Wednesday, 24 July 2013

Airplane Game

Airplane Game

Source(www.google.com.pk)
Fantasy Flight Games (FFG) is a Roseville, Minnesota-based game company that creates and publishes role-playing, board, and card games. Fantasy Flight Publishing was founded in 1995 by its CEO, Christian T. Petersen. Since the release of its first game product (Twilight Imperium) in 1997, the company has been doing business as Fantasy Flight Games ("FFG"). Since that time, FFG has grown to become one of the biggest names in the hobby games industry, being a marketplace leader in board games and maintaining strong businesses in the card game, roleplaying game, and miniature game categories.[1]
In 2008, FFG partnered with Games Workshop, to represent Warhammer and Warhammer 40K settings in role-playing, board, and card games.[1] In August 2011, Fantasy Flight Games bought the license which allows it to commercialize any card, miniature or role-playing game set in the Star Wars universe.[2] They have also created board and card games for the well-known licenses Battlestar Galactica, Lord of the Rings, and World of Warcraft. Additionally, they are known for revising and reprinting popular or cult classic games, including Cosmic Encounter, Arkham Horror, Talisman, and Netrunner.
Fantasy Flight Games is known for their game franchise Midnight, which was also made into a movie called Midnight Chronicles[3] by the company's short-lived Landroval Studios.[4] As of 2012, it appears that Midnight is no longer produced or supported by Fantasy Flight.
Aeroplane Chess game board, featuring 4 starting "hangars" in each corner, a "track" of 52 spaces circumventing the board, 4 "home zones" each leading from the track to the "end spaces" at the center of the board. The board is evenly divided between the colors red, yellow, blue and green.
4 sets of 4 coloured airplane pieces, typically red, yellow, blue and green.
A 6-sided dice.
Two to four players each try to get all their own plane pieces from their hangars, located at the corners of the board, into the base of their own color in the center of the board. Each player takes a turn by rolling the dice. On a turn a player may do the following:
Taxi a piece out of the hangar onto the board. This can only be done by rolling an even number.
Move a piece that's on the board clockwise around the track, the number of spaces indicated by the dice.
Additional rules are:
A roll of 6, whether it's used to enter or move a piece, gives that player another roll. A second 6 gives the player a third roll. If the player rolls a third 6, any pieces moved by the first two 6's must return to their hangar and play passes to the next player.
When a player lands on an opponent's piece, the opponent returns that piece to its hangar.
When a plane lands on a space of its own color, it immediately jumps to the next space of its own color. Any opposing planes sitting on these squares are sent back to their hangars.
There are additional "shortcut" squares. When a plane lands on one of these of its own color, it may take the shortcut, and any opposing planes in the path of the shortcut are sent back to their hangars.This may also by done in succession with the previous rule, with a jump leading to shortcut. Some also play that a direct land on a shortcut may be followed by a jump.
When a plane lands on another plane in its own fleet, the player may "stack" the pieces and move them as one piece until they reach the center or are landed on by an opponent. When stacked pieces are sent back to their hangar by an opponent landing on them, they are no longer stacked. (Some play without this stacked movement rule.)
Ending the game[edit]

Plane must fly into the center base on an exact roll. When a plane does so, it is placed facedown back in its own hangar, indicating that it is done for the game. The first player to get all of four of their planes to the center of the board wins. The rest play until there is only one loser.
Optional rules[edit]

Like many other board games, people add their own rules that give the game a colloquial and folkloric quality:
Open Shortcut Rule: A player landing on a shortcut space may move along its path, regardless of color. A shortcut of corresponding color gives the player the advantage of being able to make an additional jump, either before or after the shortcut, but not both.
Stacked Battle Rule: If a player moves a piece or pieces onto an opposing stack that has a greater number of planes than the number landing on the stack, the stack remains and the player moves their plane or planes back one space.
Dice Battle Rule: When a plane lands on an opposing plane, players determine which gets sent back to its hangar by rolling the die, with the high roll determining the winner. When one plane attacks a stack of planes, it must battle each one by rolling the die. When a stack attacks another stack, the planes battle each other with a series of successive die rolls until only one player occupies the square.
Home Zone Backtrack Rule: If a player cannot move pieces into the center base by an exact roll of the die, then they must move their piece backwards according to number rolled.

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

Airplane Game

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