Wowminis Rules
Wowminis Rules
Wowminis Rules
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Choose a fat surface to play on: a table, a carpet, or a foor section whose
boundaries are well defned. Each player chooses an airplane model and
puts it in front of him, pointing at his opponent. Te plane must be put
on a stand, and the stand must be fxed at the center of a base: Each model
matches a specifc base (see Game Materials, page 2).
You may choose the models and the dimension of the surface freely, or you
may use one of the Basic Scenarios (pages 16-18).
Each player takes a game board for his plane and takes the appropriate
Maneuver deck as indicated by the blue letter on the model base. Place the
Maneuver deck on the Maneuver deck area of the game board. If you are
not using the optional rules for Altitude, remove the last two cards of the
deck (those with the highest numbers and the and symbols).
In the upper-right corner of the game board, place the airplane card which
corresponds to the model used with this board.
Next, shufe the A deck of Damage cards. If you are using planes with a
red letter "B" on their base, shufe the "B" deck of Damage cards as well.
Te "A" Damage deck is included in Famous Aces; the "B" Damage deck is
included in Watch Your Back!. All the planes from the frst series of Wings of
War Miniatures use the "A" Damage deck.
Tis game can be played with more than one plane per player: Maneuver
planning, fring, and damage account are made separately for each airplane.
You can also play with more than two players, divided into teams. Te
game is more fun with 4 planes than with 2, and if you buy additional sets
or blister packs you can have even larger battles.
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Each turn has a Planning Phase and three Movement & Fire Phases.
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At the start of the turn, players choose three cards from their planes
maneuver decks. Tese cards are the three maneuvers that each plane will
perform during that turn. Place these cards facedown in the three spaces of
the game board. Te card in space 1 will be the frst to be performed, the
card in space 2 will be the second, and the card in space 3 the third.
Cards with a symbol are steep maneuvers: At least one non-steep card
must be played before another steep maneuver may be used. In other
words, you may not plan two steep maneuvers in a row. If the last card of
the previous turn was a steep maneuver, you cannot use a steep maneuver
as the frst card of the new turn.
A steep maneuver with a short arrow is called a stall.
A card with a symbol is an Immelmann turn. To play
the Immelmann, you must play a straight maneuver (one
with the symbol) just before the Immelmann and another just after. If
the last card of the previous turn was a straight, you can use an
Immelmann as the frst card of the new turn.
If a player plans an illegal move, when it is discovered, replace it with a
straight one.
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When all the players have planned their moves, they reveal the frst of their
maneuver cards for the turn. Each player puts his maneuver card in front
of his plane base so that the beginning of the arrow matches the little black
line in front of the base. Ten he takes the plane base and puts it on top of
the maneuver card, so that the black arrowhead on the rear of the base
matches the arrowhead of the maneuver.
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In the movement phase, the SPAD turns to its left
while the Fokker executes a sideslip to the right
with a steep maneuver. After moving, the SPAD
can fre at close range: Te player controlling the
Fokker must pick two cards from the A damage
deck. Te Fokker cannot fre since the SPAD is out
of his fring cone.
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It is possible that, at the end of a maneuver, two planes would move to the
same spot of the gaming feld. A partial overlapping of the bases is
acceptable, but it is possible that balance problems, the presence of the
stands or the contact between models make it impossible for everybody to
execute their maneuver exactly as planned. If turning the model around is
not enough, put all the involved planes back to their starting position. Take
a B damage card for each of them and show it: the airplane drawing the
card with the smaller number on the lower right corner moves frst,
executing the maneuver exactly as planned. Ten, following the order of
the draw, every player will move his own plane as close as possible to its
planned destination, keeping the plane with the same orientation which
was planned and moving away from the fnal destination of the minimum
necessary distance.
Bases can overlap, if they are balanced. Damage cards drawn must be
discarded: the damage shown on these cards is not taken into account.
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Two or more planes whose bases overlap can not fre at each other. Tey
can, however, still fre at other planes. Other planes can shoot at the
overlapping planes using the normal rules. Te overlapping planes dont
block each others aim.
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If, at the end of a maneuver, the center of any airplane base is outside the
playing area, that airplane is removed from the game.
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After all planes have moved using their maneuver cards (see above), the
players check to see if anyone can shoot. Take the ruler and put an end
against the plane stand at the center of the airplane base. If the ruler stays
inside the fre arc of the airplane base, and it can reach any point of an
enemy plane base, the airplane can fre at the opponent. It is possible that
two planes can fre at each other. Firing is not mandatory; a player may
decide not to fre with a plane if he wants to.
If the target airplane base is reached by the frst half of the ruler, the player
who owns the target plane draws two cards of damage, from the deck that
matches the letter of the fring plane. If the measurement is reached by the
second half of the ruler, the target plane takes only one card of damage.
Fighter airplanes can fre at a single target each phase, choosing one if there
are several possible targets. Planes cannot fre through another plane base,
enemy or friendly. If it is not possible to reach any point of the target base
from the center of the fring plane passing on the front side of the fring
base without crossing another base, then the aim is blocked.
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When an airplane is fred at, the owner of that plane takes the damage cards
and secretly looks at them, adding any damage numbers to his current total
and noting if there is any special damage listed. (For the basic game, only
damage numbers, explosions, and jammed symbols count. Special damage is
discussed in the Optional Rules.) He keeps all damage cards together,
facedown, in the damage area of the target planes game board, adding up
the numbers on the cards. When the total reaches or exceeds the green
number on the airplane base, the airplane is shot down and eliminated.
All damage is resolved simultaneously after all airplanes that want to fre have
fred. Terefore, a plane that is shot is down may still fre the same phase.
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A player must reveal damage cards that have the (jammed guns)
symbol. Te airplane that fred at him has jammed his guns and cannot fre
after each of the next three maneuvers. To remember this, take three
jammed counters and put them on the maneuver area on the game board
of the fring plane. Tis plane discards one jammed counter after
performing the next three maneuvers, and may not fre during that time.
If two jammed cards are drawn at the same time, jamming still lasts only
three maneuvers.
If a card with a (explosion) symbol is drawn, it means that the airplane
explodes and is immediately eliminated.
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Each turn is composed of three phases. After all airplanes have resolved their
fring, the frst game phase is ended. Everybody reveals the second maneuver
card for the turn. Move and resolve fring. Ten reveal the third card, move,
and resolve fring, which completes the game turn. Ten the planning of the
next turn can begin. Before picking up used cards for the next turn, if the
last maneuver of the turn was a steep ( ), the player places the counter on
his game board, to remember that at the beginning of the next turn he cant
perform another steep. If the last maneuver was an Immelmann turn
( ), the player takes one of those counters to remember that he must begin
his next turn with a straight maneuver. If the last maneuver was a straight
maneuver ( ), the player takes one of those counters to remember that he
can begin his next turn with an Immelmann turn.
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Te last player having one or more planes on the playing area after all the
enemy planes have been eliminated or exited wins the match.
If you are playing several matches, score 1 point for each enemy aircraft
leaving the gaming feld, 2 points for every enemy airplane shot down, and
-1 for each of your own airplanes shot down. Tis is the score for the
winning player or team, to be used to compare diferent matches.
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Once you are familiar with the basic rules, you will want to use the
following rules for more fun and realism. You can use some or all of these
rules as you see ft, but all the players must agree to them before the start of
the game.
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Some damage cards have symbols: Tese are special damages to the target
airplane (exception: Jammed guns afect the fring airplane, see Damage,
page 6). Some of these damage efects must be revealed to the other
players, while others may (and should!) be kept secret. Where appropriate,
players announce the special damage and put the proper Damage counters
in the Damage section of the game board; do not reveal the amount of
damage points.
Te symbol means that the rudder of the plane is jammed. Tis
special damage is kept secret. Te airplane cannot choose maneuvers to
the left (with a little arrow pointing left in the left lower corner of the
card) for the next turn. Any maneuvers already selected for the
remainder of this turn are carried out as placed.
Te symbol means that the rudder of the plane is jammed. Tis
special damage is kept secret. Te airplane cannot choose maneuvers to
the right (with a little arrow pointing right on the card) for the next
turn.
Te symbol means that the pilot is wounded. Tis special damage is
kept secret. Te plane can no longer fre the machine guns just after
executing a steep maneuver, an Immelmann turn, a Split-S, or a climb
(see Altitude rules, pages 11-12). Unjamming machine guns takes
longer: If your guns become jammed, you may not fre after the next
four maneuvers instead of the next three. Take three counters as always
(so as not to reveal that your pilot is wounded), but do not fre after the
maneuver executed just after discarding the last one. If an airplane takes
a second pilot wounded damage, it is eliminated.
Te symbol means that the engine is damaged. Tis special damage
is kept secret. Te plane must play at least one stall Maneuver each turn
(one with a short arrow and the symbol) up to the end of the game.
If an airplane takes a second engine damage, it explodes and it is
eliminated.
Te symbol means that the airplane leaves a smoke track. Te player
must reveal the smoke symbol to the other players and he has to put
three smoke counters in the damage space on the game board to
remember it. He will discard one counter at the end of each turn. Te
airplane cant perform tailing (see below) for the rest of the turn and
during the next two turns, until the smoke counters are removed. Te
smoking plane can be tailed normally.
Te symbol means that the airplane has caught fre. Te player must
reveal the fre symbol to the other players. He takes three fame
counters and puts them in the damage space on the game board.
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Each turn, before revealing the frst maneuver of the turn, the player
discards a fame counter and takes a damage card from A deck, but
only damage points and explosions are taken into account, all other
special damages are ignored. In addition, the plane smokes: It cannot
perform tailing (see below) for the rest of the turn and for the next
two turns, until the fame counters are removed.
When a plane takes more than one special damage of diferent types, all of
them take efect. If a plane takes more than one special damage of the same
type, from that moment ignore the older one and count the most recent
one (if they are taken at the same time, count just the last one drawn).
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When a plane fres at the same enemy plane for multiple phases in a row, it
can fre with more accuracy. From the second phase of consecutive fre,
even from one turn to the next, all the damage cards causing damage score
one additional damage point. However, zeroes are still considered zeroes.
To remember which cards cause extra damage, keep the +1 damage cards in
the proper space on the airplane game board.
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When a player plans an illegal move (for example, two steep maneuvers in
a row), at the moment in which that maneuver has to be performed, the
plane goes out of control and it is eliminated. Te plane counts as shot
down for victory conditions.
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Sometimes a pilot is in an advantageous position in which he can
anticipate the actions of his adversary. Tis is called tailing. Check for it
before each planning phase.
To see if tailing is possible, use the ruler to connect the stand of an airplane
with the stand of any plane in front of it. If the ruler passes through the
front side of the frst plane and through the rear side of the second plane,
and if the ruler does not cross any other plane base in between, then the
frst airplane is said to be tailing the airplane in front (the second airplane),
which is tailed.
Te two airplanes plan their turn as normal, but before revealing the frst
maneuver, the tailed player has to show his frst card to the tailing player:
Te latter can rearrange the order of the three planned maneuver cards for
the tailing plane. Ten the maneuvers are revealed and planes are moved.
After fring is resolved but before revealing the second maneuver, check the
position of the two planes: If tailing is still possible, the tailed player has to
show his second card to the tailing player and the latter can rearrange the
order of the two remaining maneuver cards.
Tailing is possible only between two aircraft that were in tailing position at
the beginning of the turn. If a plane can tail two or more enemies, he must
choose only one for the current turn.
Note that the tailing airplane must put three maneuver cards down. Tis is
so that, if for some reason he no longer tails the same plane, he must follow
his original plans. Since tailing can only begin at the start of a turn, it is
not possible to begin tailing a new plane during the 3 maneuvers of the
turn, but it is possible to lose tailing ability.
Planes with overlapping bases cannot tail each other.
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If you want to have less luck in the game, take all the explosion cards
( ) out of the A and B damage decks.
If you want higher accuracy when planes overlap in a way that forces
their bases to be shifted, you may replace an airplane model with the
corresponding airplane card.
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If an airplane takes at least 1 point of damage, he loses any tailing and aim
advantage for the next phase (if those optional rules are in use).
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In Wings of War, airplanes with twin machine guns are marked A, and
planes with single machine guns are marked B. Targets hit by either type
of plane pick cards from either the A or B damage decks.
Tere are more than enough damage cards to play with the planes included
in the box, but they could run out if you add several planes from additional
blisters. If this happens, take all damage cards from eliminated planes and
reshufe them with their decks.
If this does not help, you can take B cards instead of A cards and vice versa,
according to the instructions below.
If you run out of A damage cards, when a target is hit by an A-fring
machine gun, give it two B damage cards, but ignore any special damage
apart from explosions on the second card.
If you run out of B damage cards, when a target is hit by a B-fring
machine gun, give it an A damage card, but halve the damage points
(rounding up). To keep track of this, place the halved A cards sideways on
the game board. Treat special damage results normally.
Alternatively, each player can write down the total damage points and
special damages he has receives so far in the game, and then you can return
all damage cards to their decks and reshufe them.
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Two-seater planes are not included in this set and are sold in separate
blisters. Two-seaters can be added to the game for more varied scenarios
such as recon, bombing and so on.
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Most two-seater planes have two diferent red letters on
their base: Te frst one is for the front machine gun,
and the second one is for the rear machine gun. Some
have just one letter for the rear-fring machine gun, and
no front ones.
Te rear gunner follows the same rules of fring, but
uses the arc on the rear of the airplane. Two-seaters with
two fring arcs can fre at two diferent targets after each
move. One target must be in the front arc of fre, as for
fghters; the other target must be in the rear arc.
If a two-seater takes jamming damage, only the gun
which was shooting when the jam damage card was
drawn is considered jammed.
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If the optional Special Damages rules are in use, when the card is taken
by a two-seater the symbol may afect either the pilot or the observer. If
the card gives 3 points of damage, it afect the pilot: Apply the normal
rules for a wounded pilot. If it does not have a 3, it means that the
observer of the two-seater plane is wounded. Tis special damage is kept
secret. Te plane can no longer fre the machine guns in the rear arc of fre.
If a two-seater plane has a mission, when you plan the scenario you have to
decide if it can be performed by a plane with an incapacitated observer or
not (for example, some cameras could be used by the pilot).
A second observer wounded damage on the same observer has no
additional efect.
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If you use the Aim optional rule (page 9), the bonus is given to a two-
seaters plane only if it fres at the same enemy plane in the same fring arc
for multiple phases in a row, not if the target planes moves into a diferent
fring arc.
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If a DH.4 shoots a Fokker Dr.I in its rear arc of fre at the end of a
turn, and then shoots it again, at short distance, in the frst phase of the
next turn in the same rear arc, the Fokker Dr.I takes two cards of
damage: If one is a 0 and the other is a 3, the total damage is 4 (0 and
3+1) because of the aim bonus. If after the next maneuver the Fokker
Dr.I is in the front arc of the DH.4, the latter can fre again but with
no aim bonus since it is a diferent fring arc.
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If you want to add more realism and make
two-seaters less powerful, use this rule. It
applies to any rear gun, no matter if the
plane has one or two arcs of fre.
Te rear machine gun of two-seater planes
has a blind spot just at the rear of the tail.
Use the ruler to connect the center of
the two-seater plane with the center of
the would-be target in the rear arc.
If the ruler passes in the fat side
of the rear of the two-seater
airplane base and if the ruler
touches any point of the
target base with its frst
half, fring is not possible.
If you use altitude optional
rules, the blind spot is efective only
against targets at the same or lower altitude: Ignore it if the target is at a
higher level.
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Te German Roland C.II has
higher rear machine guns that can
be turned 360: Use the arc of fre
on the base with the blind spot for
targets at the same or lower
altitude, but the rear machine gun
of the Roland C.II can ignore both
the blind spot and the fring arc
when fring at targets at higher
altitude.
Front Arc
(B Fire)
Rear Arc
(A Fire)
No Front Arc
Rear Arc
(B Fire)
Front Arc
(B Fire)
Rear Arc
(B Fire)
Tis area is in
the Blind Spot.
Firing is not
possible.
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If you wish to introduce altitude into the game, include all the rules in this
section.
When you use altitude rules, you
will use the four pegs included
with each airplane model, inserting
and removing them to show the
current altitude of the model.
You will also use the last two
maneuver cards of the maneuver
deck of each plane: a climb ( )
and a dive ( ) card. Tey are
planned in the same way as all
other maneuver cards, but they
have special efects.
Each plane starts the game at a
certain altitude, agreed upon by
all the players. It must be at least
1 and no higher than 3. Put as
many stands between the plane
base and the model as the agreed
altitude for that plane, plus one
(so an airplane at altitude 2 will
have 3 stands inserted).
No plane can go higher than
altitude 3: At that height, a
maneuver card that would bring
the plane to 4 is considered an
illegal maneuver. Te minimum
altitude for fying planes is 0, if they have at least a climb marker on them.
At 0 level without climb markers, the plane is considered landed. Remove
the plane from the pegs and just place it on the airplane base.
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At the moment of executing a dive ( ), the plane also loses a level. Take
away a peg from under the model for 1 level, and discard any climb
counters that the plane has on its control panel.
If a plane dives to level 0, leave a single peg and discard all the climb
markers it has except for one. If it has none, give one to it.
Te Dive card looks like a straight, but it is not a straight as far as other
rules are concerned.
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An airplane cannot plan a dive, an Immelmann turn, and a straight,
since it must do a straight before the Immelmann.
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At the moment of executing a climb ( ), give the plane a climb counter.
When the number of climb counters reaches the climb rate indicated on
the table below, remove all of them: Te plane gains 1 altitude level and the
model gets a new peg to be put between it and the base.
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An Albatros D.Va (climb rate of 3) is at level 2 of altitude. In past
turns it got two climb counters. When the plane executes a new climb,
it gets a third climb counter. Since its climb rate is 4, the plane goes
immediately to level 3 (adding a fourth peg to its base) and discards all
the climb counters.
Te Climb card looks like a stall, but it is not a stall as far as other rules are
concerned.
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An airplane with a damaged engine (optional special damage rules in
use) cannot plan a straight, a climb, and a left sideslip, since it must do
a stall each turn.
A climb cannot be planned if it would bring the plane to an altitude of 4.
Max. Altitude Climb Rate
Halberstadt D.III 10 5
L.F.G. Roland C.II 10 5
Nieuport 11 10 5
RAF R.E. 8 10 5
Pfalz D.III 11 5
Pomilio PC 11 5
Albatros D.III 11 4
De Havilland/AIRCO D.H. 4 11 4
Pfalz D.IIIa 11 4
Ufag C.I 11 4
Breguet BR.14 A2/B2 12 4
Nieuport 17/21/23 12 3
Siemens-Schuckert D.I 12 3
Albatros D.Va 13 3
Sopwith Triplane 13 3
Fokker Dr. I 13 2
Sopwith Camel 13 2
Hanriot HD1 14 3
SPAD XIII 14 3
Fokker D.VII 14 2
Sopwith Snipe 14 2
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Te SPAD fies at altitude 2,
so three pegs are inserted.
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Te Fokker fies at altitude 0,
so one peg is used.
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Te Immelmann turn is executed as in the basic game, but the plane also
gets a climb counter as soon as it is executed.
Te Immelmann turn cannot be executed in the same turn as a climb.
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Te Split-S is a downward Immelmann turn. Use the standard Immelmann
card. When it is planned, it must have a stall before and a straight after
(you can tell that it is a Split-S instead of an Immelmann because the
player put a stall before it instead of a straight). When it is executed, the
plane loses also a climb counter. If it has none, it loses 1 altitude level and
it takes as many climb counters as the climb rate of the plane minus one.
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An Albatros D.Va (climb rate of 3) is at level 3 of altitude and has no
climb counters. It plans a right sideslip, a stall, and an Immelmann/
Split-S. When in the third phase the airplane executes the Split-S, it
goes immediately to level 2 and it takes 2 (3-1) climb counters. A
Sopwith Camel would take a single climb counter (2-1) instead.
If a plane at 0 altitude looses its last climb marker because of a Split-S, it
crashes to the ground and it is eliminated.
Te Split-S cannot be executed in the same turn as a Dive.
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When an airplane fres at a target at the same altitude, its aim is blocked by
airplanes at the same altitude. Only the altitude level counts, no matter
how many climb counters the airplanes have at the moment.
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When a plane fres at a targetwhose altitude difers by one level, treat short
range (half a ruler) as if it was long range (one card of damage). Planes at
one level of diference and at more than half of the ruler distance, or at two
or more levels of diference, cant fre each other.
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Tailing can be executed normally if the tailing plane is one level higher than
the tailed one, at the same distance of one ruler. No tailing is possible if the
tailing plane is two or more levels higher, nor if it is one or more levels lower.
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At the start of the game, if you want to have a landing feld in the game, set
its limits. It should be at least 9 x 27 cm. Draw on the table or put a sheet
of paper of the right shape. Tis could represent a real airfeld or just a nice
spot where somebody is waiting for rescue...
Landing: Te plane must be at 0 level of altitude with one or more climb
markers. Te sequence of cards must be: First perform a dive to discard all
the climb markers (it touched the groundremove any stand from the
model), then a straight, then a stall. Ten movement for that turn ends,
even if there would be more phases: Any maneuver planned after the stall is
just for blufng and will not be executed.
Takeof: Te plane must start with the center of its base inside the landing
feld. It must do a stall, then a straight maneuver (it is still on the ground),
then the climb card (it is now fyingput a stand under the model). If
the player wants to start taking of in the second or third phase, just play
one or two non-stall maneuvers before the stall, and ignore them when
they should be executed: Te plane will complete the takeof sequence next
turn. If the plane has the center of its base inside the airfeld and wants to
pretend to take of without doing it (the plane has the engine on but it
stays in the same place) just plan three non-stall cards: Te plane cant be
moved or turned that turn.
Crashes: If a grounded plane ends with the center of the base out of the
landing feld while it is taking of (after the stall or the straight) or landing
(after the dive, the straight or the stall), it crashes. It takes 2 A damage
cards if it happens with the stall, 3 A cards if after the straight. Take into
account damage points, explosions, and fre, but ignore all other special
damages. Te plane is grounded (take away any stand from the model) and
it has to be completely still for all the next turn. If it is not destroyed, it can
be moved or turned, or start a new takeof, from the second next turn
onward.
If a plane loses its last climb marker while it is at 0 level and the center of
its base is out of the landing feld (because of bad planning), it crashes: It
takes 4 A cards of damage. Take into account damage points, explosions,
and fre, but ignore all other special damages.
Planes on the Ground: While on the ground, planes cannot fre, but they
can be fred at. During the second phase, before any maneuver card is
revealed, the owner can move and turn the plane base freely. To turn, put a
fnger on any point of the plane base and then turn the base around that
point.
Fire on the Ground: A plane cannot take of if it has fre counters. At the
start of each turn, before considering fre damage, take an A damage card
to see if the ground personnel or the pilot manage to extinguish part of the
fre: Dont take any damage from these cards, but if you draw a 0, take
away a fame counter without taking any damage in exchange for it. If one
or more counters are left, trade one for the damage as normal.
At the end of the turn, if a plane on the ground that is on fre overlaps one
or more planes not on fre that are on the ground, the latter each take two
fame counters.
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Some or all of these rules can only be included in a scenario if the
Altitude rules are in use.
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Te dive is a steep maneuver, but a plane can plan one just after a stall if it
plans a straight just after the dive. Tis sequence is called an overdive.
At the moment of executing the dive, the plane loses a level and it discards
all the climb counters that the plane had. At the end of the following
straight, it loses another level.
An overdive can also be used to pass from level 2 to level 0: In that case,
the airplane keeps a climb counter. Airplanes at 1 or 0 level cannot execute
overdives: If they plan one by mistake, they crash to the ground and they
are eliminated.
Planes not having an Immelmann card in their deck cannot execute
overdives. (Tey are not maneuverable enough to do so.)
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If this optional rule is in use, each game starts with a specifc foor that is
the minimum altitude at which the planes can fy. If there is no specifc
agreement on that, the foor is zero. Te ceiling is 3 levels higher: 3 if
the foor is 0, 4 if the foor is 1, and so on.
Each plane starts the game at a certain altitude, agreed among the players.
It must be at least 1, no lower than the foor, and no higher than the
ceiling. Put one stand between the plane base and the model plus one for
each level agreed above the foor.
Each plane model has also a maximum altitude that it can reach: See the
table at page 11. No plane can climb above its maximum altitude nor
above the ceiling of the scenario (the limit of 4 of the basic rules is replaced
by the limit to the ceiling). No plane can dive below the foor of the
scenario. Accidentally doing so means that the plane is eliminated, just as if
it went out of the gaming surface.
Before planning a turn, any player can propose to change the foor and the
ceiling of the scenario. Any new foor can be chosen, if all players agree: If
one or more players do not agree, the change is not possible. Te choice of
the new foor must be made in a way that all planes still in the game are at
an altitude included between the foor and the ceiling.
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A Sopwith Camel at an altitude of 5 and a Fokker Dr.I at an altitude
of 6 are playing a scenario whose foor is 4. If both players agree before
planning the next turn, the foor can be instantly changed to 3 or 5: no
lower than 3 or the Fokker would be higher than the new ceiling, no
higher than 5 or the Camel would be lower than the new foor.
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Players can agree that there is a cloud cover above the starting ceiling of the
scenario: For example, at an altitude of 4 if the agreed starting ceiling is 3.
It is then allowed to climb above the ceiling reaching the cloud cover.
When a plane reaches the altitude of the cloud cover, it stops moving on
the table. Te player keeps on planning maneuvers as normal, but the
airplane base stays in the same position that the model would have reached
after the climb. It is just a reminder: It cannot fre, be fred on, or collide
with other planes.
Te plane cannot climb more, neither with a climb card nor with an
Immelmann turn. Its maneuvers are kept one on top of the other (or
written down) until a dive or a Split-S is executed. In that phase, the player
takes all the pile of the maneuvers planned since the climb and he executes
all of them immediately, in the order he planned them, putting the model
back on the gaming feld. If the plane exits the gaming surface at the end
of any maneuver card, the plane is out of the game. If not, as soon as the
plane executes the dive or the Split-S, it is back under the cloud level and it
can fre, be fred at, collide, and climb again normally.
Even if the ceiling of the scenario is moved, the cloud cover stays at the
same level.
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