I'm going to be running an introductory game at a local convention this upcoming weekend. After collecting lots of great ideas from this site, here is a quick summary of the House Rules that I'm going to use. (I print them out on a card for the players.)
Any comments or suggestions on rules I might have missed?
Tailing: The check for tailing can be done at any time, and not just at the start of the turn.
Clouds: Aircraft may not fire into or out of clouds. Clouds have a floor of level 2, and extend beyond max height. The location of the post determines the in/out status of the plane.
Smoke: Two Smoke = Fire.
Gun Jams: Each “JAM” affects one gun. If a twin gun plane gets a jam, only one gun is jammed. The pilot may then elect to either fire with one gun using the B deck, or clear the jam, but not both. A second JAM affects the firing gun. Only 1 jam counter at a time can be cleared.
Steep Maneuvers: Jams can not be cleared while doing a steep maneuver.
Rudder damage: The “No Right/Left Turn” special damage includes the Immelman card.
Stall/Spins: If you perform two steep maneuvers in a row, you enter a spin.
- Immediately drop one level, and then play three consecutive 60 degree turn cards (50/50 chance to determine left or right. Once determined, all spin turns are same direction)
- after the third card, make recovery attempt (and every card thereafter).
- Lose 1 level with cards 1, 4, and 7 in the sequence.
- No firing or clearing jams in a spin.
- Recovery: Draw B deck damage card. If you get a zero, spin is over. If you get any other result, you're still spinning. (Ignore the damage on the card.)
- If you recover after playing the first or second card in a turn, the rest of the turn is played as straights. If you recover after playing card 3, your first card of the next turn must be a straight. All spins end after the 8th card- play a straight for card 9.
- Spinning into the ground (Altitude 0) is always fatal.
Wing mounted Lewis Guns: May fire upwards when overlapped. In this situation, pilot may fire forward or up—not both. (Nieuports, SE-5a)
Overlaps: Base on base is not an overlap. Post on base is.
No Collisions: All overlaps are considered to be near-misses. In this situation, the guy with the Lewis gun is always "lower".
Explosion Cards are replaced by the “Critical Hits” deck. (13 of the 32 cards are immediately fatal, 17 are a collection of other bad things, 2 are "Miraculous Escape".) The critical hit “Fireball” card (there's two in the deck) deals 2 “A” damage cards each to any and all overlapped planes.
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