FARELINE

Levels

FARELINE, a free strategy game about running an airline, has five levels. Each level keeps every rule of the levels below it and adds its own. Ranked runs open the levels one by one: finish a run and the next level opens on that continent, and the same level on the next continent, 35 squares in all.

Rules as the level chooser words them. Read from the game itself, version 1.0.8. Updated .

The levels side by side

Level Perk slots Cards a hand Take up to MILES for a finished run Rules it adds
TAILWIND 5 5 3 20 STANDARD RULES
CALM 4 5 3 30 CROWDED AIRPORTS, FOUR PERK SLOTS
CROSSWIND 4 5 3 45 ETERNAL PERKS
HEADWIND 4 5 3 65 SLOT SQUEEZE, SHORT LEASE
WINDSHEAR 4 5 3 90 NO ALTERNATE, WET LEASE

MILES are paid for finishing a ranked or Daily run at that level.

TAILWIND

Level 1 of 5. The standard game:

  • STANDARD RULES

    Five perk slots, five cards a month, and the cash box covers a miss.

CALM

Level 2 of 5. It adds to TAILWIND:

  • CROWDED AIRPORTS

    Bases start at 75% of their slots and your HQ at 50%, and four won slot rounds take every airport to 120% (+17.5% a round at the HQ, +11.3% at a base). Crowding follows the field's size: an airport of 110 weekly slots or fewer starts where TAILWIND starts, the full crowding applies from 400 up, and every airport takes four equal won rounds to 120%.

  • FOUR PERK SLOTS

    Your rack holds four permanent perks instead of five.

CROSSWIND

Level 3 of 5. It adds to CALM:

  • ETERNAL PERKS

    30% of the permanent perks on the shelf arrive ETERNAL: once bought they can never be sold, and BOARDROOM COUP cannot take them. INAUGURAL FLIGHT retires on its own, so it is never ETERNAL or leased. The shelf at CROSSWIND: 30% ETERNAL, 70% plain.

HEADWIND

Level 4 of 5. It adds to CROSSWIND:

  • SLOT SQUEEZE

    Airports start lower than at CROSSWIND: your HQ at 44% of its slots, bases at 66%. The same four won slot rounds still take every airport to 120%.

  • SHORT LEASE

    15% of the permanent perks on the shelf come on a SHORT LEASE: fully seasoned, they pay their whole line from the first quarter and go back to the lessor after 5 quarters, with nothing refunded. Rare perks are never leased. The shelf at HEADWIND: 30% ETERNAL, 15% short lease, 55% plain.

WINDSHEAR

Level 5 of 5. It adds to HEADWIND:

  • NO ALTERNATE

    In boss quarters your cash cannot cover a missed target. Miss the target in the last quarter of any year and the run ends, however much you have saved. In every other quarter your cash covers a miss, as it does at HEADWIND.

  • WET LEASE

    30% of the permanent perks on the shelf come on a WET LEASE: one fifth of the price up front, then 45% of the going price in rent at every later shop visit. At each visit the shop shows its shelf first. Then you choose for every lease: pay the rent to keep it, or return it (its slot frees at once, nothing refunded). If you leave without choosing, the rent is paid when your cash covers it. If it does not, the newest lease goes back. The shelf at WINDSHEAR: 30% ETERNAL, 15% short lease, 30% wet lease, 25% plain.

The board target

The board target is one number a quarter, the same for every airline and every hub, at every level. It climbs every quarter and holds level into each boss quarter, where the boss adds its share. Your hub and the level decide how hard it is to reach, not what it is.

Year First quarter Second quarter Third quarter Fourth quarter Boss quarter
Year 1 Q1 2 800 Q2 12 000 Q3 33 000 Q4 70 000 Q5 70 000
Year 2 Q6 129 000 Q7 193 000 Q8 299 000 Q9 393 000 Q10 393 000
Year 3 Q11 581 000 Q12 777 000 Q13 945 000 Q14 1 130 000 Q15 1 130 000
Year 4 Q16 1 540 000 Q17 1 740 000 Q18 2 020 000 Q19 2 260 000 Q20 2 260 000
Year 5 Q21 2 630 000 Q22 3 220 000 Q23 3 600 000 Q24 4 130 000 Q25 4 130 000

A violet edge marks the boss quarter. On top of the board target: 10% in a boss quarter, a boss's own extra, 1.0% of the board target for every base that does not fly, and BOARD CONFIDENCE if you bought it. See the books in the guide.