2.4. Gameplay: 2.4.1. Beginning of Round: • Place 1 Activation Marker next to every Aircraft on the Board. Each player gets 3 Command Points. 2.4.2. Fight for Initiative: • Each player picks up 0 to 3 of their Command Points in secret. • On cue, the players simultaneously reveal how many Command Points they hid in their hands and then discard them. • The player who discarded the highest amount of their Command Points receives the Initiative Card. • In case of a tie, the Initiative Card is given to the player in command of American forces. 2.4.3. Aircraft Activation: • The players with the Initiative Card picks one of their Aircraft to perform an Action and activates it. To do this, they discard the Activation Marker next to the Aircraft. Only Aircraft with an Activation Marker next to them can be activated. • The player who activated one of their Aircraft can perform one of two Actions: Flight or Combat. • If any Aircraft on the board still has an Activation Marker, Aircraft Activation needs to be considered again. • Player performs 3 to 4 Manoeuvres with a Fighter or 2 to 3 Manoeuvres with a Bomber. • A Manoeuvre is what we call moving an Aircraft 1 space. An aircraft should always be moved forward (the front of the aircraft should face one of the sides of the base). After each Manoeuvre the player can also decide to turn the Aircraft by 1 side, either left or right. • After ending Flight, the player gives the Initiative Card to their rival. The Initiative Card should not be passed along if the player does not have any Aircrafts with Activation Markers! * If, as a result of any move, the Aircraft was to fly off of the board, the player can decide to extend it. In order to do this, they can add any Small Board Tile that does not currently contain any other Aircraft (no matter if this tile is outside of the board, or if it was already added). If the Aircraft was to fly off of the board and there are no more available Small Board Tiles, it is regarded as destroyed and should be discarded. * If an Aircraft, at any point of its flight, was to enter an area with another aircraft, they need to switch places, without changing the direction that they are turned in. After making this move, a player can still turn the aircraft by 1 side. This rule also applies to movements that result from the effects of Order Cards. ACTION FLIGHT
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