While the basic concept is still "climb gains a peg, dive loses 2 pegs", we have to give supplementary rules for immelmans, landing, taking off etc, and take into account climbing and diving over a long period, where different climb rates become significant.
I've taken the opportunity to add a 2 new "3 card tricks" to the usual immelman variants (there are 3 in the Rules As Written), overdive, landing and taking off, and to make play more exciting after drawing the dreaded "BOOM" card, by allowing the possibility of getting down safely, and also "playing dead" and coming back by surprise.
Here they are:
Movement in the Vertical
Climb – short straight in red – gain a peg
Dive – long straight in red – lose 2 pegs
3-card tricks
Immelman -
Straight – Reversal – Straight :
A course-reversal at the same height.
Half-loop -
Straight – Reversal (go up one peg) – Stall (short straight) :
A half-loop upwards
Split-S -
Stall (short straight) – Reversal (go down one peg) – Straight :
A half-loop downwards, also called a “split S”
Overdive -
Stall – Dive (lose 2 pegs) – Straight (lose 2 pegs)
Note: 2 steeps so take an A damage (except for SE5a, Pfalz D.III , Phoenix and Spads)
Wingover -
Stall - Reversal(lose 1 peg) - Dive (lose 2 pegs)
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.
Continuous Climb
Straight – Climb – Straight -
Place 2 “climb counters” on each of the 3 cards. When you've accumulated enough climb counters (varying from 2-6 depending on aircraft type) trade them in for 2 pegs increase in altitude. As soon as you cease doing consecutive continuous climbs, discard all remaining climb counters.
Continuous Dive
Straight – Dive - Straight,
Must start and end with a dive of some kind (wingover, dive, overdive), and loses 1-4 pegs per card (up to 1 for large bombers, 2 for fragile aircraft, 3 for most fighters, 4 for Se5a, Pfalz D.III, Phoenix and Spads)
Taking Off
Stall – Straight – Climb (gain a peg)
Must be on the ground, with no obstructions anywhere in the move
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.
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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