2019 DDDD Awards
Debi Dreyfuss Dare to be Different Award
The winners were Lucy Mencia (Washington DC Chapter) for her instrument rating and Julia Levitina (Eastern PA Chapter) for her Private Pilot Certificate. Their submissions were seen as exceptionally creative in concept and in delivery, and conveyed their love of aviation in the spirit of the Debi Dreyfuss Award. Each winner will receive $1500.
We are posting their submissions here to provide transparency and insight for the 2020 Award cycle, and for your viewing/listening pleasure!
Julia Levitina wowed us with her original songwriting and DDDD entry, which included a postcard, image, and hauntingly beautiful song "Apricot Sky". Youtube video link to the right!
Our next 2019 award winner Lucy Mencia Created a new board game: AEROPOLY!
Directions for game play listed below!
AEROPOLY Aviation Board Game The rules of AEROPOLY are simple and all ages can play. This is a fun board game based on aviation. The rules resemble Monopoly, with a touch of Parcheesi. The Objective of the Game: Each pawn is moved in a clockwise direction on the board until they finish by circling the board and coming in to the “GO” spot to win. It can be played by up to eight players who need to move their aeroplane pawn pieces around the board. At the beginning of the game, each player will throw one dice. The player who gets the highest value starts the game and play will proceed in a clockwise order. Playing Board: Each player selects their own colored aeroplane token. They place their token on the board near the space labelled “Go”. They are to “Land and Hold Short” and may place it on the board at “Go” only when their first turn to move arrives. Sectors: There is a multicolored crossed board on which the aeroplane pawns are moved. The crossed board consist of four geographic air sectors which contain airports considered Class A, B, C, D, E or military. Aeroplanes must conform to their class and size restrictions. Class A Red Border Class B Yellow Border Class C Green Border Class D Gold Border Class E – includes grass strips Blue Border Military Airports Fringed Borders The Dice: are traditional dice with dots imprinted on it with representations of numbers from 1-6. At each turn, each player will throw down two dice however will be allowed to select only ONE dice “to play”. For example, if a player throws down a “2” and a “4”, he may choose to play either a “2” OR “4”, but not 6. The only exception is when a player throws down a double. While they may only advance to the level of one dice, they are allowed another throw. For example, if a player throws down a “4” and “4”, he will move forward 4 steps but then throw again and move forward. There is a maximum of two throws per turn. Aeroplane pawns: of up to eight available colors which represent eight aeroplane. The pawns are moved forward along the boards according to the points depicted by the rolled dice. Initially, each player rolls the dice and only when an aeroplane token player brings up a “1” on their dice, will they be allowed to move their pawn on the board. This will be done by a singular dice. Once you are out on your starting point, your pawn is required to move through the whole board. If you are “eaten” you return to the home square and wait until you roll a “1” to re-start play. The first aeroplane pawn to go around the board to reach “Go” is declared the winner. White Cards: At the beginning of the game, each player will choose one White Card which will represent an aeroplane pawn. Each aeroplane pawn will be limited as to possible landing at each spot, based on their description, runway length and classification. Some smaller planes will not be allowed to land at Class A or B airports, while some of the larger airplanes will not be able to land at smaller airfields. A pawn will be restricted from landing at an inappropriate 2 airport. For example, the Piper Pacer can land at grass, Class D, Class C airports. “Air Force One” can land only at Class B and Military airports. White Cards – These have a photo of an aeroplane. The following table shows true aeroplane specifications. A plane must comply with these real aeroplane limits. For example, the Boeing 777 may not land on a grass field but is limited only to those airports that can accept them. (Longest runway dimensions are from https://AirNav.com). Yr built, Type of Aeroplane, Class HP Service Ceiling Take-off Distance to 50’ Landing Distance from 50’ 1. 1917-Sopwith Camel - biplane 110 19,000 700’ 1000’ 2. 1946 -J3 Piper Cub, PA-18 65 11,500 500’ 725’ 3. 1952-Piper Pacer PA-20 135 15,000 1600’ 1280’ 4. 2001-Turbo Cessna 182T 230 20,000 1385’ 1350’ 5. 1973-Piper Arrow 140, PA28 200 15,000 1800’ 1380’ 6. 1989-Piper Mirage, PA-46 350 25,000 1,087’ 1020’ 7. 2003-Embraer E-170 – regional Cargo 145 41,000 5,190’ 4072’ 8. 1995-Boeing 777 110,000 43,100 10,500’ 6102’ 9. 2008- WILD CARD: (Boeing 747) Air Force One (Military) 266,000 45,100 10,700 6,750’ Turns: At each turn, on a clockwise order, each player must throw the dice, and pick up one Blue Card and one Yellow Card and proceed to play as instructed. Blue Cards: are weather or mechanical constraints: Aeroplane pawns may proceed at pilots discretion, within the choice limits imposed on the cards: 50 Clear weather – proceed as planned. (50% of Blue Cards are these) 5 Snow-Ice conditions - Miss one turn. 5 Rain squalls – Miss one turn. 5 IMF weather – cannot proceed unless aeroplane is instrument rated. Miss one turn. 5 Cloud tops at 20,000 level. Can only proceed if your aeroplane is capable of over-flying the weather. 5 Sudden impassible squall line. Miss one turn. 5 Minor mechanical issues. Miss one turn. 5 Transponder – Radio issues. Miss one turn. 5 Major mechanical issues. Miss two turns. 5 FAA ramp check; Go to Jail card. Miss one turn. 5 Blue Wild cards: - May be kept for further use to undo delay penalties. May be sold or traded. Yellow Cards: ATP cards are MANDATORY ATP missives: 50 Proceed as filed – take your turn as marked on the dice. (50% of Yellow Cards are these) 5 Airport closed- divert to alternate airport. 5 Angel flight priority – Miss one turn. 5 Thank you for Pilots N Paws service: Get out of Jail card. 5 Thank you for volunteer Angel Flights service: Take an extra turn. 5 Aeroplane clearance delay – Missing flight plan. Miss one turn 3 5 Aeroplane clearance arbitrarily sends you to alternate route. Go back 3 steps: If a single engine, go back 3 class C airport spots. If a heavy, go back 3 class B airport spots. 5 NOTAM issue: deer on field. Miss one turn. 2 NOTAM issue: disabled aeroplane on field. Miss one turn. 3 You busted SFRA or FRZ or a MOA restricted air space. Bad. Go directly to jail! 5 Air Force One in vicinity – PIC’s choice: Miss two turns, or go back 2 steps. 5 Yellow Wild cards: - May be kept for further use to undo delay penalties. May be sold or traded. Green Cards – each Green card is worth $50.00. At the beginning of the game, each player will receive ten green cards ($500.) and will earn one additional green card ($50.00) when crossing each corner. Income Taxes, FBO fees, Mechanics fees: If the player lands on “Income Tax” he or she must pay the Bank $100. Luxury Tax are $200. FBO fees are $300. Mechanics fees are $400. A player goes bankrupt when he or she doesn't have enough cash or assets to pay the FAA bank. The FAA may “seize a plane” for lack of registration, tax payment or fines and throw the aeroplane off the board. The FAA may send a deadbeat “to jail”. A player may purchase another throw at dice for $500.00. Players may not loan money to other players. Full house and “Eating”: Each “airport” space will allow a maximum capacity of two aeroplane pawns. Only two of the same class of aeroplane are allowed per airport. For example, there may be two single-engines or two heavies. If there are two planes of the same class already on the space, and if a new player throws a dice which would land in the spot already occupied by the set of same class planes, then the airport is considered “full” and that new aeroplane pawn will not be allowed to land and must land on another spot. However, if an aeroplane of another class lands on the spot, the new aeroplane may “eat” both the non-similar aeroplane and will be allowed to take another turn. The eaten pieces go back to the “Go” home and need to be introduced again. Military Airports: Servicing fees charged for landing on a military airport is $50.00. If a player has no money, he may forfeit a turn. Chance space: If the player lands on a “Chance” space, the player takes one card from either the Blue Card or Yellow Card packs and performs the instruction given on that card. Jail: If the player lands on the Jail space, he or she is safe and is "Just Visiting". No penalty applies. You can get sent to jail only in three ways, by being sent to jail, by not being able to pay fees or by picking a "Go to Jail" card. If the player is sent to the “Go to Jail” square, he must move his token directly to Jail. When in jail, a player may use a “get out of jail free” card (either owned, or purchased from another player), pay a $50 fine or skip one turn to move into the “just visiting” area. The player can attempt to break out and escape jail by trying to roll a doubles - If successful, the player moves the number of squares but doesn't get the extra turn. Skipped turn: If a player skips another player's turn and is caught, the turn is transferred back to the player whose turn was skipped. No NASA reports are accepted. Fly safe. Play nicely.