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Biplane by Tom McKendree

Page history last edited by tmckendree@socal.rr.com 14 years, 9 months ago

This is the board and rules for my first cut at the game Biplane: Biplanes_V001.ppt

 

GAME RULES

 

1.0 INTRODUCTION

Biplane is a game for 2-4 players, each representing beginners playing a video game of WWI air-to-air combat. 

 

2.0 COMPONENTS

1 Board (see the file Biplane_V001.ppt).  The light blue “dots” represent spaces on the board.  The straight lines and curved lines on the board represent paths that the biplanes can follow.

 

64 Cards, as follows:

            48 “Maneuvers” cards:

                        6 “Straight 1”, labeled A1-A6

                        12 “Straight 2”, labeled A7-A12, C1-C6

                        6 “Straight 3”, labeled C7-C12

                        6 “90° Clockwise”, labeled E1-E6

                        6 “180° Clockwise”, Labeled E7-E12

                        6 “90° Counter-Clockwise”, labeled G1-G6

                        6 “180° Counter-Clockwise”, Labeled G7-G12

            16 “Other” cards:

                        8 “Repeat”, Labeled {A2 Up, A4 Up, A6 Up, A8 Up, A10 Up, A12 Up, B4 Up, B10 Up}

                        8 “Shoot”, 4 unlabeled, and 4 Labeled {B2 Up, B6 Up, B8 Up, B10 Up}

 

4 “Biplane” Tokens.  Each a different color, and with an indicating of which direction is “Forward.”

 

14 double-sided “Shot” tokens.  Each Yellow on one side and Orange on the other side, with an indication of which direction is “Forward.”

 

 

3.0 SET UP

Each player takes 1 random “Repeat” card and 1 unlabelled “Shoot” card.  Shuffle the remaining cards together and deal each player 4 random cards.  A player may show that his random cards did not include two different “Maneuver” cards, and keep drawing publicly until he draws 2 different “Maneuver” cards.  At this point each player secretly selects and keeps 4 cards.  These retained cards are each players “Permanent Hand.”  (Beginners are strongly urged to keep their “Repeat” and “Shoot” card.)  Discard the remaining cards.

 

For two players, start Player 1’s token at location E5, facing to the right.  Start player 2’s token at location C5, facing to the right.  For more players, see “Special Rules for 3 or 4 Players.”

 

Each player plays one “Maneuver” card from their hand, face down in front of them.

 

4.0 TURNS

Players take turns clockwise, with each player taking his turn following the player to his right.

 

4.1 MOVING

A player starts by showing the card he previously played.  The player then moves his token in that maneuver.

 

4.1.1 STRAIGHT MANEUVERS

“Straight” maneuvers involve following the straight lines in the direction the Biplane token is facing, moving a number of spaces, 1 at a time, indicated by the “Straight” maneuver card (i.e., 1, 2 or 3).  Do not change the facing of the Biplane token.

 

4.1.2 LOOPING MANEUVERS

Looping Maneuvers are the “90° Clockwise,” “180° Clockwise,” “90° Counter-Clockwise,” and “180° Counter-Clockwise” cards.  You may only play these maneuvers when on a space with a curved path leading away (e.g., from E5 is allowed, from E6 is not allowed). Playing a 90° card involves following a circular path one space in the indicated (Clockwise or Counter-Clockwise) direction. Turn the facing 90° to follow the path (e.g., if playing “90° Counter-Clockwise” when starting on E5 facing left, the Biplane token will end on F6, facing Up).  Playing a 180° card involves following a circular path two spaces in the indicated direction.  It is like playing a 90° Maneuver twice.

 

4.1.3 ENDING MOVING

After completing the indicated Move (and possibly shooting along the way), the player then plays a new card, to indicate his next turn’s maneuver, leaving the previous Maneuver Card out.

 

4.1.4 CHANGED MANEUVERS

When a player reveals a “Maneuver” card as his move, he removes the old “Maneuver” Card.  If that card was part of the player’s Permanent Hand, he returns that card to his Permanent Hand.  If that card was from his “Temporary Hand,” he discards the card.

 

4.1.5 REPEAT MOVES

To repeat a previous maneuver, a player does not replay the previous maneuver card, but instead plays a “Repeat” card.  When a “Repeat” is revealed, the player leaves the old Maneuver card, and repeats the maneuver.  This will either be looping or flying straight.  In addition, when playing a “Repeat” card the player draws a card from the deck.  This card is put in the Player’s “Temporary Hand.”  The player’s “Temporary Hand” at this point may not exceed the number of “Repeat” cards the player has (in his Permanent Hand, Temporary Hand, and played).  Usually the “Temporary Hand” has a limit of 1 card.  The player must show all his “Repeat” cards at this point if any other player asks (to confirm the hand limit).  If the moving player has more cards than this in his “Temporary Hand,” then the player must discard a card from his “Temporary Hand.”

 

Cards that a player has played as a maneuver do not count towards the player’s “Temporary Hand.”

 

Players may never discard from their “Permanent Hand.”

 

The player then returns a played “Repeat” card from his Permanent Hand back to his Permanent Hand.  The player may leave a “Repeat” card from his Temporary hand as his played second card.  If the player played a “Repeat” card from his Temporary hand and now plays a different card, the player must discard the “Repeat” card he had played from his Temporary Hand.

 

4.2 EDGES

The “1” spaces are on the left of the board, and copied on the right.  The left and right “1” spaces are the same for all purposes, and a token in one space is in the same space on the same row on the other side.  Convention is to move tokens to the “1” column on the left, when they enter the “1” column on the right.

 

The top of the board represents as high as an aircraft can fly.  If a Biplane is facing upward in row G and is supposed to move 1 more space “Straight,” the plane instead turns to face straight down and ends its movement.

 

The bottom of the board represents ground.  If plane is facing downward in row A and is supposed to move 1 more space “Straight,” it crashes into the ground.  Add 1 to the player’s score, and respawn (see “4.5 Respawning).

 

4.3 CRASHING

If a player moves his token into the same space as another player, those two aircraft crash.  Each player adds 1 to his score, and then each plane respawns (see “4.5 Respawning).

 

4.4 SHOOTING

Players may play “Shot” cards to place a Shot token on the board.  Shot tokens move on their own until they hit a Biplane token or leave the board.

 

4.4.1 SHOOTING

After a player has moved at least 1 space, that player may “Shoot.”  This involves playing a “Shoot” card.  A player moving fast in a Straight line should take care not to “Shoot” so his Biplane will then fly into the shot.  After playing the “Shoot” card the player places a Shot token one space straight in front of the Biplane, and then (if it has not already hit a Biplane) moves it one more space forward in a straight line.  If the player has not completed his maneuver, continue with the maneuver.   A player with enough “Shoot” cards may “Shoot” after each space it enters.

 

Discard a “Shoot” card played from a player’s Temporary Hand.  Return a “Shoot” card played from a player’s Permanent Hand back to his Permanent Hand at the end of his turn.

 

4.4.2 SHOT DOWN

If a Biplane and Shot are ever in the same space, the Biplane is “Shot Down.”  Remove the Shot token.  Remove the Biplane token and add one to that player’s score.  Respawn the Biplane token.

 

If a Biplane moves into a space with multiple Shot Tokens, the Biplane is Shot Down, and all the Shot Tokens are removed.

 

If two Shot Tokens share the same space, they ignore each other.

 

4.4.2 MOVING SHOTS BETWEEN TURNS

Before each player reveals the card for his turn, move each Shot token 3 spaces in a straight line, in the direction the Shot is facing.  This may result in a Biplane being shot down (follow rules in 4.4.2 Shot Down).  Remember, if two shots share the same space, they ignore each other.

 

4.4.3 SHOTS AND EDGES

If a Yellow shot is moving horizontally and wraps (i.e., goes from Column 1 to Column 12, or from Column 12 to Column 1), then turn the shot over to its orange side.  If an Orange shot wraps, then remove the shot instead.

 

When an upward facing shot in Row G is to move, remove it.  When a downward facing shot in Row A is to move, remove it.

 

4.5 RESPAWNING

When a Biplane crashes into the ground, crashes with another Biplane, or is shot, that Biplane is removed from the board and then placed immediately back on the board.  Draw the next card from the deck, and place it on the indicated space.  If the space is already occupied by a Shot Token or another Biplane Token, then draw again.  The Biplane Token should be placed facing to the right, unless the card says “Up,” in which case the Biplane Token should be placed facing up.

 

4.6 RUNNING OUT OF CARDS

When the deck runs out, check to see if the game ends.  If not, shuffle the discards to create a new draw deck, and continue.  Remember how many times you have gone through the deck.

 

5.0 ENDING THE GAME

The game ends after going through the deck a number of times equal to the number of players.  The game ends the instant the Deck runs out (i.e., the player does not complete his turn). 

 

The winner is the player with the lowest score at the end of the game.

 

 

6. SPECIAL RULES FOR 3 OR 4 PLAYERS

The speed at which shots move, the starting locations, and potentially the victory conditions all change.

 

When playing with 3 or 4 players, when moving shots between turns move each shot 2 spaces.

 

6.1 THREE PLAYERS

Decide on the version before playing.

 

6.1.1 FREE-FOR-ALL

Player 1 starts at G5.  Player 2 starts at E5.  Player 3 starts at C5.

 

6.1.2 TWO-ON-ONE

Player 1 and player 3 are Allies.  Player 1 starts at G5.  Player 2 starts at E10.  Player 3 starts at C5.

 

At the Start Player 2 draws 5 random cards, and may keep redrawing until he has 3 different maneuvers.  Player 2 keeps 5 cards for his Permanent Hand.

 

Player 2 wins if his final score is less than the total score of Player 1 plus Player 3.  Otherwise Player 2 loses.  If Player 2 loses, Players 1 & 3 both win.  (They can still compare scores to see who did best.)

 

6.2 FOUR PLAYERS

Decide on the version before playing.

 

6.2.1 FREE-FOR-ALL

Player 1 starts at G5.  Player 2 starts at E5.  Player 3 starts at C5.  Player 4 starts on A5.

 

6.1.2 TWO-ON-TWO

Player 1 and player 3 are Allies.  Player 2 and player 4 are Allies.  Player 1 starts at G5.  Player 2 starts at E5.  Player 3 starts at C5.  Player 4 starts on A5.

 

Players 1 & 3 win if the sum of their final score is less than the sum of the total score of Player 2 & 4.  Players 2 & 4 win if the sum of their final score is less than the sum of the total score of Player 1 & 3.  Players 1 & 3 both win, or players 2 & 4 both win.  (The winners can still compare scores to see who did best.).  If the sum of the final score for Players 1 & 3 equals the sum of the final score of Players 2 & 4, then the two teams tie.

 

7.0 OTHER VARIANTS

Decide on any variants used before playing.

 

7.1 MORE SKILLED VIDEO GAMERS

To simulate players who have more skill at the video game, allow players to draw 1 or 2 more random cards at the beginning, make sure they have 1 or 2 more different Maneuver cards before picking their Permanent Hand, and may have 1 or 2 more cards in their Permanent Hand.

 

7.2 THE TREE

Play with the alternative board, with a tree in space A7.  Any Biplane that draws A7 to respawn draws again.  Any Biplane that respawns in A2-A6  at the space 6 Columns to the right.

 

If a shot enters space A7, that shot is removed.  If a Biplane enters space A7, that Biplane crashes (See 4.3 CRASHING). 

 

When playing TWO-ON-TWO with this alternative board, Player 1 starts at G3.  Player 2 starts at E9.  Player 3 starts at C3.  Player 4 starts on A9.

 

8.0 DESIGNER NOTES

In the Game Design Concepts on-line class Home Play for Level 4, the assignment was to design a board game based on a video game.  Unfortunately, I haven’t played many video games for a while, and the counter-examples (Civilization, Wii Bowling) don’t support the assignment.  So finally I hit upon the Biplane combat game from the Atari 2600 I played years ago, which was like a black-and-white arcade game.  A lot of thinking through this game was rejecting various more complicated boards.  I also reduced the deck size near the end, to keep the game from dragging too long.

 

There are two innovations in this game that I think are interesting and useful.  The main innovation is using a very limited deck mechanism (including playing ahead) to limit the player from being able to execute all the moves the position actually can execute, as a way of simulating how beginners will play a game with much less fluency and control.  A minor mechanics is spreading the respawn area over the entire area.

 

Note that it is possible to respawn with a shot already on the board that will inevitably shoot you down.  This is unfortunate, but “realistic” to the original video game.

 

 

© 2009, Tom McKendree

 

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