Flying Circus: Tactical Aerial Combat, 1915-1918
BGG rank
BGG #26,437
BGG rating
5.9

Flying Circus: Tactical Aerial Combat, 1915-1918

1972

Rules assistance for Flying Circus: Tactical Aerial Combat, 1915-1918

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

  • 2–6 players
  • 90 min
  • 12+
  • Complexity 2.4/5

Rules assistant for Flying Circus: Tactical Aerial Combat, 1915-1918

What would you like to know?

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

Flying Circus: Tactical Aerial Combat, 1915-1918 is a board game released in 1972 for 2–6 players, 90 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Dice Rolling, Variable Set-up, and Grid Movement.

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About the game

"Plane to plane combat in the age of the 'knights of the air.' Movement and combat rules permit the re-creation of the 'dog-fighting' characteristic of the period. Famous aircraft included for use in the scenarios are: Fokker III, Dr I, D VIII, Albatross, Pfalz, Sopwith Camel, SPAD 13, Nieuport 11, SE 5A, and many others. Each aircraft type has its own customized control card used to keep track of its speed, ammunition, damage, and climbing. A 'streamlined' version of the rules is also provided to introduce players to tactical aerial simulation." SPI's first air combat game, originally published as a magazine game in Strategy & Tactics magazine #31. Facets of the game mechanics would be used in their later air games Spitfire and Foxbat & Phantom. 200 counters

Questions and answers

Flying Circus: Tactical Aerial Combat, 1915-1918 supports 2–6 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.