The setting for Blue Skies is the late 1970s. With the United States having passed the Airline Deregulation Act in 1978, the federal government had opened the national airline industry to competition, with airlines now able to determine their own fares and routes. What's more, new airlines could enter the market more easily, and you represent one of those new airlines, a fresh face that needs to establish itself quickly and (more importantly) profit off customer demand for service — but with an entire country open to you, where do you set up shop?
Based on a reading of the rules, here's a fairly thorough overview of this game, which is for 2-5 players, is due out in July/August 2020, and bears a playing time of 45 minutes.
(Note that at most the first five airports drawn will have an open gate, and even those will start with only one open gate run by a local airline. All of the other passengers are just bunched up at the gate waiting for you to serve them!)
Each player starts with three demand cards in hand, and they take turns choosing two gates with a purchase price of at most $6. Players adjust their income from $0, with their income being set to equal the number of passengers now waiting at their gates, then the game begins.
On a turn, each player in turn buys new gates at airports of their choice, spending at most $6 and banking any unspent money as points. You can buy out a local airline, set up gates in new cities, or purchase multiple gates in the same airport to try to dominate that area.
Each player in turn then plays a demand card from their hand, drawing passengers form the bag to place one or more passengers at that location. Then demand cards equal to the number of players are drawn, and more passengers are ahead to those airports. The game board lists the number of cards for each airport, so you somewhat know the odds of where passengers might arrive.
Players adjust their income to account for the opening of new gates, the redistribution of existing passengers, and the arrival of new passengers, then they add their income to their score. If a player now has at least 100 points or has placed their twentieth and final gate, the game ends immediately; otherwise, you add a local airline gate to each airport with passengers but no open gates, pass the first player marker, then start a new round.
At game's end, score the seven regions of the United States based on the player's dominance of those regions. Each airport has a scoring value, e.g., ORD is worth 4, and each gate you have in Chicago is worth 4 for determining dominance in both the Midwest region and the Central region. (ORD is one of four airports in two regions, with the others being JFK, LAX, and DFW.) If you have the most dominance in the Central region, you score 13 points, whereas second place is worth only 6 points. Whoever has the most points wins.