A miniature New York of illuminated towers, brick warehouses and rooftop gardens on a dark stone strategy table
NEW YORK, REIMAGINED AS YOUR NEXT MOVE

Capital. Conviction. Consequences.

Own the next
chapter of
New York.

Start with $24M. Outbid rival firms. Turn buildings into income. Leave a city that remembers what you built.

Single player · Turn based · Play in your browser

01 Acquire with intent02 Make the income work03 Change the skylineRead your mandate
BROKER OPINION OF VALUE · THEN THE OFFERING MEMORANDUM

The first page
is free.

A confidential teaser for one address. The rent roll you do not have, and the bid you have to beat, stay inside the memorandum.

Confidential
TRIBECA · RETAILCanal WorksDowntown pair with Hudson Terminal
AIR RIGHTSAR–CW–042PAGE 01

Broker opinion of value · Game document · Market 42 · Q1

A corner the neighborhood already knows.

A corner storefront with a stubbornly loyal neighborhood. Prepared before anyone has spent an action.

Opinion of value
$6.08M
7.3% retail cap · game valuation
Asking guidance
$6.29M
What the market is showing
In-place NOI
$0.44M
On $0.83M potential rent
Occupancy
80%
No executed lease on this page

THE ONE RISK Smaller tenants pay less but stay longer.

OFFERING MEMORANDUM · PAGE 02WITHHELD
Competing bid ceiling
What Sterling and Harbor will pay

Due diligence releases the ceiling. It costs $100,000 and one action. Until then, this page stops.

Request the memorandum

Opens Canal Works in deal review. A new campaign asks you to choose a length first. A saved campaign opens your own market, which can differ from this Market 42 sheet.

Fictional asset. These figures are the game’s own Quarter 1 calculation for market code 42. They are not a valuation, a solicitation, or New York zoning advice.

A special edition devoted to property, power and play

Vol. INo. 1

The New York Ledger

The city remembers

Air RightsSpecial

The city is yours.
If you can hold it.

Twenty-four million dollars. Two rival firms. Three moves a quarter.
Inside AIR RIGHTS, where buying the building is only the beginning.

A miniature New York of illuminated towers, brick warehouses and rooftop gardens on a dark stone table
The prize above the table. Original AI-generated AIR RIGHTS artwork imagines the city as an architectural model: magnificent, finite, and open to negotiation.

The property deskA feature on Richard LeClezio’s AIR RIGHTS

A fortune is not a strategy

New York — The capital is waiting. The skyline is not. In AIR RIGHTS, a player arrives with $24 million and a deceptively simple ambition: turn a collection of buildings into a winning property business before two rival firms do the same.

The first temptation is to buy something impressive. The first useful question is what it will earn. Behind each address sit rents, expenses, debt and decisions that survive long after the excitement of a successful bid.

There are three actions in a quarter. Spend them pursuing a property and something else must wait: a lease, an improvement, a negotiation. Time is scarce even when money is plentiful. Closing the quarter brings the bill.

The acquisition desk makes that tension explicit. Offers are sealed. Due diligence can reveal the rival ceiling. Winning the auction secures the building; it does not prove that the price was wise.

Your rival has a price

Sterling and Harbor are more than names beside a score. Their holdings can become the subject of purchase offers, counteroffers, sales discussions and property exchanges. Negotiation gives the player another route through a city where the most useful asset may already belong to somebody else.

Even timing becomes a bargaining instrument. A private acquisition can close immediately or at quarter-end. A purchase option can secure a future strike price, but the premium leaves your cash today and the right eventually expires.

The more interesting contest begins when a rival can help. A qualifying city intervention may attract rival sponsorship because the work improves that firm’s buildings too. Competition becomes a calculation: can you create enough value for both sides while keeping the advantage?

That is the game’s sharpest idea. The opponent across the table can also be the partner who makes the next move possible.

The skyline keeps the score

The campaign does not end with a larger number and an empty map. Winning unlocks the next chapter. Ownership and leases reset, but physical changes to the city can endure: conversions, retrofits, additions and completed interventions.

The demands grow. The second chapter adds an income requirement. The third calls for new interventions. The fourth asks for a rival-sponsored intervention and completed development. Earlier work can shape the setting without satisfying a fresh mandate.

Victory is therefore specific. Meet the equity target. Finish strictly ahead of both rival firms. Stay solvent. In later chapters, deliver the additional work. An attractive portfolio alone is not enough.

AIR RIGHTS turns the familiar fantasy of owning New York into a more demanding proposition: deciding what to own, what to improve, whom to deal with and when to stop bidding. The city can be yours. Holding it is the business.

Enter the city Open the edition Special edition / 01

An original newspaper-style feature, not independent press coverage. All game assets, firms and prices are fictional. Based on the current AIR RIGHTS game and rules. No real-world investment claims.

01 / THE GAME

A skyline is built
one decision at a time.

You run a property firm in a fictional New York market. The buildings are your assets. Cash keeps you alive. Equity decides who wins.

THE MANDATEFinish ahead.

Reach your campaign’s equity target and beat both rival firms at the final quarter close. A tie does not win. Running out of cash ends the campaign.

Your scoreCash + property value − debtIncludes equity reserved for signed acquisitions.
01

Read the opportunity.

Inspect an address. Test its investment case. Research the competing bid. Information is a decision advantage.

REVIEW FREELY · RESEARCH COSTS AN ACTION
02

Make three moves.

Bid, lease, improve, negotiate or sell. Choose what earns an action and what can wait until next quarter.

THREE ACTIONS · REAL CAMPAIGN CAPITAL
03

Close. See the consequences.

Income settles. Rivals make their moves. The market shifts. Your new position becomes the next opportunity.

NO TIMER · YOU ADVANCE THE QUARTER
02 / THE MOVE BEYOND THE PRICE

One address.
Three different futures.

Follow Canal Works through a scripted opening. Select a move to see its effect on the same building’s economics.

A REAL GAME CALCULATION

Market 42 · Q1 · 45% acquisition debt. This preview uses winning bids just above the rival ceiling. It does not change your saved campaign.

THE OPENING ACQUISITION

The keys are yours.

1 / 3 actions used
Building value$6.08M
Annual NOI$0.44M
Available cash$20.35M

A $6.40M winning bid uses $3.65M cash, including 2% closing costs. Paying above the current game valuation means income and execution have work to do.

THE TRADE-OFFOwning an address is the beginning of the investment.

03 / ACROSS THE TABLE

The other side
has a strategy, too.

Rivals bid against you, sign tenants and improve their holdings. They can also become your seller, buyer or investment partner.

THE UPSIDE HUNTER

Sterling Capital.

Office and flexible space. Income upside. District control. Expect a determined counterparty when your building completes their block.

Their preference
Office & flex
Your opening
Bring them an asset they need.
THE INCOME DEFENDER

Harbor & Co.

Retail and logistics. Dependable income. A protected balance sheet. Cash and closing terms can matter as much as the headline price.

Their preference
Retail & logistics
Your opening
Make the certainty worth something.

Everything has a price. Some things have better terms. Buy, sell, exchange buildings or lock a future purchase price with an option.

Enter the negotiation desk
04 / THE CITY REMEMBERS

Four chapters.
A city worth carrying forward.

Win to unlock the next chapter. Physical improvements endure. A chosen landmark can become the opening acquisition of your next campaign.

CHAPTER 01 / AVAILABLE FROM THE START

The first keys.

Learn to control capital. Choose a concentrated 12-quarter campaign or a 24-quarter game across all 24 properties. Both begin with $24M and a guided first deal.

Opening Move12 quarters$38M equity target · 12 properties
Long Game24 quarters$60M equity target · 24 properties

In either campaign: reach the target, beat both rivals and remain solvent.

Choose your campaign
05 / INSTRUCTIONS

Three pictures.
The whole game.

The mandate, the quarterly loop, the rivals, and both campaigns. The game screens remain the rules. These sheets are the map.

Instruction sheet: opening capital, the equity score, the three-step quarter, Sterling Capital, Harbor and Co., and the 12-quarter and 24-quarter campaigns.
01 / The blueprint
Instruction sheet: the quarterly decision loop, the score as cash plus property value minus debt, failure conditions, both rival firms, and the two campaign modes.
02 / The board
Instruction sheet drawn as a working diagram of the winning mandate, the inspect-move-close loop, rival profiles, and campaign length.
03 / The working sketch
BEFORE YOU TAKE THE KEYS

Know the ground rules.

How do I actually win?

At the final quarter close, meet your campaign’s equity target and finish strictly ahead of both rival firms. Later chapters add objectives such as income, city interventions or completed development. Your Mandate screen tracks every requirement. Negative cash at settlement ends the campaign.

How do I interact with the rivals?

Open Negotiations and choose Sterling or Harbor. Buy their buildings, request an offer for yours, propose an exchange or buy a purchase option. Rivals usually acquire their first buildings at the Q2 close. You compete against their sealed bids from the opening quarter.

Can I stop and come back?

Yes. Time advances only when you close a quarter. The game saves to this browser on this device. Returning through Play resumes an existing campaign. Clearing browser data removes the save; campaigns do not sync between devices.

Is this based on real New York deals?

It is a fictional strategy game inspired by commercial real estate. Properties, prices, firms and market events are invented. Development rules simplify the game and do not represent actual NYC zoning or investment advice.

THE NEXT MOVE IS YOURS

The city will
remember.

Take the first address. Earn the next chapter.

Play AIR RIGHTSA guided first deal gets you started.
YOUR WINNING CITY. YOUR NEXT CHAPTER.