Okay, this is one run at “Three if By Air, the Game of Revolutionary War Air Combat.”
Written by Owen K.C. Stephens, Illustrated by Stan!
The final may play nothing like this.
Play on a hex grid at least 22 x 36. Each player sprinkles a handful of coins (no more than 20, no less than 5) across the grid for terrain. These represent things sticking up into the air–steeples, treetops, flagpoles, and so on. (Look it’s the 1700s, You are fighting HIGH in the air!) Center each coin in a hex. If an attack you be traced through a hex with a coin, you can’t make that attack unless an ability says otherwise.
Players — 2 Units — 6 each
Players — 3 Units — 4 each
Players — 4 Units — 3 each
Players — 5 or 6 Units — 2 each
Each player is British, or American. In 2, 4, and 6 player games, make teams of an even number of players. In 3 or 5 player games, it’s a free-for all (fog of war, and all that — the final game may include more factions such as Canadian Moose Dirigibles, Tidewater Steam Gliders, and Pogo-Armed Yetis, for all I know).
British players may have British or Hessian troops. American players may have American or French troops, but cannot have more French than American.
Make your units before play. You get 10 points. Divide them among these 5 attributes, which are used with combat characteristics, no more than 4 in any one attribute.
Offense: Used with ATTACK.
Defense: Used with EVADE.
Toughness: Used with HEALTH.
Speed: Used with MOVE.
Accuracy: Used with RANGE.
ATTACK: For each attack, roll 1d6 and add your Offense. If the value exceeds your target’s Evade, the difference is the damage you do.
EVADE: Each time you are attacked, roll 1d6 an add your Defense to see if you are damaged.
HEALTH: You can take damage equal to 2 + double your Toughness value. If damage would reduce you below this number, that unit is removed from play.
MOVE: Determines both movement order and how far you can go. Each round you can move a number of hexes equal to 1d6 + your Speed, to a maximum of 7. If you choose not to ATTACK, you may move an additional 1d6 hexes in phase 2. You can always move less than your maximum (including moving 0).
RANGE: Each round at the beginning of Phase 2 you roll 1d6 -3, and add your Accuracy. On that Phase you can attack foes a number of hexes away equal to this number, to a minimum RANGE of 1.
If you are AMERICAN, your units are Lightingrod Class War Kites. If on your first attack against a target your attack roll is a natural 6 (a 6 shows on the d6), you may also attack a second unit if it is within 6 hexes.
If you are BRITISH, your units as Beefeater Rocket Cavalry. You gain a +1 to attacks made against a target in an adjacent hex.
If you are FRENCH, your units are Hot Air Balloon Dragoons. When one of your units takes damage, it moves 1 hex in a direction of your choice.
If you are Hessian, your units are Trebuchet Infantry, lobbed into the air by ground forces each round. You may only move in a straight line each turn, and gain +1 ATTACk and +1 EVADE.
Each player picks one side of the map to begin on, in secret. All sides are then all revealed. If two or players pick the same side, and there is a side with fewer players having picked it, the players each roll a d6 (rerolling ties) and the one who rolls highest decides to stay or move 1 side clockwise to the nearest side with fewer players. After that, each other player in descending order of die rolls must move 1 side clockwise to the nearest side with fewer players until there is not a side of the map with fewer players assigned to it.
The each player rolls 3d6 and totals them. In descending order of those die rolls, each player places 1 unit within 3 inches of their side of the map. Proceed through this order until all units are placed.
Everyone rolls their MOVE. The unit with the highest move may choose to go first, or wait and go last. If two units have a tied MOVE, they may defer to one another, or write down their movement and reveal them simultaneously to move simultaneously.
The unit with the next highest MOVE then decides to go immediately, or go last (or next-to-last if the highest MOVE is going last).
Proceed until everyone has moved.
In order of MOVE, each unit rolls its RANGE, then attacks or moves another 1d6 hexes.
Proceed through all units, then the round is over, and go to Phase 1 of the next round.
If a player ever goes 3 rounds in a row without any unit making an ATTACK against a target in range, that player’s units are considered to have no taste for battle and retreat, and are removed from play.
If you have eliminated more than half of an opponent’s units, that opponent is eliminated and any remaining units are removed of play.
One side wins when all opposing sides have had all their units removed from play.