Airline Simulator

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Air Honcho

Air Honcho

This board needs a wider screen.

Turn your device sideways and it will fit. On a desktop, widen the window.

It is a game of dense tables and a world map — the kind of thing that wants<br>room, like the annual report it is pretending to be.

Schedule

Sector<br>km<br>A/C<br>Load<br>Net

Conditions

Hedge fuel<br>Technology<br>Treasury & markets

The competition

Read their books

Fleet

Acquire aircraft

Close the books

Export<br>Import<br>Share<br>Slots<br>Sound off<br>New game

Aircraft market

Amount

Cancel<br>Confirm

The competition

Carrier<br>Strategy<br>Hub<br>Sectors<br>Fleet<br>Tech<br>Revenue<br>Net<br>Cash<br>vs you

Treasury & markets

Borrow<br>Repay debt<br>Issue equity<br>Set dividend

Rivals — stakes, control and buyouts

Carrier<br>Market cap<br>Share price<br>Your stake<br>Free float<br>Dividend<br>Held by

Technology program

Program<br>What it does<br>Cost<br>Lead<br>Fund

Got it

Save slots

Save current game to a new slot

Board briefing

Continue

New game

You have just been made chief executive of Air Honcho, an airline that does not exist yet.

There is money in the bank, a name on the door, and nothing in the air. What<br>you do with that is the game.

The job

Lease or buy aircraft, open sectors between cities, and set what you<br>charge. Everything here is a decision a board actually takes — fleet,<br>network, pricing, debt. Nobody asks you to roster a crew.

A turn<br>One quarter. Nothing is timed; think as long as you like.

You win

By being the most valuable carrier in the sky when the horizon closes —<br>or sooner, if every rival is bankrupt or bought.

You lose

By running out of cash, or by letting a rival buy a controlling stake in<br>you. Both are real endings.

The competition

You start alone. Rivals arrive over the years — a low-cost operator<br>undercutting everyone, a legacy carrier defending a fortress hub, a<br>state-backed flag carrier that can afford to lose money, a roll-up<br>artist buying whoever is weakest. They come sooner the better you do.

Era

Present day<br>Start 2026. A clear runway — 25 years, no scripted history.

History, 2000<br>Start 2000. Live through 9/11, 2008 and COVID. New aircraft arrive as the decades turn. 50 years.

Difficulty

Easy<br>Busier markets, more cash, a smaller and gentler field. A forgiving first game.

Medium<br>The standard game, tuned and balanced. Recommended.

Hard<br>Thinner traffic, less runway. A bigger field arrives sooner and fights harder.

Home base

Take the job

Final call

Game over

Start a new game<br>Review the board

game carrier board aircraft start honcho

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