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  • 8/22/2019 Wowminis_rules FULL RULES

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    Rl

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    PRePaRationChoose a at surace to play on: a table, a carpet, or a oor section whoseboundaries are well dened. Each player chooses an airplane model andputs it in ront o him, pointing at his opponent. Te plane must be puton a stand, and the stand must be xed at the center o a base: Each model

    matches a specic base (see Game Materials, page 2).You may choose the models and the dimension o the surace reely, or youmay use one o the Basic Scenarios(pages 16-18).

    Each player takes a game board or his plane and takes the appropriateManeuver deck as indicated by the blue letter on the model base. Place theManeuver deck on the Maneuver deck area o the game board. I you arenot using the optional rules or Altitude, remove the last two cards o thedeck (those with the highest numbers and the and symbols).

    In the upper-right corner o the game board, place the airplane card whichcorresponds to the model used with this board.

    Next, shue the A deck o Damage cards. I you are using planes with ared letter "B" on their base, shue the "B" deck o Damage cards as well.Te "A" Damage deck is included in Famous Aces; the "B" Damage deck isincluded in Watch Your Back!. All the planes rom the rst series oWings oWar Miniaturesuse the "A" Damage deck.

    Tis game can be played with more than one plane per player: Maneuverplanning, ring, and damage account are made separately or each airplane.

    You can also play with more than two players, divided into teams. Tegame is more un with 4 planes than with 2, and i you buy additional setsor blister packs you can have even larger battles.

    the CounteRs

    Last ManeuveR PeRfoRMed sPeCiaL daMaGes aLtitude

    stRaiGhtManeuveR

    iMMeLManntuRn / sPLit-s

    steePManeuveR

    JaMMed MaChineGuns

    sMoke fLaMe CLiMb CounteR

    sCenaRio GoaLs

    suCCessfuLboMbinG Mission

    suCCessfuLPhotoGRaPhiC

    Mission

    suCCessfuLstRafinG Mission

    suCCessfuL PiLot/sPyReCoveRy Mission

    suCCessfuLobseRvinG/

    aRtiLLeRy diReCtionMission

    suCCessfuL Mission(GeneRiC)

    united statesaiRPLane shot

    down

    bRitish aiRPLaneshot down

    beLGianaiRPLane shot

    down

    fRenCh aiRPLaneshot down

    itaLian aiRPLaneshot down

    RussianaiRPLane shot

    down

    CentRaL eMPiResaiRPLane shot

    down

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    tuRnEach turn has a Planning Phase and three Movement & Fire Phases.

    PLanninGAt the start o the turn, players choose three cards rom their planes

    maneuver decks. Tese cards are the three maneuvers that each plane willperorm during that turn. Place these cards acedown in the three spaces othe game board. Te card in space 1 will be the rst to be perormed, thecard in space 2 will be the second, and the card in space 3 the third.

    Cards with a symbol are steep maneuvers: At least one non-steep cardmust be played beore another steep maneuver may be used. In other

    words, you may not plan two steep maneuvers in a row. I the last card othe previous turn was a steep maneuver, you cannot use a steep maneuveras the rst card o the new turn.

    A steep maneuver with a short arrow is called astall.

    A card with a symbol is an Immelmann turn. o playthe Immelmann, you must play a straight maneuver (one

    with the symbol) just beore the Immelmann and another just ater. Ithe last card o the previous turn was a straight, you can use anImmelmann as the rst card o the new turn.

    I a player plans an illegal move, when it is discovered, replace it with astraight one.

    MoveMentWhen all the players have planned their moves, they reveal the rst o theirmaneuver cards or the turn. Each player puts his maneuver card in ronto his plane base so that the beginning o the arrow matches the little blackline in ront o the base. Ten he takes the plane base and puts it on top othe maneuver card, so that the black arrowhead on the rear o the basematches the arrowhead o the maneuver.

    exaMPLeIn the movement phase, the SPAD turns to its let

    while the Fokker executes a sideslip to the rightwith a steep maneuver. Ater moving, the SPADcan re at close range: Te player controlling theFokker must pick two cards rom the A damage

    deck. Te Fokker cannot re since the SPAD is outo his ring cone.

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    oveRLaPPinG duRinG MoveMentIt is possible that, at the end o a maneuver, two planes would move to thesame spot o the gaming eld. A partial overlapping o the bases isacceptable, but it is possible that balance problems, the presence o thestands or the contact between models make it impossible or everybody toexecute their maneuver exactly as planned. I turning the model around isnot enough, put all the involved planes back to their start ing position. akea B damage card or each o them and show it: the airplane drawing thecard with the smaller number on the lower right corner moves rst,executing the maneuver exactly as planned. Ten, ollowing the order othe draw, every player will move his own plane as close as possible to itsplanned destination, keeping the plane with the same orientation which

    was planned and moving away rom the nal destination o the minimumnecessary distance.

    Bases can overlap, i they are balanced. Damage cards drawn must be

    discarded: the damage shown on these cards is not taken into account.

    oveRLaPPinGwo or more planes whose bases overlap can not re at each other. Teycan, however, still re at other planes. Other planes can shoot at theoverlapping planes using the normal rules. Te overlapping planes dontblock each others aim.

    exitinG the GaMinG suRfaCeI, at the end o a maneuver, the center o any airplane base is outside the

    playing area, that airplane is removed rom the game.

    fiRinGAter all planes have moved using their maneuver cards (see above), theplayers check to see i anyone can shoot. ake the ruler and put an endagainst the plane stand at the center o the airplane base. I the ruler staysinside the re arc o the airplane base, and it can reach any point o anenemy plane base, the airplane can re at the opponent. It is possible thattwo planes can re at each other. Firing is not mandatory; a player maydecide not to re with a plane i he wants to.

    I the target airplane base is reached by the rst hal o the ruler, the playerwho owns the target plane draws two cards o damage, rom the deck thatmatches the letter o the ring plane. I the measurement is reached by thesecond hal o the ruler, the target plane takes only one card o damage.

    Fighter airplanes can re at a single target each phase, choosing one i thereare several possible targets. Planes cannot re through another plane base,enemy or riendly. I it is not possible to reach any point o the target baserom the center o the ring plane passing on the ront side o the ringbase without crossing another base, then the aim is blocked.

    daMaGeWhen an airplane is red at, the owner o that plane takes the damage cardsand secretly looks at them, adding any damage numbers to his current totaland noting i there is any special damage listed. (For the basic game, onlydamage numbers, explosions, and jammed symbols count. Special damage isdiscussed in the Optional Rules.) He keeps all damage cards together,acedown, in the damage area o the target planes game board, adding upthe numbers on the cards. When the total reaches or exceeds the greennumber on the airplane base, the airplane is shot down and eliminated.

    All damage is resolved simultaneously ater all airplanes that want to re havered. Tereore, a plane that is shot is down may still re the same phase.

    JaMMed Guns and exPLosionsA player must reveal damage cards that have the (jammed guns)symbol. Te airplane that red at him has jammed his guns and cannot re

    ater each o the next three maneuvers. o remember this, take threejammed counters and put them on the maneuver area on the game boardo the ring plane. Tis plane discards one jammed counter aterperorming the next three maneuvers, and may not re during that time.

    I two jammed cards are drawn at the same time, jamming still lasts onlythree maneuvers.

    I a card with a (explosion) symbol is drawn, it means that the airplaneexplodes and is immediately eliminated.

    Rest of the tuRnEach turn is composed o three phases. Ater all airplanes have resolved theirring, the rst game phase is ended. Everybody reveals the second maneuvercard or the turn. Move and resolve ring. Ten reveal the third card, move,and resolve ring, which completes the game turn. Ten the planning o thenext turn can begin. Beore picking up used cards or the next turn, i thelast maneuver o the turn was asteep ( ), the player places the counter onhis game board, to remember that at the beginning o the next turn he cantperorm another steep. I the last maneuver was an Immelmann turn( ), the player takes one o those counters to remember that hemustbeginhis next turn with a straight maneuver. I the last maneuver was astraightmaneuver ( ), the player takes one o those counters to remember that hecan begin his next turn with an Immelmann turn.

    viCtoRyTe last player having one or more planes on the playing area ater all theenemy planes have been eliminated or exited wins the match.

    I you are playing several matches, score 1 point or each enemy aircratleaving the gaming eld, 2 points or every enemy airplane shot down, and-1 or each o your own airplanes shot down. Tis is the score or the

    winning player or team, to be used to compare dierent matches.

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    fiRstManeuveR

    PRoGRaMMed

    seCondManeuveR

    PRoGRaMMed

    thiRdManeuveR

    PRoGRaMMed

    unusedManeuveR

    CaRds

    LastManeuveRPeRfoRMed

    daMaGe CaRdstaken

    daMaGe CaRds

    taken with +1(oPtionaL RuLe)

    sPeCiaL

    daMaGe(oPtionaL RuLe)

    CLiMb

    CounteRs(oPtionaL RuLe)

    aiRPLane CaRd

    andJaMMed CounteRs

    the GaMe boaRd

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    Once you are amiliar with the basic rules, you will want to use theollowing rules or more un and realism. You can use some or all o theserules as you see t, but all the players must agree to them beore the start othe game.

    sPeCiaL daMaGesSome damage cards have symbols: Tese are special damages to the targetairplane (exception: Jammed guns aect theringairplane, see Damage,page 6). Some o these damage eects must be revealed to the otherplayers, while others may (and should!) be kept secret. Where appropriate,players announce the special damage and put the proper Damage countersin the Damage section o the game board; do not reveal the amount odamage points.

    Te symbol means that the rudder o the plane is jammed. Tisspecial damage is kept secret. Te airplane cannot choose maneuvers to

    the let (with a little arrow pointing let in the let lower corner o thecard) or the next turn. Any maneuvers already selected or theremainder o this turn are carried out as placed.

    Te symbol means that the rudder o the plane is jammed. Tisspecial damage is kept secret. Te airplane cannot choose maneuvers tothe right (with a little arrow pointing right on the card) or the nextturn.

    Te symbol means that the pilot is wounded. Tis special damage iskept secret. Te plane can no longer re the machine guns just ater

    executing a steep maneuver, an Immelmann turn, a Split-S, or a climb(seeAltituderules, pages 11-12). Unjamming machine guns takeslonger: I your guns become jammed, you may not re ater the nextour maneuvers instead o the next three. ake three counters as always(so as not to reveal that your pilot is wounded), but do not re ater themaneuver executed just ater discarding the last one. I an airplane takesa second pilot wounded damage, it is eliminated.

    Te symbol means that the engine is damaged. Tis special damageis kept secret. Te plane must play at least one stall Maneuver each turn(one with a short arrow and the symbol) up to the end o the game.I an airplane takes a second engine damage, it explodes and it iseliminated.

    Te symbol means that the airplane leaves a smoke track. Te playermust reveal the smoke symbol to the other players and he has to putthree smoke counters in the damage space on the game board toremember it. He will discard one counter at the end o each turn. Teairplane cant perorm tailing (see below) or the rest o the turn andduring the next two turns, until the smoke counters are removed. Tesmoking plane can be tailed normally.

    Te symbol means that the airplane has caught re. Te player mustreveal the re symbol to the other players. He takes three amecounters and puts them in the damage space on the game board.

    oPtionaLRuLes

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    Each turn, beore revealing the rst maneuver o the turn, the playerdiscards a ame counter and takes a damage card rom A deck, butonly damage points and explosions are taken into account, all otherspecial damages are ignored. In addition, the plane smokes: It cannotperorm tailing (see below) or the rest o the turn and or the nexttwo turns, until the ame counters are removed.

    When a plane takes more than one special damage o dierent types, all othem take eect. I a plane takes more than one special damage o the sametype, rom that moment ignore the older one and count the most recentone (i they are taken at the same time, count just the last one drawn).

    aiMWhen a plane res at the same enemy plane or multiple phases in a row, itcan re with more accuracy. From the second phase o consecutive re,even rom one turn to the next, all the damage cards causing damage score

    one additional damage point. However, zeroes are still considered zeroes.o remember which cards cause extra damage, keep the +1 damage cards inthe proper space on the airplane game board.

    iLLeGaL MovesWhen a player plans an illegal move (or example, two steep maneuvers ina row), at the moment in which that maneuver has to be perormed, theplane goes out o control and it is eliminated. Te plane counts as shotdown or victory conditions.

    taiLinGSometimes a pilot is in an advantageous position in which he cananticipate the actions o his adversary. Tis is called tailing. Check or itbeore each planning phase.

    o see i tailing is possible, use the ruler to connect the stand o an airplanewith the stand o any plane in ront o it. I the ruler passes through theront side o the rst plane and through the rear side o the second plane,and i the ruler does not cross any other plane base in between, then the

    rst airplane is said to be tailing the airplane in ront (the second airplane),which is tailed.

    Te two airplanes plan their turn as normal, but beore revealing the rstmaneuver, the tailed player has to show his rst card to the tailing player:Te latter can rearrange the order o the three planned maneuver cards orthe tailing plane. Ten the maneuvers are revealed and planes are moved.

    Ater ring is resolved but beore revealing the second maneuver, check theposition o the two planes: I tailing is still possible, the tailed player has toshow his second card to the tailing player and the latter can rearrange theorder o the two remaining maneuver cards.

    ailing is possible only between two aircrat that were in tailing position atthe beginning o the turn. I a plane can tail two or more enemies, he mustchoose only one or the current turn.

    Note that the tailing airplane must put three maneuver cards down. Tis isso that, i or some reason he no longer tails the same plane, he must ollowhis original plans. Since tailing can only begin at the start o a turn, it isnot possible to begin tailing a new plane during the 3 maneuvers o theturn, but it is possible to lose tailing ability.

    Planes with overlapping bases cannot tail each other.

    touRnaMent RuLes I you want to have less luck in the game, take all the explosion cards

    ( ) out o the A and B damage decks.

    I you want higher accuracy when planes overlap in a way that orcestheir bases to be shited, you may replace an airplane model with thecorresponding airplane card.

    disRuPtionI an airplane takes at least 1 point o damage, he loses any tailing and aimadvantage or the next phase (i those optional rules are in use).

    RunninG out of daMaGe CaRdsInWings o War, airplanes with twin machine guns are marked A, andplanes with single machine guns are marked B. argets hit by either typeo plane pick cards rom either the A or B damage decks.

    Tere are more than enough damage cards to play with the planes included

    in the box, but they could run out i you add several planes rom additionalblisters. I this happens, take all damage cards rom eliminated planes andreshue them with their decks.

    I this does not help, you can take B cards instead o A cards and vice versa,according to the instructions below.

    I you run out o A damage cards, when a target is hit by an A-ringmachine gun, give it two B damage cards, but ignore any special damageapart rom explosions on the second card.

    I you run out o B damage cards, when a target is hit by a B-ring

    machine gun, give it an A damage card, but halve the damage points(rounding up). o keep track o this, place the halved A cards sideways onthe game board. reat special damage results normally.

    Alternatively, each player can write down the total damage points andspecial damages he has receives so ar in the game, and then you can returnall damage cards to their decks and reshue them.

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    two-seateRswo-seater planes are not included in this set and are sold in separateblisters. wo-seaters can be added to the game or more varied scenariossuch as recon, bombing and so on.

    seCond aRC of fiReMost two-seater planes have two dierent red letters ontheir base: Te rst one is or the ront machine gun,and the second one is or the rear machine gun. Somehave just one letter or the rear-ring machine gun, andno ront ones.

    Te rear gunner ollows the same rules o ring, butuses the arc on the rear o the airplane. wo-seaters withtwo ring arcs can re at two dierent targets ater eachmove. One target must be in the ront arc o re, as orghters; the other target must be in the rear arc.

    I a two-seater takes jamming damage, only the gunwhich was shooting when the jam damage card wasdrawn is considered jammed.

    obseRveR wounded(sPeCiaL daMaGes)I the optional Special Damages rules are in use, when the card is takenby a two-seater the symbol may aect either the pilot or the observer. Ithe card gives 3 points o damage, it aect the pilot: Apply the normalrules or a wounded pilot. I it does not have a 3, it means that theobserver o the two-seater plane is wounded. Tis special damage is keptsecret. Te plane can no longer re the machine guns in the rear arc o re.I a two-seater plane has a mission, when you plan the scenario you have todecide i it can be perormed by a plane with an incapacitated observer ornot (or example, some cameras could be used by the pilot).

    A second observer wounded damage on the same observer has noadditional eect.

    aiMI you use the Aim optional rule (page 9), the bonus is given to a two-seaters plane only i it res at the same enemy plane in the same ring arcor multiple phases in a row, not i the target planes moves into a dierentring arc.

    exaMPLeI a DH.4 shoots a Fokker Dr.I in its rear arc o re at the end o aturn, and then shoots it again, at short distance, in the rst phase o thenext turn in the same rear arc, the Fokker Dr.I takes two cards odamage: I one is a 0 and the other is a 3, the total damage is 4 (0 and

    3+1) because o the aim bonus. I ater the next maneuver the FokkerDr.I is in the ront arc o the DH.4, the latter can re again but withno aim bonus since it is a dierent ring arc.

    bLind sPots foR ReaR Guns

    (oPtionaL RuLe)I you want to add more realism and maketwo-seaters less powerul, use this rule. Itapplies to any rear gun, no matter i theplane has one or two arcs o re.

    Te rear machine gun o two-seater planeshas a blind spot just at the rear o the tail.Use the ruler to connect the center othe two-seater plane with the center othe would-be target in the rear arc.

    I the ruler passes in the at sideo the rear o the two-seaterairplane base and i the rulertouches any point o thetarget base with its rsthal, ring is not possible.

    I you use altitude optionalrules, the blind spot is eective onlyagainst targets at the same or lower altitude: Ignore it i the target is at a

    higher level.

    sPeCiaL RuLe foRRoLand C.iiTe German Roland C.II hashigher rear machine guns that canbe turned 360: Use the arc o reon the base with the blind spot ortargets at the same or loweraltitude, but the rear machine gun

    o the Roland C.II can ignore boththe blind spot and the ring arc

    when ring at targets at higheraltitude.

    Front Arc(B Fire)

    Rear Arc(A Fire)

    No Front Arc

    Rear Arc(B Fire)

    Front Arc(B Fire)

    Rear Arc(B Fire)

    Tis area is inthe Blind Spot.

    Firing is notpossible.

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    aLtitudeI you wish to introduce altitude into the game, include all the rules in thissection.

    When you use altitude rules, you

    will use the our pegs includedwith each airplane model, insertingand removing them to show thecurrent altitude o the model.

    You will also use the last twomaneuver cards o the maneuverdeck o each plane: a climb ( )and a dive ( ) card. Tey areplanned in the same way as allother maneuver cards, but theyhave special eects.

    Each plane starts the game at acertain altitude, agreed upon byall the players. It must be at least1 and no higher than 3. Put asmany stands between the planebase and the model as the agreedaltitude or that plane, plus one(so an airplane at altitude 2 will

    have 3 stands inserted).

    No plane can go higher thanaltitude 3: At that height, amaneuver card that would bringthe plane to 4 is considered anillegal maneuver. Te minimumaltitude or ying planes is 0, i they have at least a climb marker on them.

    At 0 level without climb markers, the plane is considered landed. Removethe plane rom the pegs and just place it on the airplane base.

    diveAt the moment o executing a dive( ), the plane also loses a level. akeaway a peg rom under the model or 1 level, and discard any climbcounters that the plane has on its control panel.

    I a plane dives to level 0, leave a single peg and discard all the climbmarkers it has except or one. I it has none, give one to it.

    Te Dive card looks like a straight, but it is not a straight as ar as otherrules are concerned.

    exaMPLeAn airplane cannot plan a dive, an Immelmann turn, and a straight,since it must do a straight beore the Immelmann.

    CLiMbAt the moment o executing a climb ( ), give the plane a climb counter.When the number o climb counters reaches the climb rate indicated onthe table below, remove all o them: Te plane gains 1 altitude level and themodel gets a new peg to be put between it and the base.

    exaMPLeAn Albatros D.Va (climb rate o 3) is at level 2 o altitude. In pastturns it got two climb counters. When the plane executes a new climb,it gets a third climb counter. Since its climb rate is 4, the plane goesimmediately to level 3 (adding a ourth peg to its base) and discards allthe climb counters.

    Te Climb card looks like a stall, but it is not a stall as ar as other rules areconcerned.

    exaMPLe

    An airplane with a damaged engine (optional special damage rules inuse) cannot plan a straight, a climb, and a let sideslip, since it must doa stall each turn.

    A climb cannot be planned i it would bring the plane to an altitude o 4.

    Max. Altitude Climb Rate

    Halberstadt D.III 10 5

    L.F.G. Roland C.II 10 5

    Nieuport 11 10 5

    RAF R.E. 8 10 5

    Palz D.III 11 5

    Pomilio PC 11 5

    Albatros D.III 11 4

    De Havilland/AIRCO D.H. 4 11 4

    Palz D.IIIa 11 4

    Uag C.I 11 4

    Breguet BR.14 A2/B2 12 4Nieuport 17/21/23 12 3

    Siemens-Schuckert D.I 12 3

    Albatros D.Va 13 3

    Sopwith riplane 13 3

    Fokker Dr. I 13 2

    Sopwith Camel 13 2

    Hanriot HD1 14 3

    SPAD XIII 14 3Fokker D.VII 14 2

    Sopwith Snipe 14 2

    exaMPLeTe SPAD fies at altitude 2,so three pegs are inserted.

    exaMPLeTe Fokker fies at altitude 0,so one peg is used.

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    iMMeLMann tuRnsTe Immelmann turn is executed as in the basic game, but the plane alsogets a climb counter as soon as it is executed.

    Te Immelmann turn cannot be executed in the same turn as a climb.

    sPLit-sTe Split-S is a downward Immelmann turn. Use the standard Immelmanncard. When it is planned, it must have a stall beore and a straight ater(you can tell that it is a Split-S instead o an Immelmann because theplayer put a stall beore it instead o a straight). When it is executed, theplane loses also a climb counter. I it has none, it loses 1 altitude level andit takes as many climb counters as the climb rate o the plane minus one.

    exaMPLeAn Albatros D.Va (climb rate o 3) is at level 3 o altitude and has no

    climb counters. It plans a right sideslip, a stall, and an Immelmann/Split-S. When in the third phase the airplane executes the Split-S, it

    goes immediately to level 2 and it takes 2 (3-1) climb counters. ASopwith Camel would take a single climb counter (2-1) instead.

    I a plane at 0 altitude looses its last climb marker because o a Split-S, itcrashes to the ground and it is eliminated.

    Te Split-S cannot be executed in the same turn as a Dive.

    bLoCked aiMWhen an airplane res at a target at the same altitude, its aim is blocked byairplanes at the same altitude. Only the altitude level counts, no matterhow many climb counters the airplanes have at the moment.

    fiRinGWhen a plane res at a targetwhose altitude diers by one level, treat shortrange (hal a ruler) as i it was long range (one card o damage). Planes atone level o dierence and at more than hal o the ruler distance, or at twoor more levels o dierence, cant re each other.

    taiLinGailing can be executed normally i the tailing plane is one level higher thanthe tailed one, at the same distance o one ruler. No tailing is possible i thetailing plane is two or more levels higher, nor i it is one or more levels lower.

    LandinGs, takeoffs, and CRashesAt the start o the game, i you want to have a landing eld in the game, setits limits. It should be at least 9 x 27 cm. Draw on the table or put a sheet

    o paper o the right shape. Tis could represent a real aireld or just a nicespot where somebody is waiting or rescue...

    Landing: Te plane must be at 0 level o altitude with one or more climbmarkers. Te sequence o cards must be: First perorm a dive to discard allthe climb markers (it touched the groundremove any stand rom themodel), then a straight, then a stall. Ten movement or that turn ends,even i there would be more phases: Any maneuver planned ater the stall is

    just or blufng and will not be executed.

    akeof: Te plane must start with the center o its base inside the landingeld. It must do a stall, then a straight maneuver (it is still on the ground),then the climb card (it is now yingput a stand under the model). Ithe player wants to start taking o in the second or third phase, just playone or two non-stall maneuvers beore the stall, and ignore them whenthey should be executed: Te plane will complete the takeo sequence nextturn. I the plane has the center o its base inside the aireld and wants topretend to take o without doing it (the plane has the engine on but itstays in the same place) just plan three non-stall cards: Te plane cant bemoved or turned that turn.

    Crashes: I a grounded plane ends with the center o the base out o thelanding eld while it is taking o (ater the stall or the straight) or landing(ater the dive, the straight or the stall), it crashes. It takes 2 A damagecards i it happens with the stall, 3 A cards i ater the straight. ake intoaccount damage points, explosions, and re, but ignore all other specialdamages. Te plane is grounded (take away any stand rom the model) andit has to be completely still or all the next turn. I it is not destroyed, it canbe moved or turned, or start a new takeo, rom the second next turnonward.

    I a plane loses its last climb marker while it is at 0 level and the center oits base is out o the landing eld (because o bad planning), it crashes: Ittakes 4 A cards o damage. ake into account damage points, explosions,and re, but ignore all other special damages.

    Planes on the Ground: While on the ground, planes cannot re, but theycan be red at. During the second phase, beore any maneuver card isrevealed, the owner can move and turn the plane base reely. o turn, put anger on any point o the plane base and then turn the base around thatpoint.

    Fire on the Ground:A plane cannot take o i it has re counters. At thestart o each turn, beore considering re damage, take an A damage cardto see i the ground personnel or the pilot manage to extinguish part o there: Dont take any damage rom these cards, but i you draw a 0, takeaway a ame counter without taking any damage in exchange or it. I oneor more counters are let, trade one or the damage as normal.

    At the end o the turn, i a plane on the ground that is on re overlaps oneor more planes not on re that are on the ground, the latter each take twoame counters.

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    11

    aLtitude oPtionaL RuLesSome or all o these rules can only be included in a scenario i theAltitude rules are in use.

    oveRdiveTe dive is a steep maneuver, but a plane can plan one just ater a stall i itplans a straight just ater the dive. Tis sequence is called an overdive.

    At the moment o executing the dive, the plane loses a level and it discardsall the climb counters that the plane had. At the end o the ollowingstraight, it loses another level.

    An overdive can also be used to pass rom level 2 to level 0: In that case,the airplane keeps a climb counter. Airplanes at 1 or 0 level cannot executeoverdives: I they plan one by mistake, they crash to the ground and they

    are eliminated.Planes not having an Immelmann card in their deck cannot executeoverdives. (Tey are not maneuverable enough to do so.)

    fLyinG hiGheRI this optional rule is in use, each game starts with a specic oor that isthe minimum altitude at which the planes can y. I there is no specicagreement on that, the oor is zero. Te ceiling is 3 levels higher: 3 ithe oor is 0, 4 i the oor is 1, and so on.

    Each plane starts the game at a certain altitude, agreed among the players.It must be at least 1, no lower than the oor, and no higher than theceiling. Put one stand between the plane base and the model plus one oreach level agreed above the oor.

    Each plane model has also a maximum altitude that it can reach: See thetable at page 11. No plane can climb above its maximum altitude norabove the ceiling o the scenario (the limit o 4 o the basic rules is replacedby the limit to the ceiling). No plane can dive below the oor o thescenario. Accidentally doing so means that the plane is eliminated, just as i

    it went out o the gaming surace.Beore planning a turn, any player can propose to change the oor and theceiling o the scenario. Any new oor can be chosen, i all players agree: Ione or more players do not agree, the change is not possible. Te choice othe new oor must be made in a way that all planes still in the game are atan altitude included between the oor and the ceiling.

    exaMPLeA Sopwith Camel at an altitude o 5 and a Fokker Dr.I at an altitudeo 6 are playing a scenario whose foor is 4. I both players agree beore

    planning the next turn, the foor can be instantly changed to 3 or 5: nolower than 3 or the Fokker would be higher than the new ceiling, nohigher than 5 or the Camel would be lower than the new foor.

    CLoud CoveRPlayers can agree that there is a cloud cover above the starting ceiling o thescenario: For example, at an altitude o 4 i the agreed starting ceiling is 3.It is then allowed to climb above the ceiling reaching the cloud cover.

    When a plane reaches the altitude o the cloud cover, it stops moving on

    the table. Te player keeps on planning maneuvers as normal, but theairplane base stays in the same position that the model would have reachedater the climb. It is just a reminder: It cannot re, be red on, or collide

    with other planes.

    Te plane cannot climb more, neither with a climb card nor with anImmelmann turn. Its maneuvers are kept one on top o the other (or

    written down) until a dive or a Split-S is executed. In that phase, the playertakes all the pile o the maneuvers planned since the climb and he executesall o them immediately, in the order he planned them, putt ing the modelback on the gaming eld. I the plane exits the gaming surace at the endo any maneuver card, the plane is out o the game. I not, as soon as theplane executes the dive or the Split-S, it is back under the cloud level and itcan re, be red at, collide, and climb again normally.

    Even i the ceiling o the scenario is moved, the cloud cover stays at thesame level.

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