TURNRed
THROW-
IN GOAL0
THROWS0
Roll the die
Red wins
β
π Rules of Aeroplane Chess (ι£θ‘ζ£)
A dice race for 2 to 4 players. Each player has 4 planes that start in the hangar (a corner of the board). Be the first to fly all 4 planes round the board and into the goal in the middle.
Your turn
- Throw the die. With a 6 you may take a plane out of the hangar onto your coloured start square, or move a plane that is already out. (In the βany even numberβ setting, 2, 4 and 6 all take off.)
- Otherwise move one plane forward (clockwise) by the number thrown. You choose which plane. If only one move is possible it is played for you.
- Every 6 gives you another throw. If you throw three 6s in a row, the planes you moved with those sixes go back to the hangar and your turn ends (this can be switched off).
Squares
- The ring has 52 squares in four colours, in a repeating pattern. Land on a square of your own colour and your plane jumps ahead 4 squares to the next square of that colour.
- Your first colour square (4 squares after your start) is the start of a dashed arrow in your colour, the shortcut. Land on it and the plane flies 12 squares ahead along the arrow, across the arm of the board. (In the settings you can make it jump once more after flying.)
- After a full lap (49 squares from your start) your plane turns into its own coloured home column, a safe road to the goal.
Fights and finishing
- If your plane lands on a rival plane, that plane goes back to its hangar. If rivals have stacked planes on the square, all of them go back. This also counts for the square you jump or fly to. Passing over planes does nothing. Your own planes can share a square.
- Reach the goal with an exact throw. A throw that is too big makes the plane bounce back by the extra amount.
- The first player with all 4 planes in the goal wins.
This version
- Choose who plays: tick the colours that take part (2 to 4), and for each one tick π€ Computer or leave it for a person. By default you are Red against three computers. Several people can share one device.
- Boards: Classic, Pastel, Night and Wood.
- Each colour can have a different look for its planes (classic, white disc with a colour plane, F-16, F-22, B-2 bomber, chopper, UFO, sci-fi starfighter, 1942 P-38 or biplane) or choose Random.
- Planes passed over by a shortcut flight are not hit; only the squares where a plane stops count.
- Written rules differ between families. This is the common version; the take-off and three-sixes rules can be changed in the settings.