| Sopwith Rules(For more details see the actual Board Game Rules) | ![]() |
Movement
Planes MUST move 1 hex on the first step, subsequent steps can be 0.(If step
2 is '0' then Step 3 must also be '0')
Take off and Landings must be along a runway.(2 hexes)
Planes are only allowed to land on their own base, and cannot take off until 1
turn later.
Immelmann (I) only allowed for Aces (see below).
On take off the plane is always facing towards the middle runway.
Play
Sequence
All players set the Movement direction for the 3 steps per turn.
All players set the Firing directions for each step (up to 3 per step subject to
a maximum of 3 per turn).
All moves then take place simultaneously, each step at a time.
Aces
Any plane inflicting 15 or more damage in the course of a game becomes an
Ace for the remainder of that game.
An Ace inflicts 1 more damage per hit to other planes (i.e. 2-5)
An Ace can use the Immelmann movement (i.e. 1 Ahead & change to opposite
direction) in Step1 then 0 for step 2 & 3.
Balloons: 20 for each aerodrome (fixed). A team is out of the game when all barrages of balloons for that team are destroyed. They can be damaged by home players.