After enjoying the punchy feeling of that Boxing Kangaroo switching up your cards for you in Tiki: Outback, along comes the “Flying Card!”
How does it work? It’s a little bit complicated, but the basics are explained as you begin your first game that features it:

You may start with one Flying Card, but understand that the game can have several at any given time. Below you see that the 3 of Spades is the first Flying Card you see in this tableau:

After you play the Queen of Diamonds (above), you’ll see that the Flying Card (the 3 of Spades), takes the spot of the just-played Queen:

Then, after you’ve flipped a few cards from the stockpile, and are able to, you can remove the 4 of Hearts (above), the Flying Card takes that spot. PLUS, as you see below, a NEW Flying Card has been revealed! Now you have TWO Flying Cards on the table:

While it’s fun to watch them fly, you will eventually have to remove them to win the game. In this case, you have a 4 of Hearts that can take out the 3 of Spades (Flying Card). By doing this, of course, the remaining Flying Card assumes the position of the last card played:

Now you can use the 3 of Spades from the Stockpile to remove the 2 of Hearts, and you’ll have no more Flying Cards at play. Unless, of course, you uncover another one.
IMPORTANT! If you have multiple Flying Cards on the tableau, they will take turns to move in ascending order according to their value! So, the first one will fly towards the spot that was just cleared. The second one will move to the spot of the first and the third will move to the spot of the second. And so on.