AIR TAC
INTRODUCTION
Modern Jet Fighter Dogfighting.
Board & Card game for 2 Players.
VICTORY
Shoot your opponents planes out of the Air.
THE BOARD
Use an 8x8 chessboard.
DICE
Six sided dice are needed.
PIECES
Use little plastic (or metal) airplanes that fit on the squares of the board.
JETS
Each player gets 2 planes, a Leader & a Wingman.
MISSILES
Use Counters to keep track of missiles.
Each plane carries 6 Missiles.
Discard a Counter each time a plane makes a missile attack.
GUNS
Each Plane has a forward facing gun.
Ammo is not kept track of.
HITS
Use Counters to keep track of Damage.
Each plane can take 4 Hits before being shot down.
FACING
Facing of units is important in this game.
Planes can face the sides or corners of the squares they are in.
THE DECK
Players share a common deck.
SETUP
Place your Jets at opposite ends of the board.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
Tactics Phase
Maneuver Phase
Fire Phase
Orientation Phase
TACTICS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard & draw from it.
Discard a Pilot card to draw 2 cards.
Discard an Identification card to draw 1 card from the deck & look at opponent’s hand.
MANEUVER PHASE
Each of your planes must make 1 move.
Movement can be default or by use of a Movement card.
A Default move is a Roll, Turn, Hard Turn, Bank, or Straight Run of 1 Space.
The opponent can play a Negation card to negate a Movement card (& Force a Default Move).
Discard a Team card to give 2 of your Planes an extra Default Move.
A Move card will be of a specific Type (Bank, Roll, etc.) but will allow the
Plane to move up to 1D6 Spaces.
Discard an Error card to Move Enemy Plane (just like you would one of your own).
Discard a Scramble card to let one of your Planes make a second move.
STRAIGHT RUN
This is a Forward move by a Plane in the direction it is Facing.
BANKING
The plane moves forward diagonally (Left or Right), but does not change Facing.
TURN
The Plane changes facing 45 degrees, then moves.
HARD TURN
The Plane changes facing 45 degrees, then moves, then changes facing 45 degrees again.
Both face changing’s must be in the same direction.
ROLL
The Plane move to the Left or Right, but does not change Facing.
LOOP
The plane moves forwards or backwards and changes Facing 180 degrees.
IMMELMAN
The plane moves backwards but does not change Facing.
LEADER & WINGMAN
As its move, Discard a Team card to have a plane move to a square adjacent to its
Wingman or Leader and facing in the same direction.
OFF THE MAP
If a plane goes off the board, it loops around and reenters the board on the Opposite side.
(maintaining the same facing & completing its move)
FIRE PHASE
A Fighter can only attack a target within a 45-degree cone it is
facing (this does not wrap around).
To attack, the attacker must discard an Attack card with the exact range as that of the target.
Guns do 1 Hit of Damage. Missiles do 2 Hits of Damage.
The attacker may play a Kill card to do an additional 3 points of damage (Automatic Kill).
The Target player may play a Defense card to cause the attack to miss.
The Target may play an Evasion card to move out of range of an attack (causing it to miss).
STACKING
Planes may stack, even with enemy planes.
ORIENTATION PHASE
Max hand size is 7 cards.
Discard excess cards.
Play a Blunder card to cause opponent to discard 2 random cards.
CARD TYPE NOTATION
MH = Movement Hard Turn
MT = Movement Turn
MS = Movement Straight Run
MR = Movement Roll
MB = Movement Bank
ML = Movement Loop
MI = Movement Immelman
EH = Error: Move Enemy Plane Hard Turn
ET = Error: Move Enemy Plane Turn
ES = Error: Move Enemy Plane Straight Run
ER = Error: Move Enemy Plane Roll
EB = Error: Move Enemy Plane Bank
VH = Evasion Maneuver Hard Turn
VT = Evasion Maneuver Turn
VS = Evasion Maneuver Straight Run
VR = Evasion Maneuver Roll
VB = Evasion Maneuver Bank
VL = Evasion Maneuver Loop
VI = Movement Immelman
N = Negation (Negate Move)
AG = Attack with Gun
AM = Attack with Missile
K = Kill
DM = Defense vs Missile
D = Defense vs Missile or Gun
P = Pilot
I = Identification
T = Team
B = Blunder
S = Scramble
CARD LIST
Card Name: Type Range
Fast & Lethal P -
Pilot Instincts P -
Ace Pilot P -
Skill & Determination P -
Aggression P -
Self-Confidence P -
Bogeys Spotted I -
Avoid Radar I -
Identification Friend or Foe I -
Airborne Early Warning I -
Blip I -
Moving to Intercept I -
Pulse Doppler Radar I -
Radar Intercept Officer I -
Break Rules of Engagement I -
Surprise I -
Mimic Bombing Attack I -
Approaching Visual I -
Fighter Tag I -
Standoff I -
Detect Active Radar I -
Radar Lights Up I -
Ambush I -
Scan Landscape I -
Radio Wingman T -
Combat Spread T -
Welded Wing Formation T -
Decoy T -
Drag Maneuver T -
Flight Integrity T -
Split Up T -
Bracket T -
Fox 1 T -
Pincer Maneuver T -
Flight Leader T -
Pursue Bandit MS -
Dogfight MH -
Gain Offensive Advantage MT -
Pitch & Roll MR -
High Yo-Yo MB -
Expend Energy MS -
Matching Turn MT -
Intercept EB -
Target Overshoots ES -
Peripheral Vision I -
Tight Turns MH -
Air Tactics T -
Target Overcompensates EH -
Know Enemy Tactics I -
Target Loses Visual B -
Second Pass S -
Full Throttle MS -
Tally Ho MI -
Tumbleweed MI -
Low Yo-Yo MB -
Shock Wave MS -
Fly by Wire MT -
Knife Fight MT -
Feint D -
Stick & Throttle MT -
Maximum Lift MB -
Air Superiority Fighter P -
Trade Energy for Position MS -
G-Suit ML -
Target Low on Fuel B -
Go into the Vertical B -
Target Stalls B -
Barrel Roll MR -
Inverted Descent MS -
Loop ML -
Dive from Above MS -
Rolling Scissors MR -
Speed Brakes ML -
Swing Wide Cut Back MH -
Bluff ET -
Mach Speed MS -
Turning Fight MT -
Situational Awareness I -
Track while Scan MT -
Shallow Dive MS -
Air Combat Maneuvers MT -
Enemy Pilot Fatigued B -
Dead in your Sights AG 2
Select & Arm Missile AM 4
Fire Missile AM 5
Switch to Guns AG 1
Lay into Target AG 1
Infrared Homing AM 6
Close the Distance MS -
Engage AG 2
Come into Range AG 3
Heat Seeking Missile AM 5
Heads Up Display AG 4
Padlock View AM 5
On his Six AG 2
Weapons Envelope AG 3
Missile Proximity Fuse AM 5
Control Zone AM 4
Arrive at the Elbow AG 2
Inside Turn Radius AG 1
Shoot ASAP AG 3
Medium Range Missiles AM 3
Long Range Missiles AM 6
Lock On AM 5
Cross Hairs AG 3
Missile Lock AM 4
Aiming Funnel AG 3
All Aspect Missile AM 4
Dive Attack AG 2
Fire & Forget AM 6
Heat Signature AM 5
Painted Target AM 5
Head on Pass AG 1
Firing Position AG 2
Radar Guided Missiles AM 4
Close From Behind AG 1
Launch Missile AM 3
One Pass Haul Ass S -
Aspect Angle AM 4
Fire Burst AG 3
Pulling Lead AG 2
Angle of Attack AG 2
First Pass AG 1
Threat Indicator D -
Break Off ET -
Pull up into Roll ER -
Know its Coming D -
Fast Dive MS -
Avoid Missile DM -
Pull up Hard ES -
Stealth Technology D -
Lag Pursuit EL -
Fail to Track D -
Malfunction D -
Dive Toward Missile DM -
Hard Turn EH -
Vertical Roll ER -
Increase Airspeed ES -
Pull Out EB -
Twist Away EH -
Miss D -
Dump Flares DM -
Change Bearing ET -
Threat Warning Panel D -
Outrun Enemy ES -
Jinking ER -
High-G Horizontal Maneuvers EH -
Electric Countermeasures D -
Fight Separation ET -
Afterburner ES -
Chaff DM -
Terrain Masking D -
Full Thrust ES -
Under Minimum Range DM -
Elude D -
Alter Flight Path EH -
Near Blackout +9G ES -
Near Redout –3G EI -
Corner Velocity ET -
Defensive Maneuvering EB -
Radar Jamming D -
Brake Hard D -
Escape Window D -
Change Heading EH -
Splash one Bogey K -
Ball of Flame K -
Engine Hit K -
Wounded Bird K -
Spiral Downward K -
Pilot Ejects K -
Plane Shatters K -
Bugs Out K -
Flames Erupt K -
Shot Up K -
Buy the Farm K -
Good Hit K -
Impact K -
Fuselage Breaks Up K -
Fuel Leak K -
Heads for Home K -
Confirmed Kill K -
Aborts Mission K -
Smoke Trails K -
Missile up the Tailpipe K -
Blown Up K -
Explosion K -
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