Rulebooks/Airplane

Rulebook 02 · Path drawing

How to play an airplane game

A calm air-traffic game you play by drawing lines. Little planes drift in from the edges of a top-down airfield, each headed for a runway of its own colour. You draw a path from a plane to its matching runway and it follows the line you drew. The single rule is that two planes must never sit on the same spot at once, so you route and re-route to keep everyone apart until the wave has landed.

The same line-drawing air-traffic puzzles turn up under a dozen different titles, all built on one set of rules. This page describes the rules they have in common rather than one publisher's version, so where they differ — a pause button, a speed toggle — the page says so.

Game type
Casual line-drawing routing puzzle
One round
One wave of planes, one to three minutes
Input
Drag a path from a plane to a runway; tap a plane to redraw
Attention
Steady planning rather than reflexes; you set the pace
Progress
Planes landed safely in the wave

What is on the screen

You look straight down at a small airfield with two or three runways along the edges, each a different colour. Planes enter slowly from the sides, and every plane is coloured to show which runway it belongs to. Drawing a line from a plane traces the route it will taxi along; without a line, a plane just idles where it entered. A soft warning ring appears wherever two planned paths would put two planes on the same point at the same moment.

Speed is never the pressure — the planes move gently and you can pause to think. The pressure is spatial: fitting several routes onto one small field so that no two of them ever occupy the same square at the same time.

runway Arunway Bthey meet here
Two paths drawn to the same stretch of apron. The ringed point is where they cross — the one thing a wave will not survive.

Clearing a wave from scratch

The loop, from an empty field to a cleared wave.

  1. 1

    Match the plane's colour to a runway

    When a plane enters, note its colour and find the runway that matches it. A plane can only be sent to its own colour, so the colour decides the destination before you draw anything.

  2. 2

    Draw a path from the plane to that runway

    Drag from the plane to the runway and release. The plane begins following the line immediately, taxiing along it at its own steady speed. A straight line is the fastest route; a curved one takes longer, which matters more than it sounds.

  3. 3

    Use curves to stagger arrivals

    Because a longer path takes longer to travel, drawing a loop or a gentle detour is a legitimate way to make one plane wait for another to pass. This is the main tool for keeping two routes from meeting at the same point.

  4. 4

    Watch for the warning ring

    If two paths would put planes on the same spot at the same time, a warning ring marks it before it happens. Treat the ring as a prompt to redraw one of the two routes, not as something to fix at the last second.

  5. 5

    Redraw freely by tapping a plane

    Tapping a plane erases its current path so you can draw a new one. Rerouting is free and expected; the game is built around adjusting plans as more planes arrive, not around getting every line right first time.

  6. 6

    Handle new arrivals one at a time

    New planes keep entering while earlier ones are still taxiing. Give each new arrival a path as it appears rather than letting several stack up unrouted at the edges, which is where boards get tangled.

  7. 7

    Land the whole wave to clear the round

    When every plane in the wave has reached its runway, the round is complete and the next field loads. If two planes ever meet on the same point the round ends there and restarts from the start of the wave.

Controls

InputWhat it does
Drag plane to runwayDraws the path the plane will taxi along to land.
Tap a planeErases its current path so you can draw a new one.
Draw a longer curveMakes a plane take more time to arrive — the way you make one wait for another.
PauseFreezes the field so you can plan; planes resume where they were.
Speed toggleSlows the whole field on some builds, useful while a wave is busy.

What a session feels like

Pacing

Thoughtful and unhurried. Because you can pause and reroute at will, the tension comes from the puzzle of fitting routes together rather than from speed. A busy field late in a wave asks for a bit of forward planning, but there is never a moment where fast fingers beat a good plan.

Each wave is its own small puzzle, so the game is easy to play in short sittings. A tangled board just restarts the wave, so a mistake costs a minute, not a run you were attached to.

Pointers for a first hour

  • Match colour before you draw. The destination is decided by the plane's colour, so identify the runway first and the line second.
  • Curves are the whole toolkit. A loop is how you make a plane wait; use them deliberately to keep two routes off the same point.
  • Reroute early. The warning ring is an invitation to redraw now, not a countdown to fix at the last moment.
  • Give every new plane a path at once. Unrouted planes piling up at the edges is what turns a calm field into a tangle.
  • Pause when it gets busy. Planning on a frozen field is free and beats reacting on a moving one.

Quick Play Notes is a reference site. This page explains the rules shared by line-drawing air-traffic puzzles rather than one publisher's version, which is why it names no title. The landed-plane counter it describes is a display number inside the game. We have no commercial relationship with any game's publisher.