Sopwith Rules(For more details see the actual Board Game Rules)                  
General
Damage allowance set to 12. When damage reaches 0 the plane is destroyed.
For every complete turn a Plane remains Landed it renews 2 Damage points (up to max 12)
Ammunition set to 16 and decreases by 1 for every shot fired. Renewed upon landing.
Damage to another plane caused at each step if the plane is in the direct line of fire - the amount of damage equals 5 minus distance in hexes. (i.e. 1-4)
All planes in line of fire take damage (even if a plane is in the way) (So it is possible to damage 4 planes in a row!)
No firing while Landed

Clouds 
Clouds move one hex in a random direction at the same time as turn 1(not turns 2 or 3).
1 point of damage for every step a Plane is inside a cloud.
Planes can fire out of clouds into a clear hex, but not into clouds.

Movement
Planes MUST move 1 hex on the first step, subsequent steps can 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.