Objective of the Game
In the Dogfight mode, you are a pilot engaged in a classic aerial duel. Your goal is to survive the combat and be the last player with an active plane remaining on the board.
Setup
To get your match started, follow these steps:
- Place the board in the center of the table so everyone can reach it.
- Separate the components: the D10 die, Flack! tokens, Plane tokens, Plane cards, and maneuver cards (each plane has 10).
- Each player selects a plane model and takes their corresponding plane card, 10 maneuver cards, and their plane token.
- Initial Positioning: In selection order, players place their plane on a hex on the edge of the board. Ensure your plane is not directly facing an opponent.
Game Flow
The game proceeds in rounds consisting of the following steps:
1. Choosing Maneuvers
All players choose one maneuver card and place it face down. Once everyone has chosen, reveal them simultaneously.
2. Determining Initiative
The order in which players act is determined by initiative:
- The player with the lowest initiative goes first.
- Others follow in ascending order.
- Tiebreakers: Compare the initiative of the previous round's cards. If still tied, continue checking previous rounds. If it is the first round or someone reshuffled, all tied players roll a D10; the lowest result goes first. If still tied, roll again.
3. Execution
Players perform their maneuvers one by one according to the initiative order.
Actions and How to Play
During your turn, you will perform the following actions:
Movement
Follow the path indicated by your chosen maneuver card:
- Starting Point (Green): Where your plane begins.
- Movement (White): The hexes you must traverse.
- Final Point (Yellow): Where your plane ends.
- Once finished, place the card in the discard pile.
Attack
You may fire at an enemy if you have Line of Sight (LoS). This requires a clear visual and direct range, following the plane's orientation. You can fire while passing through white hexes or at the yellow hex. You may perform multiple shots in a single maneuver. If multiple planes occupy the same hex, you may only choose one target.
To Fire:
- Check the target's armor (front, side, or rear).
- Count the hexes in range.
- Add armor + distance to determine the target number.
- Roll a D10. If the result is equal to or higher than the target number, it is a hit.
Note: A 10 on the D10 is a Critical Hit. It always hits, even if the target number is higher than 10, and causes 1 hit. If it also meets or exceeds the Armor Vital, the plane is instantly destroyed.
Air Collision
If two or more planes end their movement in the same hex, roll 1 D10 for each involved plane. If all results are different, no collision occurs. If any results match, a collision occurs, and each involved plane takes 1 hit.
Recovering Maneuver Cards
You may perform one of these two options at any time:
- Recover all cards from your discard pile.
- Choose 1 card from your hand and place it under your plane card (this represents fuel used). This card is permanently out of the game.
Out of Fuel: If you have no cards in hand and no discard pile to recover, your plane crashes.
Leaving the Board
You may choose to leave the board by discarding 1 card from your hand (permanently out of the game). At the start of your next turn, reposition your plane on the last valid hex, ensuring you are not facing an opponent.
End of Game and Scoring
In the Dogfight mode, the game ends when only one plane remains on the board. If there is a simultaneous elimination, the group may decide on a draw or a shared victory.
In the Ace Hunt mode, the game lasts 10 rounds. Scoring is as follows:
- Hit: +1 point
- Kill: +3 points
- Armor Vital Kill: +5 points
In Ace Hunt, if players are tied, the player who was shot down fewer times wins.
Tips for Victory
Consulte o manual para detalhes sobre esta seção.