Landing
Dive – Straight - Stall
To land successfully, you must be at level 1 or 2, with no ground obstructions anywhere in the move.
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Forced Down
As soon as the aircraft is “forced down” (by a BOOM card, or exceeding its points) it must go out of control, but may go into a spin first – followed by going out of control when the spin stops.
Spin :
Turn(any turn card) - Reversal(lose 1 peg) – Dive(lose 2 pegs).
Retain these 3 cards. Draw from A deck at end of turn. If not 0 damage, play the same cards next turn, Ignore the damage - including special damage – regardless, and put the drawn card at the bottom of the deck.
Out of Control
If Out of Control the aircraft may not fire except observer's guns, It is set to have 0 damage points, and of the three cards selected each turn, one must be a stall, another a dive. Do not tell opponents that you're forced down, just do the moves. Also note – you'll have to play consecutive steep maneuvers, taking an “A” class damage each time. Go over the aircraft's points and the aircraft breaks up in mid-air.
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