Welcome to Level 3. You can budget a flight, put odds on your dice, and fly the first modules. What separates an expert crew is quieter: each player knows roughly what the other is holding before the round is half over. Sky Team gives you everything you need to work it out. The Landing Procedure’s tips call a die both an action and information for your teammate. This lesson is about reading that information on purpose.
Three kinds of evidence
What they placed. The obvious one. A Co-Pilot who places a 5 on the third Flap rolled a 5, or spent coffee to turn a 4 or a 6 into one.
What they skipped. Often stronger. If the next Flap needs a 1 or 2, the plan says build flaps, and your Co-Pilot places elsewhere, the likeliest reason is that they hold no 1 or 2. An open space your partner had every reason to use is a message about their hand.
What they still owe. Every round, each of you must place one die on the Axis and one on the Engines. If your partner has two dice left and has placed on neither, you know where both are going. Only the values are hidden.
Put the three together and you can narrow a hand quickly. A Pilot who opens on Concentration, skips an open Landing Gear space for 1 or 2, and still owes the Axis and Engines is probably holding middle or high dice and saving them for the shared jobs.
Read the briefing too
The briefing tells you the plan, which tells you what your partner wants to do. A placement that follows the plan says little. A placement that breaks it says a lot. If you agreed to clear the plane in space 2 and your partner puts a die on the Engines first instead, they may have no 2, or they may have a reason you will see in a moment. Hold the first reading loosely and update it with the next die.
Coffee and rerolls are signals
Spending coffee shows the original die. If your partner spends one coffee to place a 2 on the Brakes, they rolled a 1 or a 3. Either way, they probably had no spare 2.
Spending a Reroll says the hand was bad. Spending the token lets both of you reroll, and the moment your partner reaches for it tells you that the dice behind their screen could not do the job. It also tells you to look at your own hand again, since you may reroll too.
Building coffee early says there is slack. A first die on Concentration in a quiet round usually means “nothing urgent fits, and I am saving for you.”
The last dice
The end of a round is where reading pays most. Suppose you are the Pilot with two dice left, your partner has one, and they still owe the Engines. You know where their last die is going, so the speed now depends on your Engines die and their hidden one.
Use what they skipped this round. If a plane sat in your Current Position and they passed on their Radio, and they also passed on a free Flap that wanted a 1 or a 2, their last die is probably a 3 or higher. A high Engines die from you now risks a 2-space move. If the plan was to stand still, lead low and leave them room.
The same logic runs the other way. When you know your partner must answer a space, place so the answer is easy, using the dice odds lesson: middle values on the Axis, low leads when you want to stand still.
Write so you can be read
Reading is half of it. The other half is placing in a way your partner can read.
- Lead with the die that limits you most. If your hand is narrow, your first die should show it.
- Follow the plan when you can. Breaking it should mean something.
- Do not bluff. There is no opponent. A clever, surprising placement that your partner misreads costs more than the action gains.
No secret codes
It is tempting to agree in the briefing that “if I play on Concentration first, I have high dice.” That is talking about dice, and the rules forbid it. It also turns the game into a code instead of a conversation. Read what the dice say on their own, and let your partner do the same. Our guide to co-op games without a quarterback problem explains why that restraint keeps the game fair to both seats.
Practice the read
The fastest way to build this skill is to check yourself. Before your last die, name your partner’s likely remaining dice in your head. At the end of the round, look. After a dozen flights, the guesses get close, and the silence starts to feel like a conversation.
Next lesson
Heroic Landings: Wind, Ice Brakes, Fuel Leaks, and the Clock
Next, the Heroic Landings: Wind, Ice Brakes, the Kerosene Leak, the 60-second clock, and the Special Ability cards that help you survive them.
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