Aces High: War in the Air 1914 - 1918
BGG rank
BGG #14,368
BGG rating
6.5

Aces High: War in the Air 1914 - 1918

1980

Rules assistance for Aces High: War in the Air 1914 - 1918

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–2 players
  • 30 min
  • 10+
  • Complexity 2.9/5

For 1 player

Rules assistant for Aces High: War in the Air 1914 - 1918

What would you like to know?

Answers come from the official rulebook, with the page to check.

Aces High: War in the Air 1914 - 1918 is a board game released in 1980 for 1–2 players, 30 minutes per game, and ages 10 and up. It was designed by Jim Hind and its main mechanics are Dice Rolling, Simultaneous Action Selection, and Grid Movement.

Expansions

Similar games

About the game

The war in the air 1914-1918, published in The Wargamer Magazine issue 12 and later in a box. From the back of the box "Aces High is a simultaneous movement game that puts you in the cockpit, with only your own skill between you and your opponent's triumphant cry of "Flamer!" ". Includes data on 72 different types of aircraft. The data includes information on Speed, flying qualities, armament, ability to absorb punishment, etc. Aces High, although not as detailed as Wings, includes rules for stalls, spins, ropey (unreliable) engines, aircrew quality, spotting, archie (anti-aircraft fire), and more. Aces High even has rules for different types of missions, from photo-reconnaissance to balloon busting to bombing. The number of maneuvers is limited to banks, turns, sideslips, and half-loops. For example, there are no rules for Immelman turns or barrel-rolls, but the Immelman is accomplished just as in real life... a half-roll followed by continuous banking from the inverted position back to the upright position; a barrel roll is accomplished by a combination of banking and altitude changes during otherwise forward-flight. There is an interesting rule for ace pilots where the ace pilot can withhold (i.e. not write a movement plot for) a certain number of movement points. After the non-aces have completed their entire movement plot then the ace's can plot out the rest of their move and therefore react to the less-skilled pilots actions. The number of points the ace can withhold is based on the 'grade' of the pilot with a 'grade 5' pilot unable to withhold any points to a 'grade 1' pilot being able to withhold 3. Game related to Aces High: The American Aces

Designers

Publishers

  • Hobby Japan
  • 3W (World Wide Wargames)
  • Simulation Games

Questions and answers

Aces High: War in the Air 1914 - 1918 supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.