1 00:00:03,000 --> 00:00:09,000 The crew members of passenger airplane KL-886 are in shock. 2 00:00:10,000 --> 00:00:13,000 Because the captain suddenly died. 3 00:00:14,000 --> 00:00:17,000 Poissoned, killed or just a heart attack? 4 00:00:18,000 --> 00:00:22,000 The crew members distrust each other. 5 00:00:22,000 --> 00:00:25,000 One thing is certain, the crew is infiltrated. 5 00:00:26,000 --> 00:00:29,000 That's the start situation in Mayday!Mayday!. 6 00:00:30,000 --> 00:00:33,000 The new game by Corné van Moorsel 7 00:00:34,000 --> 00:00:38,000 in the Spieleschmiede. Here I have it as prototype. 8 00:00:40,000 --> 00:00:44,000 The remaining crew members try to get the situation under controle, 9 00:00:44,000 --> 00:00:46,000 to safe the plane. 10 00:00:47,000 --> 00:00:49,000 Therefore a new captain is needed, 11 00:00:50,000 --> 00:00:52,000 and trustworthy crew members. 12 00:00:52,000 --> 00:00:55,000 But who can you trust? 13 00:00:55,000 --> 00:01:01,000 The identity of the crew members is determined by Identity cards. 14 00:01:02,000 --> 00:01:05,000 Thereof each player has an Infiltrator card, 15 00:01:06,000 --> 00:01:08,000 an Honest crew card, 16 00:01:08,000 --> 00:01:11,000 and a third, secret card, 17 00:01:12,000 --> 00:01:17,000 which determines your identity and is unknown by other players. 18 00:01:18,000 --> 00:01:21,000 In a game with 5 players for example 19 00:01:22,000 --> 00:01:27,000 there are 2 Infiltrators. The others are Honest crew members. 20 00:01:28,000 --> 00:01:32,000 During the game you try to find out 21 00:01:32,000 --> 00:01:38,000 who you want to make the captain and who can get cockpit entrance too. 22 00:01:38,000 --> 00:01:40,000 That works in 2 phases. 23 00:01:40,000 --> 00:01:48,000 In the first phase you collect information from your neighbour players, 24 00:01:49,000 --> 00:01:53,000 by looking at their nearest cards. 25 00:01:54,000 --> 00:01:56,000 The card type you see, 26 00:01:56,000 --> 00:01:59,000 Honest crew or Infiltrator, 27 00:02:00,000 --> 00:02:05,000 you tell to the other players by placing your Knowledge marker. 28 00:02:06,000 --> 00:02:13,000 This way players learn more and more about the possible identity of other players. 29 00:02:13,000 --> 00:02:16,000 But Infiltrators can lie. 30 00:02:16,000 --> 00:02:21,000 They should lie at the right moments, to mislead the other players. 31 00:02:21,000 --> 00:02:25,000 Because the Infiltrators want to be in the final crew too, 32 00:02:25,000 --> 00:02:27,000 by becoming the captain, 33 00:02:27,000 --> 00:02:33,000 or otherwise by getting cockpit entrance to take control. 34 00:02:34,000 --> 00:02:39,000 In the second phase the crew gets reduced 35 00:02:39,000 --> 00:02:43,000 to the most trusted crew members. 36 00:02:44,000 --> 00:02:47,000 You defend or attack other crew members, 37 00:02:48,000 --> 00:02:52,000 during discussions about possible theories, 38 00:02:52,000 --> 00:03:00,000 to reduce first to 3, then to 2 and then to 1 crew member who gets trusted. 39 00:03:01,000 --> 00:03:04,000 That crew member is the new captain. 40 00:03:05,000 --> 00:03:08,000 Is he Infiltrator, then the plane is lost, 41 00:03:08,000 --> 00:03:14,000 the Infiltrators win and end the game. 42 00:03:15,000 --> 00:03:18,000 In the other case an extra phase starts, 43 00:03:18,000 --> 00:03:21,000 in which cockpit entrance cards 44 00:03:21,000 --> 00:03:25,000 get allocated in a comparable way. 45 00:03:26,000 --> 00:03:29,000 With the same risk: When an Infiltrator gets cockpit entrance, 46 00:03:29,000 --> 00:03:33,000 the game is over and the Infiltrators win. 47 00:03:33,000 --> 00:03:39,000 But when only Honest crew members get into the cockpit, then the plane is save. 48 00:03:41,000 --> 00:03:45,000 Mayday!Mayday! is a communicative deduction logics game, 49 00:03:45,000 --> 00:03:50,000 in which you must distinguish lies from truths. 50 00:03:50,000 --> 00:03:53,000 Which is fun, brings the players in action, 51 00:03:54,000 --> 00:03:56,000 and is exciting too. 52 00:03:57,000 --> 00:04:00,000 Mayday!Mayday! you can well play intuitive, 53 00:04:00,000 --> 00:04:07,000 but is as much fun when you try to reach your goal by planning and tactics. 54 00:04:07,000 --> 00:04:10,000 Experienced stewardesses and stewards 55 00:04:10,000 --> 00:04:15,000 can use the variation rules of the Power cards. 56 00:04:15,000 --> 00:04:21,000 With these you can for example influence the communication in the game. 57 00:04:22,000 --> 00:04:26,000 So check-in, support this project in the Spieleschmiede, 58 00:04:26,000 --> 00:04:29,000 to start the adventure!