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Mayday!Mayday!

#142924BGG ↗

2013 · 5-8 players · 25min · weight 1.94 · 327 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
142924
Name
Mayday!Mayday!
Year
2013
Rank
9140
Min players
5
Max players
8
Playing time
25
Min playtime
25
Max playtime
25
Avg weight
1.9375
Num weights
16
Bayes avg
5.60455
Average
6.36486
Users rated
327
Num owned
619
Wanting
29
Wishing
188
Num comments
109
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Simultaneous Action SelectionTeam-Based GameVoting
Categories (3)
Aviation / FlightBluffingDeduction
Description (1764 chars)

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?

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.