RulesPal
Chat
Rulebook
Blue Max: World War I Air Combat thumbnail

Blue Max: World War I Air Combat

Blue Max: World War I Air Combat Rulebook

Table of Contents

Table of Contents

  • Game Overview
    • Component List
  • Setup
  • Map
  • Borders
  • The Plane
  • Game Round Overview
  • Game Phases in Detail
    • 1. Tailing
    • 2. Planning
    • 3. Movement
    • 4. Fuel Depletion (optional)
    • 5. Combat
    • 6. Resolution
    • 7. Recovery
    • 8. Accidents
  • Plane Cards
  • Basic Maneuvers
  • Special Maneuvers
  • Plane Markers
  • Characteristics
    • Teams
    • Insignia
  • Tracking Sheet
  • Secrecy
  • Damage Cards
  • Collision
  • Spinning
  • Firing Weapons
    • Special Effects
  • Shooting Down
  • Winning the Game
  • Optional Rules
    • Lewis Guns
    • Optional Components
    • Observer
    • Altitude
      • Dive
      • Land
      • Climb
      • Stalling and Spinning
      • Losing Control
      • Tailing
      • Firing
      • Fuel
    • Operational Roles
  • The Air War
  • Historical Notes
  • Quick Reference

Game Overview

Blue Max™ is a game of air combat for two to six players set during the great air conflict of World War I. Each player takes on the role of a fighter pilot trying to shoot down enemy planes. Each player belongs to one of two teams: the Allies or the Central Powers. The team that shoots down the most enemy planes wins.

Component List

This game box contains:

  • This Rulebook
  • 1 Game Board (with a map on each side)
  • 6 Player Screens (3 per team)
  • 18 Maneuver Charts
  • 18 Plane Cards (Bridge-Sized)
  • 144 Small-Sized Cards, consisting of:
    • 136 Damage Cards (24x "A" type, 44x "B" type, 44x "C" type, and 24x "D" type)
    • 3 Direction Cards
    • 5 Altitude Level Cards (optional)
  • 165 Cardboard Pieces, consisting of:
    • 18 Plane Markers
    • 6 Ready Markers (1 per player)
    • 12 Special Damage Tokens (6x smoke/fire; 6x killed observer)
    • 15 Ammunition Tokens (optional)
    • 30 Altitude Level Tokens (5 per player; optional)
    • 24 Altitude Maneuver Tokens (4 per player: dive, climb, stable, and land; optional)
    • 60 Fuel Tokens (30x "1" value, 6x "5" value, 12x "10" value, and 12x "20" value; optional)
  • 60 Tracking Sheets
  • 6 Custom Dice

Note: Each player will need a writing implement, such as a pen or pencil, which is not included with this game.

Setup

  1. Place Game Board and Dice: Place the game board in the center of the play area with the map that players wish to use faceup. Each map is divided into hexes (marked with a code) that represent spaces where planes move to or are located. Place the six dice near the game board.

  2. Choose Sides: Players divide into two teams—the Allies (United Kingdom, France, Italy, the United States, and others) and the Central Powers (the German Empire, the Austro-Hungarian Empire, the Ottoman Empire, and the Kingdom of Bulgaria). Each team should have the same number of players. Each player takes a player screen of his team's color (brown for the Allies and gray for the Central Powers), which is used to hide secret information during the game, and sets it up in front of himself. Each team chooses a different short map edge to be its border (see "Borders"); if players cannot agree, choose randomly.

  3. Choose Planes: Each player chooses one plane card from those available to his team. Then, he takes the corresponding plane marker and maneuver chart and conceals them behind his player screen. He places his plane card outside his player screen where all players can examine it during the game.

  4. Gather Other Components: Each player takes one ready marker. If optional rules are being used, each player takes the components required for using those optional rules.

    Altitude Optional Rule: Each player takes five altitude level tokens and four altitude maneuver tokens (see page 16).

    Lewis Gun Optional Rule: Each player using the Bristol F.2B plane takes five ammunition tokens (see page 15).

    Fuel Optional Rule: Each player takes fuel tokens with a total value equal his plane's fuel value. Place the remaining fuel tokens in a supply near the game board (see page 19).

  5. Record Plane Characteristics and Choose Starting Hex: Each player takes a tracking sheet, records his plane's characteristics on it, and conceals it behind his player screen (see "Tracking Sheet" on page 10). Each player writes down the code of his plane's starting hex, i.e., the hex where his plane marker is located at the start of the game, in the hexagonal space at the top left of his tracking sheet. The starting hex must be adjacent to the player's team's border. If the altitude optional rule is being used, each player writes down his starting altitude value in that hexagonal space as well.

  6. Choose Starting Maneuver: Each player writes down the code of his starting maneuver (marked with a triangle symbol on the maneuver chart) in the maneuver circle numbered "0" on his tracking sheet. This maneuver is not actually performed during the game; it simply indicates what the plane was doing just prior to the start of the game.

Map

The map is the area on the game board where the game takes place. If a plane leaves the map, it is considered shot down. Partial hexes along the edge of the map are not considered to be part of the map.

The game board has two sides, with a map on each side. On the main side, there is a map of a typical World War I battlefield, while on the alternative side, there is a classic map from a previous edition of this game.

When more than six players are playing the game, players should expand the map by using more game boards from additional copies of the Blue Max game. Place the game boards adjacent to each other by aligning the same length edges together (short edge with short edge and long edge with long edge).

The partial hexes of game boards aligned together must form complete hexes along their common edge. Mark each game board with a letter (e.g., "A," "B," "C," etc.) and treat that letter as the final character of the code for each hex on that game board. For example, code "0208" would become "0208A" on map "A" and "0208B" on map "B."

If multiple game boards are used together, only short edges along the outside of the entire map can be chosen as borders.

Borders

A border is a short map edge and the partial hexes adjacent to it, chosen during game setup (step 2). Each team's planes start the game in complete hexes adjacent to the team's border. During game setup (step 5), each player chooses a complete hex adjacent to his border that his plane will start the game in. The player records that hex's code on his tracking sheet.

The Plane

Each plane is represented by:

  • A plane card summarizing its game characteristics, general information, and historical notes
  • A maneuver chart listing all the maneuvers that the plane can perform during the game
  • A plane marker representing the plane on the map

Each plane card and plane marker is marked with an ID number (#). A plane card and marker that contain the same ID number correspond to each other.

Plane cards have a background color corresponding to each team: gray for the Central Powers and brown for the Allies. Each plane card depicts three views of the plane (side, front, and top) and lists the plane's game characteristics, ID number (#), model, insignia, and historical facts including its most famous pilot and other interesting trivia. The plane card must be placed faceup on the table near the player screen; each player can freely examine the plane card at any time.

The maneuver chart lists all the maneuvers a plane can perform during the game. Each maneuver is represented by a simple diagram with a plane's starting position (a yellow hex with a gray arrow) and its finishing position (a plane silhouette). Depending on a maneuver's speed, the diagram can have more connected hexes. Each plane model has its own specific maneuver chart.

On their front, plane markers depict the top view of a plane that was historically used during World War I. The marker allows a player to place his plane on the map without any mistakes. Every turn, depending on the chosen maneuver, each player moves his plane marker. Each plane marker has white and black positioning indicators on the edges of the marker. The black positioning indicators show the edges through which the pilot (and, if present, the observer) can fire. Each positioning indicator contains a letter. The letters are used to allocate damage in combat. Also, the positioning indicator with an "A" denotes the front of the plane.

Game Round Overview

Blue Max is played over a series of game rounds. Each round consists of seven phases (eight if the fuel optional rule is being used).

During a game round, all players resolve the current phase simultaneously. After all players have finished resolving the phase, they proceed to the next phase.

Players perform the phases in the following order:

  1. Tailing: Players check for tailing.

  2. Planning: Each player chooses a maneuver from his maneuver chart and writes down the maneuver's code in the maneuver circle corresponding to the current game round on his tracking sheet. Each player affected by tailing must reveal to his opponent the direction and altitude (if using the altitude optional rule; see page 16) of the chosen maneuver using direction and altitude level cards. Then, each player places his ready marker on his plane marker to show that he is done choosing a maneuver.

  3. Movement: Each player lifts his player screen, reveals his tracking sheet (and his altitude maneuver token, if the altitude optional rule is being used), and performs the chosen maneuver by moving his plane on the map as directed by his maneuver chart. During the maneuver, the player's ready marker remains in the hex his plane started the maneuver in. After performing a maneuver, each player takes his ready marker and conceals his tracking sheet with his player screen again.

  4. Fuel Depletion (optional): Players only perform this phase if they are using the fuel optional rule (see page 19). Each player discards fuel tokens from his reserve with a total fuel value equal to the fuel cost of the maneuver his plane performed (i.e., the last digit of the maneuver code) and places them in the supply.

  5. Combat: Each player can fire at a legal target and determine damage and special effects (see "Firing Weapons" on page 13).

    If players are using the Lewis Gun optional rule, each player who fired a Lewis Gun updates his ammo pool (see page 15).

  6. Resolution: Players apply damage and special effects to their plane.

    If players are using the altitude optional rule, a spinning plane loses one altitude level. Each player with a spinning plane must replace the altitude level token currently on his plane marker on the map with the next lower altitude level token (see page 16).

  7. Recovery: Players can unjam machine guns or regain control of a spinning plane.

  8. Accidents: Each player who fired a long burst must check to see whether his machine gun jammed.

Game Phases in Detail

1. Tailing

During this phase, players check for tailing. Tailing occurs when two conditions are met: the tailed plane's marker must be inside the front arc of an enemy plane and the enemy plane must be inside the rear arc of the tailed plane. The front arc of a plane extends a distance of three hexes from the "A" edge and "B" edges of the plane marker. The rear arc of a plane extends a distance of three hexes from the "D" edge and "C" edges of the plane marker.

The Fokker Dr.I (outlined in yellow) has a front arc shaded in red and a rear arc shaded in blue. The only enemy it is tailing is #1 because the Fokker Dr.I is in that plane's rear arc and that plane is in the front arc of the Fokker Dr.I. The Fokker Dr.I is not tailing #3 because the Fokker Dr.I is not in plane #3's rear arc. The Fokker Dr.I is tailed by enemy plane #2 because that plane is in the Fokker Dr.I's rear arc and the Fokker Dr.I is in that plane's front arc.

There are some additional circumstances that prevent tailing from occurring:

  • A plane with a fire or smoke token on it cannot tail an enemy plane.
  • A plane cannot tail more than one enemy plane at once.
  • If players are using the altitude optional rule, a plane cannot tail an enemy plane if it is more than one altitude level higher or lower than the enemy plane (see page 16).

The Fokker Dr.I (outlined in yellow) has two enemy planes in its front arc (A and B). Enemy plane A is not tailed because its altitude level of 2 is not within one level of the Fokker Dr.I's altitude level of 4. Enemy plane B has an altitude level of 3 (which is within one level of altitude level 4) and is tailed by the Fokker Dr.I.

At the start of phase 2. Planning, a player affected by tailing must reveal the direction and altitude (if players are using the altitude optional rule) of his chosen maneuver to his tailing enemy by passing him the direction and altitude cards corresponding to the chosen maneuver.

Note: Sometimes a chain of tailings can occur. If so, the first player of the chain reveals his information to the second one, who then decides his maneuver and reveals his information to the third, and so on until the end of the chain. If the chain is circular, in which plane A tails plane B which tails plane C which in turn tails plane A, choose randomly who first reveals his information to the enemy.

2. Planning

During this phase, players choose their maneuver for the round. Each player chooses a maneuver on his maneuver chart (obeying any restrictions) and writes down its code in the maneuver circle corresponding to the current game round on his tracking sheet.

Players who are tailing an enemy plane can choose a maneuver after being informed of the direction (and altitude if players are using the altitude optional rule) of the enemy's chosen maneuver.

The Fokker Dr.I player chooses maneuver 14L3 and writes its code in the maneuver circle corresponding to the current game round on his tracking sheet.

Sometimes a plane is restricted as to which maneuver it can perform from its maneuver chart. The restrictions are as follows:

  • If the maneuver the plane performed during the previous round had a speed of more than one higher or lower than the current maneuver, the current maneuver cannot be performed.
  • An acrobatic maneuver, outlined in red, can be chosen only if the previous maneuver was a preparatory maneuver (outlined in thick black).
  • A non-repeatable maneuver, marked by the non-repeatable symbol, cannot be performed if the plane's previous maneuver was a non-repeatable maneuver, regardless of which one.

When using using the fuel optional rule, if a player's fuel reserve does not have enough fuel for his plane to perform his chosen maneuver, the plane depletes all remaining fuel in the player's fuel reserve and spins instead of performing the chosen maneuver during phase 3. Movement (see page 19).

If players are using the altitude optional rule, changing altitude can restrict a player's maneuver choice and affect fuel depletion (see page 16).

A plane whose player has chosen a maneuver it cannot perform spins. If this happens, its player must cross out his chosen maneuver and write down and perform maneuver 0S2 in place of the originally chosen maneuver.

A plane performing maneuver 1L1, 1S1, or 1R1 is performing a stall, which can cause the plane to spin during phase 8. Accidents.

After a player has chosen and written down his maneuver on his tracking sheet, he takes his ready marker and places it on his plane marker, with the ready marker's "1" edge oriented in the same direction as the plane marker's "A" edge. After all players have placed their ready markers in this manner, the phase is over and players proceed to the next one.

3. Movement

During this phase, players' planes perform their maneuvers. Each player lifts his player screen and reveals his tracking sheet, allowing opponents to check whether his chosen maneuver can be performed. If it cannot, the plane spins instead of performing the chosen maneuver. Then, each player performs his chosen maneuver by moving his plane marker on the map. He leaves his ready marker in the maneuver's starting hex without changing the ready marker's orientation. Each maneuver has a starting hex marked with an arrow and a finishing hex marked with a plane's silhouette.

The player of the Fokker Dr.I (outlined in yellow) has written the maneuver 14L3 on his tracking sheet. The player reveals his tracking sheet, and his plane performs the chosen maneuver. He takes his plane marker and leaves the ready marker in the maneuver's starting hex without changing the ready marker's orientation. Then, he places the plane marker in the finishing hex oriented as shown on the maneuver chart.

Sometimes the starting and finishing hexes are the same. This is because the plane performs a particular maneuver in which the plane ends in the same hex it started in. It simply changes the direction it faces.

Note: Each hex on the map can be occupied by any number of planes.

If players are using the altitude optional rule, if there is more than one plane in the same hex at the end of phase 3. Movement, a collision can occur (see "Collision" on page 12).

4. Fuel Depletion (optional)

This phase is only resolved if players are using the fuel optional rule (see page 19). During this phase, players expend the fuel their planes used to perform their maneuvers. Each player discards fuel tokens from his reserve with a total fuel value equal to the fuel cost of the performed maneuver. The player places the discarded fuel tokens in the supply.

The Fokker Dr.I (outlined in yellow) performs maneuver 14L3. Because the fuel optional rule is being used, its player must discard fuel tokens with a total value of 3 from his reserve to the supply.

If a player's fuel reserve is empty, the player rolls a die. The result is the number of rounds in which the plane can only perform gliding maneuvers, identified on the maneuver chart with the gliding symbol, before the plane is considered landed. A landed plane counts as being shot down, unless specified otherwise. A gliding plane can still fire its weapons.

If players are using the altitude optional rule, the altitude level of a plane performing a gliding maneuver decreases by 1 during this phase (see page 16). The plane cannot perform climb or dive maneuvers.

A plane with fuel in its reserve can perform a maneuver with the gliding symbol, but it must pay the maneuver's fuel cost. In this instance, the plane is not actually gliding.

5. Combat

During this phase, each player can fire his plane's machine guns at a legal target. Then, he determines damage and special effects. However, damage and special effects are not applied until phase 6. Resolution.

A plane can fire its front-mounted machine guns straight ahead for a distance of up to three hexes, starting from the plane marker's "A" edge, which always has a black positioning indicator. If players are using the observer optional rules, rear-mounted machine guns can be fired starting from other edges with black positioning indicators (see page 16). Each player can only fire machine guns from a particular mounting once per round, regardless of the number of machine guns in that mounting (i.e., a plane with two front-mounted machine guns can only fire them once per round, not twice).

6. Resolution

During this phase, the damage and special effects caused in phase 5. Combat are applied.

If a plane suffers damage exceeding the damage value of its wings, tail, or fuselage, it immediately spins and is shot down. If a plane suffers damage exceeding the damage value of its engine, it must perform only gliding maneuvers. At the end of the next round, the plane is shot down.

If players are using the altitude optional rule, a spinning plane loses 1 altitude level during this phase. Players must adjust their altitude level token accordingly. A plane at an altitude level less than 1 is shot down. A spinning plane that has no way to recover from its spin is shot down when the plane's altitude level is less than 1.

7. Recovery

During this phase, players may restore their planes to proper functioning.

If a plane is spinning, its player can try to regain control of it. A player can attempt to recover his plane from spinning by rolling a die. If he rolls a result of "3" or higher, his plane recovers from the spin. He places his ready marker on the map, oriented the same as his plane marker, and rolls the die again. He orients his plane marker to face the direction indicated by the number on his ready marker that matches the die result. A spinning plane cannot be recovered if the wings, tail, or fuselage section runs out of unmarked boxes or after the pilot killed special effect.

The Allied player must stop his plane from spinning. The player rolls a die, and the result is a "5." The player places his ready marker oriented in the same direction as his plane marker (i.e., with the "A" edge and the "1" edge both facing the same direction). Then, he rolls a die, and the result is a "3." The player orients his plane marker so that its "A" edge and the ready marker's "3" edge face the same direction.

If a plane's machine guns are jammed, its player can try to unjam them. A player cannot unjam his plane's guns if his plane is spinning. A player can attempt to unjam his plane's machine guns only if the plane performed a straight, non-acrobatic maneuver during this round. To attempt to unjam his plane's guns, the player rolls a die. If the result is a "4" or higher, the player unjams the machine guns successfully.

8. Accidents

During this phase, players check to see if any mishaps occur to their planes. Possible mishaps that are resolved during this phase are as follows:

Jammed Guns

If a player fired a long burst during phase 5. Combat, he must check to see if his machine guns jammed. He rolls a die. If the result is "5" or higher, the machine guns have jammed.

Fire

If a plane has a fire token, its player draws one damage card from the "B" damage deck and applies the blue effect. A player with his plane suffering a fire effect rolls a die. If he rolls a result of "5" or higher, remove the fire token. If the plane performed a maneuver marked with the forward slip symbol, remove the token if he rolls a result of "4" or higher.

Smoke

A player with his plane suffering a smoke effect rolls a die. If he rolls a result of "6," remove the smoke token. If the result is a "1," flip the token onto its other side to transform it into a fire token. If the plane performed a special forward slip, remove the token without rolling a die.

Plane Cards

Each plane is presented on a plane card with a background color corresponding to the team it belongs to: brown for the Allies and gray for the Central Powers.

Card front of the Nieuport 24 Allied plane (brown – #10) and card front of the Fokker Dr.I German plane (gray – #1).

The card front shows the plane's insignia and model. It also shows the plane's side view with its fuselage damage value; front view with its engine damage value and stability value (A, B, or C); and top view with its wings damage, tail damage, fuel, and maximum altitude values, along with its ID#. Finally, the card lists the number of machine guns the plane is equipped with. If there are two numbers, the first number refers to the pilot's guns and the second number refers to the observer's guns.

In Blue Max, planes are divided into sections to which damage is allocated during combat. The sections of the plane are fuselage, engine, wings, and tail. Each section of the plane has a damage value, and if a section suffers damage equal to or greater than its damage value, the plane suffers disastrous consequences.

Card back of the Nieuport 24 Allied plane (brown – #10) and card back of the Fokker Dr.I German plane (gray – #1).

The card back shows the plane's insignia, model, and historical notes.

Basic Maneuvers

Each maneuver is depicted in a simple diagram with a starting position (a yellow hex with a gray arrow) and a finishing position (with a plane's silhouette). The number of hexes in the diagram represents the speed of the plane performing the maneuver. Maneuvers on the maneuver chart are divided according to the speed of the plane performing the maneuver.

14R3: Example of a speed 3 maneuver.

Each maneuver is marked by a code that summarize its game characteristics.

The first digit is a unique value that distinguishes the maneuver from other maneuvers.

The letter states the direction of the maneuver: "L" (left), "S" (straight), and "R" (right). This is important information when tailing occurs.

The last digit of the code is the fuel cost, which is only relevant when players are using the fuel optional rule (see page 19).

During phase 2. Planning, each player must choose one maneuver with a speed equal to or one higher or lower than the speed of his maneuver during the previous round and write down its code in the maneuver circle corresponding to the current game round on his tracking sheet.

Starting Maneuver

Each maneuver chart, regardless of the plane model, has a straight maneuver (S) marked with a triangle symbol. This is the starting maneuver that must be chosen during setup (step 6) and indicates what maneuver the plane was performing just before the start of the game.

Preparatory Maneuver

Some straight maneuvers (S) are outlined with a thick black border; they are preparatory maneuvers. Performing a preparatory maneuver is required to perform an acrobatic maneuver.

3S3: Example of a speed 3 preparatory maneuver diagram. Players can recognize it by its thick black outline.

Special Maneuvers

Acrobatic Maneuver

These maneuvers are easily recognizable on the maneuver chart because they are outlined in red. They can be chosen only if the plane's previous maneuver was a preparatory maneuver (outlined in thick black lines), respecting speed restrictions.

35S3: Example of a speed 3 acrobatic maneuver. Players can recognize it by its red outline.

Non-Repeatable Maneuver

These maneuvers are marked on the maneuver chart with the non-repeatable symbol. A non-repeatable maneuver cannot be chosen if the plane performed a non-repeatable maneuver during the previous round.

Gliding Maneuver

These maneuvers are marked on the maneuver chart with the gliding symbol. A player whose plane is gliding (and is not spinning, see below) can only choose gliding maneuvers for his plane to perform.

Stall

A player who plane is performing maneuver 1L1, 1S1, or 1R1 (i.e., a stall) rolls a die. If he rolls a result of "5" or higher, the plane spins.

Spinning

A spinning plane must perform maneuver 0S2 instead of any other maneuver. The player of the spinning plane must follow special rules. A player may voluntarily choose the spinning maneuver for his plane to perform, or the plane may be required to perform it as a result of certain game situations. The following circumstances can cause a plane to spin:

  • A killed pilot special effect causes the pilot's plane to spin.
  • Running out of unmarked boxes for a plane's fuselage, wings, or tail section causes the plane to spin and be shot down.
  • Performing a stall maneuver can cause a plane to spin.
  • If players are using the altitude rules, suffering damage to a plane's wings or tail can cause the plane to spin.

If players are using the altitude optional rule, during phase 6. Resolution, a spinning plane's altitude level decreases by 1.

Forward Slip

This maneuver is marked on the maneuver chart by the forward slip symbol and allows the player to remove a smoke token.

Plane Markers

Each plane marker is hex-shaped.

On the marker's front, there is a top view of a specific plane. The edges are marked with letters ("A," "B," "C," or "D"). The edge marked with an "A" is the plane's front and indicates the direction the plane is facing. A plane can fire at a target that is up to three hexes away starting from a black-marked side. When a plane is damaged, its player must draw damage cards from the damage deck corresponding to the letter on the attacked side.

The ID# matches that of the corresponding plane card. The plane's player must record this number on his tracking sheet.

If players use the altitude optional rule, the number inside the blue circle indicates the maximum altitude the plane can reach during the game.

The marker's back has a background color corresponding to the team the marker belongs to (brown for the Allies and gray for the Central Powers). The plane's side view and insignia are depicted. Also, the plane's model, pilot, and ID number (#) are listed.

Characteristics

In Blue Max, each plane depicted in the game was actually flown during World War I. Its characterisitics and decorations are inspired by historical information that contemporary sources have left.

Each plane belongs to a specific team and is represented by a plane marker that allows a player to simulate its flight on the map and by a plane card that lists its characteristics.

Teams

During World War I, there were two sides: the Allies and the Central Powers. In Blue Max, each of these sides is a team and has a color to distinguish it from the other team: brown for the Allies and gray for the Central Powers. Each player uses tokens and markers of his team's color.

Insignia

In this game, insignias are used to help distinguish between the two teams. Plane markers representing Central Power planes contain an icon in the form of a black cross. Plane markers representing Allied planes contain an icon in the form of colored concentric circles.

German planes were marked with a black cross on a white ground in different designs according to the historical period and the front. Allied planes were identified with concentric circles of different colors according to the pilot's nationality. Starting from the outside and moving toward the center, British circles were blue-white-red, French circles were red-white-blue, and American circles were red-blue-white. Although not available in this game box, Italian planes were identified by red-white-green circles.

Tracking Sheet

Each player takes and fills out his tracking sheet during setup (step 5).

A player writes his plane's ID# in the ID space (#). He circles his plane's stability (A, B, or C) in the stability space. Then, in the machine guns space, he marks all boxes exceeding the number of machine guns the plane is equipped with (i.e., the number of empty boxes equals the number of machine guns the plane has). The first two boxes are for the pilot's machine guns, and the second two boxes are for the observer's machine guns (if players are using the observer optional rule). If players are using the altitude optional rule, the player writes his plane's maximum altitude in the space to the right of the machine guns space. All of this information about the plane is available on the plane card.

Then, the player marks all boxes exceeding the plane's section damage values so that the number of unmarked boxes in each section equals the plane's damage value for that section.

During setup, each player fills the upper left hexagon with his origin hex code (and starting altitude if the altitude optional rule is being used). He fills maneuver circle #0 with his starting maneuver's code.

During a game round, each player must choose a maneuver on his maneuver chart and write its unique code on his tracking sheet. Each maneuver must be secretly written down during phase 2. Planning in the maneuver circle corresponding to the current round on the tracking sheet.

When a plane suffers damage, its player marks a number of boxes in the damaged section on his tracking sheet equal to the damage suffered. If the wings, tail, or fuselage section runs out of unmarked boxes, the plane spins and is shot down.

As it is necessary to keep a certain amount of secrecy, each player must conscientiously follow the rules, noting damage and applying special effects scrupulously.

The pilot of the Fokker Dr.I (outlined in yellow) can fire at the enemy plane because it is within three hexes (the red line in front of the firing plane's "A" edge). A player whose plane fires its guns must decide the burst length (short, medium, or long); this affects the number of dice a player rolls to determine damage (see "Firing Weapons" below).

Note: Planes occupying the same hex follow the standard combat rules, but they are not legal targets for each other.

If players are using the Lewis Gun optional rule, after determining damage and special effects, each player whose plane fired a Lewis Gun sets aside from his ammo pool a number of ammunition tokens equal to the burst length used (see page 15).

Secrecy

During World War I, pilots didn't have radios on their planes and couldn't communicate after take-off with others who were not in the plane. Consequently, during the game, each player must keep his game information secret and conceal his tracking sheet behind his player screen.

A player cannot discuss the maneuver he wants his plane to perform. A player can reveal the direction of the maneuver (L, S, or R) only to enemies tailing his plane.

A player cannot discuss which target he wants to fire at or what length burst he will use.

A player cannot reveal the amount and type of damage suffered unless he is eliminated from the game.

Exception: Fire, smoke, and killed observer effects must be revealed, and the proper token must be placed on the appropriate plane marker.

If using the fuel optional rules, the amount of fuel remaining in a player's fuel reserve is also secret information.

A player cannot tell anyone if his plane is gliding, if his machine guns are jammed, or if his ammo pool is out of ammunition (if the Lewis Gun optional rule is being used).

A player rolls checks to determine if his machine guns jam or are successfully unjammed in secret behind his player screen.

The objective of the secrecy rules is to prevent opponents from taking advantage of information a real pilot would not have.

If a player has difficulty keeping track of all the special effects affecting his plane during the game, he can note them on his tracking sheet or a piece of paper that he must keep as secret as possible. Examining the rulebook or writing down long sentences can be a source of information for a player's opponents, especially for experienced players. Each player must take care to keep his plane's status a secret.

Damage Cards

In Blue Max, damage is determined using damage cards drawn by the player whose plane was the target of the attack. The player draws one damage card for each colored die result in the attack and then resolves the colored part of the card that corresponds to the die result (red or blue). Damage cards are divided into four decks:

  • "A" Damage Deck: Draw from this deck when the plane marker's attacked edge is "A." Damage in this deck is primarily to the wings and engine, but some is to the fuselage. The deck contains 24 cards.
  • "B" Damage Deck: Draw from this deck when the plane marker's attacked edge is "B." Damage in this deck is primarily to the wings and fuselage, but some is to the engine. A few cards damage the tail. The deck contains 44 cards.
  • "C" Damage Deck: Draw from this deck when the plane marker's attacked edge is "C." Damage in this deck is primarily to the wings and fuselage, but some is to the tail. A few cards damage the engine. The deck contains 44 cards.
  • "D" Damage Deck: Draw from this deck when the plane marker's attacked edge is "D." Damage in this deck is primarily to the tail and fuselage, but some is to the wings. The deck contains 24 cards.

Card Anatomy: Each damage card is divided into two parts: a blue part and a red part. Each part, regardless of color, can contain:

  • One or more numbers. This is the amount of damage to a plane's section (mark that number of boxes on the tracking sheet)
  • One or more sections, represented by an image and a symbol (engine, red circle; wings, blue diamond; fuselage, yellow square; tail, green triangle) that identifies the damaged sections
  • A special effect (see "Special Effects" below)

If a plane suffers damage equal to or greater than the damage value of its fuselage, wings, or tail section, the plane spins and cannot recover from its spin.

Collision

If players are using the altitude optional rule, if there is more than one plane in the same hex, a collision may occur. If the altitude levels of the planes are the same, the player whose plane has the lowest stability rolls a die (A is more stable than B, which is more stable than C). If there is a tie for lowest stability, choose randomly. The player adds the result of the die roll, the highest speed of the most recent maneuver among the involved planes, and a value based his plane's stability (A=0, B=1, C=2) together. If the total is more than 6, a collision occurs and each player whose plane is involved in the collision draws one card from the "A" damage deck and applies the blue effect. If the total is more than 10, each player draws two cards, instead.

The Fokker Dr.I (#1) and Albatros D.III (#4) players risk a collision because the planes are both in the same hex. Note that a collision may occur between two planes regardless of their team. The Fokker Dr.I has a stability value of A, while the Albatros D.III has a stability value of B. Then, the Albatross D.III player rolls a die, getting a "6" result, and he adds 1 for his stability value of B. Now, the players examine the planes' speeds: 2 for the Fokker Dr.I and 1 for the Albatros D.III. They must add the higher speed, that of the Fokker Dr.I, for a total of 9. Because the total is higher than 6, but lower than 11, each player draws one damage card from the "A" deck and applies the blue effect. The Albatros D.III takes 3 damage to its wings, and its player updates his tracking sheet. The Fokker Dr.I player applies the smoke special damage effect.

Spinning

A spinning plane that has no way to recover from its spin is shot down (see "Shooting Down" below). Pilots and observers cannot fire weapons from a spinning plane.

Firing Weapons

To resolve combat and the firing of weapons, players follow the rules in this section. When a player's plane fires at an enemy plane, the firing player takes three dice. Then, he determines the target's distance from his plane and loses one die for each hex the target is away from his plane (e.g., a target in an adjacent hex causes the player to lose one die).

The player must declare the burst length he wants to use: short, medium, or long.

  • Short Burst: no additional die
  • Medium Burst: 1 additional die
  • Long Burst: 2 additional dice

Now, he checks his plane's stability value: A, B, or C (shown on the plane card).

  • Stability A: 1 additional die
  • Stability B: no additional die
  • Stability C: 1 less die

Now, he checks for special effects that further alter the number of dice.

  • 1 additional die if the target plane is stalled
  • 1 additional die if the target plane was the firer's target during the previous round
  • 1 additional die if the target plane is at a lower altitude level than the firer (if players are using the altitude optional rules)
  • 1 less die if the firing plane performed a maneuver at speed 3 or 4
  • 1 less die if the firing plane has a single machine gun

When firing, a player cannot roll more than 6 dice, after applying all modifiers.

The Fokker Dr.I (#1) player fires at an enemy plane. He takes three dice but he must lose two because of the distance from the target. The player decides to use a medium burst which adds one die. He takes one additional die for his plane's stability value of A. No other modifiers are in effect, so the Fokker Dr.I player rolls three dice. The die roll provides one white, one red, and one blue result.

Because the plane was hit on the "B" edge, the Bristol F.2B (#15) player must draw one "B" damage card and apply the red effect (for the red result); then, he must draw one "B" damage card and apply the blue effect (for the blue result). The white result doesn't have any effect. The Bristol F.2B player updates his tracking sheet with 5 damage to the wings and 1 damage to the engine.

All shots occur simultaneously; however, damage is applied only during phase 6. Resolution.

If players are using the altitude optional rule, a player who fired with a medium or long burst against a plane flying at 1 higher altitude level must perform a climb next round; a player who fired with a medium or long burst against a plane flying at 1 lower altitude level must perform a dive next round.

After determining the number of dice to be rolled, the firing player rolls them and calculates the combat's result based on the color of the dice results. White results have no effect. Each blue and red die result forces the target player to draw a damage card from a specific deck. The player must apply the card's effect of the same color as the die result.

Each player whose plane suffered damage marks the appropriate boxes on his tracking sheet, according to the damage cards drawn. If damage to a section equals or exceeds the section's damage value, apply any resulting effects (e.g., spinning). After marking any damage and noting any special effects, the player discards his damage cards facedown in a discard pile. When a deck runs out of cards, shuffle the discarded cards to create a new deck.

Special Effects

Wings

  • Torn (blue): The plane cannot perform maneuvers of speed 3 or 4.
  • Torn (red): The plane cannot perform acrobatic maneuvers.

Machine Guns

  • Jammed (blue): The pilot's machine guns cannot fire until unjammed.
  • Destroyed (red): One of the pilot's machine guns cannot fire for the rest of the game.

Engine

  • Hit (blue): The plane cannot perform maneuvers of speed 3 or 4.
  • Smoke (blue): Place the smoke token on the plane marker. Until the token is removed, the plane cannot tail an enemy plane.
  • Fire (red): Place the fire token on the plane marker. Until the token is removed, the plane cannot tail an enemy plane, perform acrobatic maneuvers, or fire guns.

Observer

  • Injured (blue): The observer cannot fire his gun for the next three rounds.
  • Killed (red): The observer is eliminated and cannot fire his gun for the rest of the game. Place the killed observer token on the plane marker.

In both cases, the pilot doesn't suffer any damage. If the plane has no observer, this effect isn't applied.

Pilot

  • Injured (blue): During the next round, the player must choose a straight maneuver.
  • Injured (blue with white border): During next round, the player must perform a maneuver at one speed lower than the speed of the maneuver he performed on the previous round (down to a minimum speed of 1).
  • Killed (red): The player is eliminated from the game and his plane spins.

Fuel Tank

  • Hit (blue): Lose fuel tokens with a total value of 3.
  • Hit (red): Lose fuel tokens with a total value of 6.
  • Explosion (red): The player is eliminated from the game and his plane is shot down.

Rudder

  • Stuck (blue): The player must perform "R" (right) maneuvers for the next three rounds.
  • Stuck (red): The player must perform "L" (left) maneuvers for the next three rounds.

A plane can only be affected by one rudder special effect at a time. All additional rudder special effects drawn for that plane while a previous one is in effect do not apply. Damage is still suffered normally; only the rudder special effect is ignored.

Shooting Down

A shot down plane is eliminated from the game.

A plane is shot down if:

  • It suffers a fuel tank explosion special effect
  • It exits the map
  • It is impossible for it to recover from spinning

Winning the Game

After all planes on a team have been shot down, the game is over. The team that shot down the most planes is victorious. If all planes on both teams are shot down, the game ends in a tie.

Optional Rules

If all players agree before the game begins, they may use any or all of the following optional rules.

Lewis Guns

Lewis Guns were a particular model of machine gun installed in some Allied planes that used a drum magazine that had to be replaced often in combat.

With this optional rule, each player using a Lewis Gun creates his own ammo pool by taking five ammunition tokens during step 4 of setup. The only plane in this game box equipped with a Lewis Gun is the Bristol F.2B Allied plane. The orange background behind the number of the observer's machine guns listed on the Bristol F.2B plane card indicates that those machine guns are Lewis Guns. Each time a player fires his Lewis Guns, regardless of how many of them are fired, the player must remove a number of ammunition tokens according to the burst length of his attack from his ammo pool and set them aside:

  • Short Burst: 1 ammunition token
  • Medium Burst: 2 ammunition tokens
  • Long Burst: 3 ammunition tokens

If a player runs out of ammunition tokens in his ammo pool, he cannot fire until he has reloaded. A player cannot use a burst that requires more ammunition tokens to use than the number he has left. Reloading refreshes a player's ammo pool back to five ammunition tokens. If a pilot is reloading a Lewis Gun, his plane can only perform a straight maneuver.

If players are using the observer optional rule, if an observer is reloading a Lewis Gun, he can reload it regardless of what maneuver the plane performs.

Reloading is complete at the end of the 3. Movement phase. However, the Lewis Gun cannot be fired in the same round as it was reloaded. A player can reload even if he still has ammunition tokens left in his ammo pool and can perform straight maneuvers without reloading.

Optional Components

Using the optional rules requires specific components.

If players are using the Lewis Gun optional rule, each Allied player controlling the Bristol F.2B plane takes five ammunition tokens during setup.

If players are using the observer optional rule, Allied players controlling the Bristol F.2B plane and Central Power players controlling the Halberstadt CL.II plane take killed observer tokens. If the killed observer special effect is applied to a player's plane, he places the killed observer token on his plane marker.

If players are using the altitude optional rule, each player takes a set of four altitude maneuver tokens and five altitude level tokens during setup.

If players are using the fuel optional rule, each player takes fuel tokens with a total value equal to the fuel value on his plane card.

Observer

If players are using the observer optional rule, players flying planes with an observer must follow it. In this game box, the Halberstadt CL.II German plane (#8, #9, and #10) and the Bristol F.2B Allied plane (#13, #14, #15) have an observer.

These plane markers have black indicators on edges "C" and "D" (as well as on edge "A," which all the planes have). Observers can fire independently from pilots through these sides.

The observer has line of fire from edge "C" and "D" of the plane marker, but the first hex from edge "D" is considered a blind spot, where an observer cannot fire.

Sometimes a second crew member, acting as an observer and sitting in a seat behind the pilot, was on board certain planes. The observer had his own weapon and used it independently from the pilot.

With this optional rule, each player whose plane has an observer (in this game box, that includes the Central Power Halberstadt CL.II and the Allied Bristol F.2B) takes the role of both the pilot and the observer (who is independent from the pilot) for his plane.

Plane markers with observers have black indicators on the "C" and "D" edges for the observer in addition to the standard black indicator on the "A" edge for the pilot.

During phase 5. Combat, the player chooses a target for the observer within his firing arc and decides the burst length, independently from choosing a target for the pilot.

The first hex from edge "D" of a plane with an observer is a blind spot, and the observer cannot fire on targets in that hex. In reality, the impediment was caused by the presence of the plane's rudder, which prevented observers from firing there without damaging their own plane.

An observer can fire even if his plane has a fire token.

An observer can reload or unjam his machine guns regardless of the maneuver performed by his plane.

The injured observer and killed observer special effects are applied only if the observer optional rule is used.

Altitude

When players use this optional rule, a plane can fly at five different altitude levels (from 1 to 5) or land at level 0 (ground level). This level is indicated by an altitude level token placed on top of the plane marker.

When choosing a maneuver, each player also chooses one of his four altitude maneuver tokens (stable, dive, land, or climb) and places it facedown on his plane marker. The stable token indicates the plane is not changing altitude. The other three tokens indicate a change of altitude is taking place. A player can change the altitude level of his plane by performing climb or dive maneuvers. Each player places an altitude maneuver token every turn. If the plane is not changing altitude, the player places the stable altitude maneuver token.

Each player chooses his plane's starting altitude; it must be equal to or less than his plane's maximum altitude value, as listed on his plane card.

Each plane has a maximum altitude. This characteristic is indicated in the lower right of the plane card and also appears on the plane marker.

Dive

A plane can decrease its altitude level by 1 per round by performing a dive maneuver. To perform it, the player must choose a maneuver on the maneuver chart whose speed is 2 or higher and must place the dive altitude maneuver token facedown on the plane's marker. When the maneuver is revealed, flip the dive altitude maneuver token faceup. After the maneuver is performed, remove the dive altitude maneuver token and update the altitude level using the proper altitude level token.

The Fokker Dr.I (#1) player has chosen maneuver 14L3, and his plane is at altitude level 4. Its player decides to decrease its altitude and perform the dive maneuver by placing the dive altitude maneuver marker facedown on the ready marker. After performing the maneuver, he moves the plane marker on the map and updates the altitude level by placing an altitude level token with a "3" on it.

If the fuel optional rule is being used, a plane performing a dive maneuver uses 1 less fuel than the usual required amount (see the maneuver code).

Land

A plane at altitude level 1 can perform a land maneuver. Its player must choose a straight maneuver and place the land altitude maneuver token facedown. A landed plane (if not otherwise specified) is considered shot down.

Climb

A plane can increase its altitude level by 1 per round by performing a climb maneuver. To perform it, the player must choose a maneuver on the maneuver chart with a speed of 2 or higher and must place the climb altitude maneuver token facedown on the plane marker. When the maneuver is revealed, flip the token faceup. After the maneuver is performed, remove the climb altitude maneuver token and update the altitude level using the proper token. A player cannot perform a climb maneuver at the maximum speed of the plane.

The Fokker Dr.I (#1) player has chosen maneuver 3S3 and his plane is at altitude level 3. The player decides to perform a climb maneuver to increase its altitude and places his climb altitude maneuver token facedown on his ready marker. After performing the maneuver and moving his plane marker, the player returns his climb altitude maneuver token to behind his player screen and updates his altitude level by replacing an altitude level 3 token with an altitude level 4 token.

If players are using the fuel optional rule, a plane performing a climb maneuver uses 1 more fuel than the usual required amount (see the maneuver code).

A plane can start the game at its maximum altitude level, but if the plane goes below that level, it cannot reach that level again. During the game, a plane can only climb to an altitude level one less than its maximum level. It is recommended that planes start the game at their maximum altitude level.

A plane trying to attain an altitude level that it cannot reach stalls.

Stalling and Spinning

A player can choose maneuver 1S1 (slow stall) if possible. A player whose plane stalls rolls a die. If he rolls a result of "5" or higher, his plane spins.

Losing Control

When the wings or tail of a player's plane suffers damage, the player rolls a die. If he rolls a result of "5" or higher, his plane spins.

Tailing

A plane can tail an enemy plane if the tailing plane is at the same altitude level as or at a level adjacent to (one lower or higher) the enemy plane.

Firing

A plane firing a medium or long burst against an enemy target that is 1 altitude level higher must perform a climb maneuver on the next round. A plane firing a medium or long burst against an enemy target that is 1 altitude level lower must perform a dive maneuver on the next round. A plane cannot fire on a target plane that is at a difference of two or more altitude levels from the firing plane.

Fuel

When using this optional rule, during setup (step 4), players take fuel tokens with a total value equal the fuel value on their plane card. Each round, during step 4. Fuel Depletion, each player must return a number of fuel tokens to the supply equal to the fuel depletion code of the performed maneuver.

Each plane card lists the fuel value for the plane. When using the fuel optional rule, during setup (step 4), each player takes fuel tokens with a total value equal to his plane's fuel value.

Fuel supply must be kept secret.

If a plane's fuel supply runs out, its player rolls a die. The die result is the number of rounds in which the plane can perform only gliding maneuvers (marked on the maneuver chart with the gliding symbol) before being considered landed. If players are using the altitude optional rule, the plane must go down to altitude level 1 to land.

Operational Roles

Reconnaissance

Reconnaissance was the first role of planes during World War I. Reconnaissance played an important part in several major battles. The missions, usually conducted by a pilot and an observer, were to take photos or to perform observation to help artillery. Reconnaissance planes and their pilots were also the protagonists of daring actions, such as dropping psychological warfare leaflets on enemy-controlled areas.

Fighting

The growing experience of pilots began to make it clear that the optimum situation was to have a plane mounted with weapons so that it could fire directly. Promising new technologies facilitated aerial maneuvers and created a period of military action that effectively represents the exploits of air's chivalry. Although fighters and their pilots were highly regarded by the general public thanks to propaganda campaigns, their role during the war was mainly defensive.

Bombing

Bombers were the war instrument that most greatly influenced the future of war. Their ability to hit targets many miles behind enemy lines allowed them to involve civilian targets in battles and weaken efforts to support the army on the front. Use of bombers against civilian targets was initially adopted with extreme reluctance by the highest authorities of different countries.

The Air War

The air war was an important part of World War I. For the first time, the plane was used on a large scale as a strategic and tactical weapon. The specialties of reconnaissance, fighting, and bombing emerged, and dedicated planes for those tasks were built.

Despite initial skepticism, the new weapon turned out to be extremely useful in providing quick and timely information about terrain and the arrangement and movements of enemy troops.

Its appearance on the battlefield allowed forces, among other things, to determine the disposition of the trenches in trench warfare.

Many of the first planes during the conflict had high stability as a common characteristic, due to the need to provide inexperienced pilots (many of whom fought after benefiting from only three or four hours of training) with a plane that allowed a safe return to the base. Only later, when pilots' experience increased, were planes that allowed more challenging combat maneuvers constructed and used.

Regarding weapons, the plane experienced a strong and rapid evolution. Initially, pilots carried personal weapons such as pistols, rifles, or bombs to be launched by hand against troops on the ground. When the increase of engine power allowed a greater weight to be carried, machine guns were mounted on the plane.

Despite the technological evolution of armaments on the plane, pilots continued to carry personal firearms with them.

Historical Notes

The potential of planes at the beginning of World War I was not clear to generals, but necessity is the mother of invention.

The immediate needs of war, such as for reconnaissance, observation of troop movements, and direction of fire for artillery batteries, caused the creation of the first spotter plane at the end of 1914. These unarmed planes flew over trenches, and pilots defended themselves with whatever weapons they could obtain: pistols, rifles, bricks, and even cables with hooks.

Later, the reconnaissance plane was armed with a machine gun. Other planes were transformed into bombers, carrying small loads of free-falling bombs. Finally, the need to protect these planes led to the development of a new type of plane: a fast, agile, armed, single-seat plane whose function was to attack other planes. Thus, the fighter plane was born.

In 1915, the invention of a mechanism that synchronized the plane's machine-gun fire with its propeller motion allowed the creation of the first fighter plane. Its adoption on the Fokker E (mid-1915) immediately gave the Central Powers air superiority. The Allies quickly realized the deadly consequences of such a superiority; it would have allowed the Central Powers to dominate all battlefields. So began the battle for control of the skies.

The Fokker Scourge (derived from the Fokker E) gave the technological advantage to the Germans in August 1915 until the beginning of 1916. The British responded with the FE2b and DH2, while the French produced the Nieuport 11 and the Nieuport 17. All these planes were better than the Fokker and returned air superiority to the Allies.

The German response involved technical and organizational innovations. The Germans developed the Albatros D.I, D.II, and D.III and the Halberstadt D.II and D.III. The Germans also grouped warplanes into independent squads.

This new tactic returned air superiority to the Germans. It was not until the summer of 1917 that the arrival of the Sopwith Camel, the Sopwith Triplane, the Bristol Fighter (UK), and the Spad S.XIII (French) allowed the Allies to regain control of the skies, which remained under their control until the end of the war.

Quick Reference

Game Phases

Blue Max is played over a series of game rounds. Each round consists of seven phases (eight if the fuel optional rule is being used). The phases are performed in the following sequence:

  1. Tailing: Check for tailing.
  2. Planning: Choose a maneuver from the maneuver chart and write it on the tracking sheet. Each player whose plane is tailed must tell the tailing player the direction and altitude of the chosen maneuver. Then, place the ready marker on the plane marker.
  3. Movement: Reveal the tracking sheet and perform the chosen maneuver by moving the plane marker on the map according to the diagram on the maneuver chart. Then, take the ready marker back.
  4. Fuel Depletion (optional): Discard fuel tokens from the player's reserve to the supply with a total fuel value equal to the fuel depletion value of the performed maneuver's code.
  5. Combat: Fire at a legal target and determine damage and special effects.
  6. Resolution: Apply damage and special effects.
  7. Recovery: Unjam machine guns or regain control of a spinning plane.
  8. Accidents: If a player's plane fired a long burst during phase 5. Combat, check for weapon jamming.
  • Place Plane Markers: Each player lifts his player screen, reveals his tracking sheet, and places his plane marker on the map in his starting hex. If players are using the altitude optional rules, each player places an altitude level token that corresponds to the plane's starting altitude level on his plane marker.