Rules
Objective: Be the last plane in the air by reducing your opponents' Health to zero.
Setup:
Each player needs:
- 1 plane token
- 4 altitude tokens
Shared items:
- 1 move template
- 1 range ruler
- 4 Red d6 for Attack dice
- 4 Green d6 for Defense dice
Playing Area:
The playing area can be any size, typically the entire table. For a consistent size, try 3 lengths of the range ruler.
Starting Assignments:
At the beginning of the game, each player assigns values from 4, 3, 3, 2 to the following attributes:
- Health
- Defense
- Attack
- Manoeuvrability
Suggested starting setup for new players:
- 3
- 3
- 2
- 4
If printable stat trackers are not available, use the online stat tracker
Determining First Player:
The player who last saw a plane in real life goes first.
Placing the Planes:
Each player places their plane on the playing area in turn. The plane should be placed within range 1 of the edge of the playing area, and no closer than the range ruler's length to another player.
Game Rounds:
Each round consists of two stages: the Manoeuvre Stage and the Attack Stage.
The player who starts the round moves and attacks first. In the next round, the player to their left will start the round.
Manoeuvre Stage:
- To move, place the manoeuvre template at the front of the plane token and move the plane to the other end of the template.
- Players can use manoeuvre templates up to the value of their score. For example, a player with 4 can execute 2 straight manoeuvres and 1 bank manoeuvre (1 + 1 + 2).
- Each player must complete at least one manoeuvre each round; otherwise, their plane will stall and plummet to the ground.
- If any part of a plane token goes off the board at the end of a manoeuvre, that plane is destroyed.
Altitude:
Take advantage of the sky's vastness!
- At the start of the game, each player begins with 0 altitude tokens.
- Once per round during their manoeuvre stage, a player may spend 1 to Climb and add 1 altitude token beneath their plane.
- Players can gain a maximum of 1 altitude per round.
- If a player hasn't Climbed this round, they may Dive by removing any number of altitude tokens to gain an equal amount of this round.
- The maximum allowed altitude is 4.
Split S
This manoeuvre prevents a pilot from being stuck when they are being tailed by an opponent.
Cost: 4 altitudeAction: Turn 180° after manoeuvre
Attack Stage:
- The attacker declares which enemy plane they will attack.
- A player can only attack if the enemy plane is within range.
- Use the range ruler to ensure both planes are within the designated distance from each other.
- The defender must also be within the attacker's firing arc, indicated by the 90° lines on the front of the token.
- The attacking player rolls a number of dice equal to their Attack value.
- The defending player rolls a number of dice equal to their Defense value.
- Each value of 4-6 rolled on the dice counts as a hit and deals 1 damage.
- Each value of 4-6 rolled on the dice counts as a dodge and cancels out a hit.
- Rolling a 6 results in a critical hit or a vital dodge, counting as 2 hits or dodges respectively.
- The defender loses equal to the uncanceled hits.
Example of the firing arc:
Attack/Defense Bonuses:
Bonuses allow rerolling of dice. The number of dice rolled is determined by the Attack/Defense stats.
- The defender may reroll 1 die if they are within range 3 of the attacker.
- The attacker may reroll 1 die if the defender is within range 1.
- If the defender is within the attacker's forward firing guides, the attacker may reroll 1 die.
- An attacker or defender with higher altitude may reroll 1 die.
- When you destroy an enemy plane, you may reroll 1 die during your next attack.
Next Round:
After the last player who can attack finishes their turn, a new round begins with the next starting player.
Advanced Manoeuvres:
Explore the advanced manoeuvres and test your skills to rule the air!
Printable Rulebook
No not that sort of printing, _actual_ printing with paper and everything!
If you want a quick reference to the rules that fits in the printable (3D this time) box, then you can donwload the PDF from here, or go to the folder that website comes from if you want to make a change.
This bifold book contains the basic rules and a quick reference to the advanced manoeuvres.
Enough chatter, it's time to take to the skies!