Prefer to sit back? The full rules in five minutes, narrated — every demo below, animated.
1 · The mission
Two air forces face off across a camouflaged hex battlefield. Each player commands
4 fighters and defends a ground target sitting on their home
column. The goal is simple: bomb the enemy target before they bomb yours.
Red flies from the left edge facing east, Blue from the right edge facing west.
Blue always moves first.
2 · The board & setup
The real board is 11 × 16 hexes; each player's first row is their entire edge
column. Players alternate placements on their own first row, Blue first: the
target first, then the fighters one at a time (in the bomber variant, the
bomber is placed last). Choose your layout wisely — where the target sits shapes the whole battle.
3 · Flying a fighter
On your turn every one of your planes must move — to one of the
3 hexes ahead of its nose: straight, or a forward diagonal. The nose turns to match.
No standing still, no turning in place, no flying backwards.
A plane with no legal move (board edge, or blocked by your own pieces)
crashes and is removed — keep an escape route open!
4 · The cannon
A fighter may shoot an enemy plane sitting on any of the 3 hexes it could fly into.
Firing is the fighter's move for the turn: like a capture in chess, it
flies into the downed enemy's hex, nose first.
If the victim's nose points back at your hex, you are flying straight at each other —
a head-on collision destroys both planes. Only shoot planes that aren't
facing you.
5 · Missiles — how they fly
Launching is optional (unlike moving). The missile spawns on the empty hex
directly ahead of the plane's nose and immediately flies its first 2 steps.
The nose hex must be empty. A friendly plane directly ahead
blocks the launch — no pilot fires with a wingman in the HUD. So does any
missile — yours or the enemy's — sitting on your nose: that close to a missile,
a pilot is flying defense, not attack. An enemy plane on your nose blocks
it too — at that range the pilot goes for a guns kill instead (see the
cannon, section 4).
Each turn a missile in the air must fly 2 steps: step 1 straight ahead,
step 2 straight or a forward diagonal — your choice.
If it hasn't hit anything by the end of its second turn of flight
(4 steps), it falls and is removed.
A plane can't launch again while its previous missile is still in the air, and at most
once per turn. Ammunition is unlimited.
6 · Missiles — how they kill
A missile destroys any enemy plane on a hex it flies through or lands on.
Flying your own plane into a hex holding an enemy missile is legal — and fatal
(the game warns you first).
Missile vs missile: only stopping on an enemy missile destroys it (both
explode); passing over is harmless.
Missiles fly harmlessly over friendly planes and ground targets — they can never destroy
a target. Only bombing wins.
7 · The bomber (optional variant)
The bomber picks one of its 3 forward directions and flies 2 hexes along it.
It must fly 2 if any 2-step path is open; only then may it fly 1.
It has no weapons — but in this variant only the bomber can bomb
the enemy target. Your fighters become its escort.
If your bomber is shot down, a new one may take off from your first row.
8 · Losses & replacements
Planes are lost to: a cannon capture, a head-on collision, a missile hit, flying into a
missile, or crashing with no legal move.
With replacement aircraft enabled (0–4, chosen when creating the game), a lost
fighter can be replaced: a new one takes off from any first-row hex
not adjacent to your target.
The new plane cannot move on the turn it takes off, and you can never have more than
4 planes in the air.
9 · Winning
Fly a plane onto the enemy target's hex to bomb it and win instantly.
In the basic game any fighter can bomb; in the bomber variant, only the bomber.
Defend your own target — a lone fighter guarding the approach, or a missile screen,
can turn a bombing run into a suicide mission.