmembers will become the new Captain. This Captain must start to form a final crew that excludes the infiltrators from access to the cockpit.

With each skirmish, a player sees one identity card held by another player and shares this knowledge (but possibly lies). So each player knows cards self and must value the claims of others. With all players knowing different things, the deductive logic gets deeper and deeper as you theorize about who is who, while also holding possible lies in mind! Will you make it back to the ground safely?

free counters

(c)Unhalfbricking Games 2003-2022