PAPER AIR RAID the Paper Aircraft Dice War-Game.

ORDERS, RULES and OPERATING INSTRUCTIONS: -
OBJECTIVE: - Is to fly One at a time your paper Aircraft over the border and back again, bombing your opponents H.Q. other Base Units and Aircraft, before it is their turn to counter strike.
This is achieved by taking turns at the following routine: -

1 – Fly out your first Aircraft towards a target unit of your choice.

2 – Bomb the nearest unit to where you land, using the dice to determine the bomb area coverage and the extent of damage.

3 – Fly back through your opponents Anti-Aircraft Guns (AA Guns) which using the dice will determine the number of hits on your Aircraft and this is then marked on the Damage Control Sheet.

4 – If you have made it back through the AA Guns, then you can land at your Hangar to repair any damage sustained. You may now cross out any damage on that numbered Aircraft written on the Damage Control Sheet.

5 – Once you have thrown all 4 of your Aircraft, that is the end of this turn.

6 – Your opponent can now counter strike.

Note: - Remember if you are second to attack, you may have lost an Aircraft or Hangar already. But your opponent may also have lost an Aircraft to your AA Guns or AA Missile Silos.

Either way the war has started and you’re on the counter attack now, make the best of it “Good Luck Commander, you’re going to need it”.

SETTING UP: - Using two dice, throw to decide who starts first. Who ever wins decides who sets up their Zone first. Note: - All Aircraft start in there Hangars. You will be required to build 4 Aircraft each for this game and set up one Headquarters (H.Q.) for each side, using the printed paper sheets supplied. These H.Q. are worth 30 points each. Put one H.Q. on the floor in a corner of the room and the other H.Q. in the opposite corner, to give the greatest distance between them. Both sides should now write numbers on the Aircraft from 1 – 4, so they can be identified later on. Place your string borderline down about ½ way between the two H.Q. Place your AA gun base units along the line but no more than 12 inches (30cm) away from the border. Place the remainder of the Base Units inside your own zone, it’s a good idea to put Missile Silo Base Units near your H.Q. for protection, also keep your Hangars will spaced apart as this makes them much harder to hit.


PAPER AIR RAID

STARTING THE GAME: - Stand next to your H.Q. and throw your chosen Aircraft towards your opponent’s H.Q., or any other Base Unit you may choose to target. If it lands on or touches any of your opponents units, you have scored a direct hit. Now throw both dice to see the extent of the damage you have caused. If you score a “7”, then write 7 on the Damage Control Sheet against the appropriate Unit type name. When the total number of Battle Damage Points written on the Damage Control Sheet are equal to the Points Value of that Unit, it is destroyed. If however you miss the target, throw the dice and using the scale provided, see how big an area your bombs have covered. For example you throw a “10” then measure 10 divisions on the scale from any point on your Aircraft towards the target, if you are in range, throw the dice again to see the extent of the damage caused. Mark the number scored with the dice on the Damage Control Sheet in the appropriate position.

Should you land on two or more units at the same time, then you will have to choose which one to bomb. There are two exceptions to this rule: - First an Aircraft in a Hangar, then the Aircraft automatically takes the hits first before the Hangar and Second in the case of an Anti-Aircraft Missile Silo and some other unit, just forget about it, your Aircraft has been completely destroyed.


PAPER AIR RAID

FLYING BACK: - When and if you fly back home after your raid, you are at risk from your opponent’s Anti-Aircraft guns. They “fire” their AA guns by throwing the dice, and need to score 10,11 or 12 to register a hit. The points scored on the Damage Control Sheet will vary from 1 point for a “10” throw, 2 points for a “11” throw and 3 for a “12” throw.

See Damage Control Sheet “AA GUN Dice Values”.

Each of your opponents’ AA guns can be fired once per air raid, at the same Aircraft each time it returns across the border. But a separate throw of the dice is needed, to assess the score for each gun. Points build up on the aircraft until it’s is destroyed, gets back to a hangar or all of your opponents AA guns have fired.

The Aircraft are worth 6 points each, and every time you fly back home after a raid, any damage (less than 6 points) sustained on the return journey, will be repaired on landing at a Hangar. When an Aircraft returns to a Hangar all damage points should be removed from the Damage Control Sheet accordingly.

Any Hangar may be visited by any Aircraft from its own side and be fully repaired there, but only one Aircraft may visit on any one turn.

An Aircraft that has no Hangar to return to may be placed anywhere on its own side, but will still be vulnerable to enemy attack.

If a Hangar with an Aircraft in it, is hit by for example by an “8” throw of the dice, this throw will destroy the Aircraft first, and the remaining 2 points are entered on the Damage Control Sheet against the Hangar.

If you do not have a Hangar free, due to enemy action or because another Aircraft is in the Hangar, you will have no option but to land in the open. The Aircraft can be used again, but it keeps its damage points, which will be added-to if hit in further raids, probably causing the loss of the Aircraft. On your next turn if you have lost some other Aircraft, try to get this one back to a Hangar for repair.

DESTRUCTION of your HEADQUATERS: - If your H.Q. is destroyed you no longer have any command structure, from now on until the end of the game you must throw with your eyes shut at all targets. You can look at your chosen target, but then you must shut your eyes and say “H.Q. Destroyed – Firing Blind”, throw your Aircraft and then open your eyes. Now you can carry on your turn as normal. This makes the game harder for you, but this is war, and you have just suffered a heavy loss without your H.Q.

PAPER AIR RAID

Points: -

POINTS UNIT TYPES

6 Aircraft unit 1-4 Aircraft units per side

Maximum size A4 (or 8½ x 11)

You may choose the number of Aircraft according to the time available to play the game. NOTE: - Aircraft must be numbered in order to be identifiable on the Damage Control Sheet.

POINTS BASE UNITS

30 H.Q Red or 1 Headquarter Base Unit per side.

H.Q. Blue

10 AA Gun Anti-Aircraft Gun

One Unit for each Aircraft.

20 Hangar Hangar and Repair Centre

1 Unit for each Aircraft.

Note: - Will repair any damage on Aircraft,

until the Hangar is completely destroyed.

26 Hangar with If hit Aircraft is destroyed first and any

Aircraft inside points left over are added to the Hangar

on the Damage Control Sheet.

Nil AA Missile Silo Anti-Aircraft Missile Silo

4 Units.

These do not have points rating, they are in a way equivalent to a “Land mine” as far as Aircraft are concerned. If any Aircraft lands on, or stops touching one – It is history! And is totally destroyed. If it skims over the top of the AA Missile Silo this will not set it off, it has to be at rest, touching or over the top of the unit will count as being a hit. The AA Missile Silo can only kill one Aircraft, as it destroys itself by doing that. No Aircraft can bomb an AA Missile Silo, as they are set deep underground and only open up when activated.

PAPER AIR RAID

HOW TO WIN: - The side with the most unit points left after both sides Aircraft have been destroyed is the winner. You will have to add up Damage Control Points for both sides and then take them away from the start unit value.

In a standard game the unit value will be 174 : -

4 x Aircraft - 24 value points

1 x H.Q. - 30 value points

4 x AA Gun - 40 value points Total value = 174

4 x Hangar - 80 value points

4 x AA Missile Silo - NIL value points

HAVING EVEN MORE FUN: - With Paper Air Raid it is simple to draw your own Base Units, colour them in and away you go. It’s an easy game to produce new types of extra Units, for example you could add in a Fuel Dump or an Ammo Dump. You could also change the number of dice used from 2 to 3 and the points that any Unit is worth. The choice is as wide as your own imagination.

EXAMPLE LAYOUT: -

DAMAGE CONTROL SHEET

Paper Air Raid

UNIT
POINTS / UNIT
TYPE / BATTLE DAMAGE POINTS
6 / Aircraft 1
6 / Aircraft 2
6 / Aircraft 3
6 / Aircraft 4
30 / Head Quarters
10 / AA Gun 1
10 / AA Gun 2
10 / AA Gun 3
10 / AA Gun 4
20 / Hangar 1
20 / Hangar 2
20 / Hangar 3
20 / Hangar 4
Nil / AA Missile Silo
Nil / AA Missile Silo
Nil / AA Missile Silo
Nil / AA Missile Silo

Note: - Remove the “Battle Damage Points” when an Aircraft returns to a Hangar.

AA GUN Dice Values: - Throw “1” to “9” = Missed.

Throw “10”score = 1 “Battle Damage Points”.

Throw “11”score = 2 “Battle Damage Points”.

Throw ”12”score = 3 “Battle Damage Points”.