HIGH PILOTAGE RULES OF THE GAME



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HIGH PILOTAGE RULES OF THE GAME The sky won t wait! Warm up your engines and go ahead. This is the starter set of the Planes game system. To play you will use the models of the characters from the popular film Planes. Assemble the models of the Planes, and trace the racing track with special gates. Each character has his special abilities, which will help you to become the fastest and agilest. The starter set includes the models of Dusty Crophopper and Ripslinger. But when you collect other models of characters from the Planes universe, it become possible for three, four and even six players to take part in the game and try the power of the new characters. Off we go! GAME COMPONENTS: German Tikhomirov 2060 2 PLANES MODELS WITH STICKERS 2 PLANES MODEL STANDS 15 TOKENS D6 DIE 20 GATE ELEMENTS 2 CHARACTER CARDS 1

SET UP OF THE GAME Before the beginning of the game assemble the models of the Planes characters, which are included into this starter set. Follow the assembly instructions and don t forget to put stickers on your favorite characters. Only complete models can take part in the game. You can use for playing also other characters from this series, which you can buy and assemble separately. Assemble the Planes model stands as shown on the following picture. Put your characters on the assembled stands. Use the cardboard elements to assemble the cones. Each pair of cones makes up a gate, and the gates are used for marking the racing track. Choose a large flat surface: for example, a floor or a large table. When you set up the gates, the distance between two cones must be equal to 3 long edges of the Character Card. Arrange the gates either on the perimeter of your playing surface, or in circle, or in a straight line. You can place gates one after another in any order, but the best would be the interchanging of blue and red gates. 2

It must be clear from the gates position and distance, in which order the players should pass the gates, right from the start. The gate is the starting gate: here the race starts and ends. If your track is not circuit, place the starting gate at the beginning of the line. starting gate Each player chooses a character, and places the Card of this character in front of him. Decide the sequence of turns or determine it at random. The first player places his plane into the starting gate so that the plane faces the direction of his choice. Each player except the latest takes one Penalty Token for each plane that will start later than his plane. For example, if four players participate in the game, the first player must take 3 Penalty Tokens. If you have Plane models that don t participate in the races, you can make them into a supporting team. The number of planes in the supporting team is not limited, but if any player has a bigger supporting team, he must take one Penalty Token for each his supporting plane exceeding the number of his opponents supporting planes. The rules for supporting planes are explained later. OBJECT OF THE GAME The player, who ends the race with the lowest number of Penalty Tokens, is the winner. 3

PLAYING THE GAME Movement At the beginning of his turn the player chooses speed for his plane: fast or slow. He flips his Character Card red or blue side up: side with red margins indicates fast speed, and side with blue margins means slow speed. The Card remains the chosen side up until the beginning of this player s next turn. Then the player must move his plane. Check the Speed Value shown on the Character Card: this is how far the plane must move. For fast speed adjust the short edge of the Card to the Plane Stand, then move the plane so that its Stand touches the opposite edge of the Card. Repeat this action the number of times indicated by Speed Value. For slow speed adjust the long edge of the Card to the Plane Stand. Fast speed Slow speed The player may not change the direction of his plane s movement. When the player finishes his movement, he may turn his plane 90 degree or less. This will be the new direction of the movement for the next turn. 4

When you finish all your actions, remove the plane from the track, and put the Character Card on its place. The upper part of the Card (marked by the Character picture) indicates the current direction of movement. Maneuver During his turn, between the movement actions, a character may perform a maneuver, but only the one indicated on the corresponding Character Card. If a maneuver type is not shown on the Card, this Character may not perform such maneuver. The player declares, which maneuver he wants to perform, and rolls the die. If the result equals or is higher than this maneuver value (shown on the Character Card), the maneuver is a success. If the result is lower than the maneuver value, the maneuver fails, and the player continues his normal movement. A player may try to perform a maneuver only once per turn. Barrel-rol in addition to other movements a plane moves sideways from the Stand the distance of movement equals one short edge of the Card. Adjust the Card to one side of the Stand, and move the plane so that it touches the Card with its other side. The direction of the movement doesn t change. You may perform a Barrel-roll after any movement action. Afterburning change slow speed to fast speed. Flip the Card to the red side, and continue your movement at fast speed. Braking change fast speed to slow speed/ Flip the Card to the blue side, and continue your movement at slow speed. 5

U-Turn after its last movement action the plane makes a U-turn it must now face the opposite direction. Steep Turn after any movement action turn the plane 90 degree or less in any direction. The Supporting Team Once per turn at any moment a player may use the ability of one of his supporting characters. See the list of supporting characters abilities at the end of this Rulebook. The Race The players must take their characters through all gates and finally to the starting gate. The order, in which the planes must pass through the gates, is determined before the beginning of the race: the circuit is more convenient. 6

When you move and pass through the gates, follow these rules: - a plane must pass red gates at fast speed, and blue at slow speed. A character may pass a gate at wrong speed, but in that case, he receives a Penalty Token. - passing gates in wrong order and double passing through the same gate doesn t count. - during its movement a plane or its Card may touch Cards of other players. But when the character ends his movement, he may not touch Cards of other players (neither with his Card, nor with his Stand). - if a plane or its card touches the cones of a gate during its movement, the player receives a Penalty Token. - if a plane moves outside the limits of the game area (for example, beyond the edge of a table, or bumps into the wall, etc.), the player must start again from the starting gate (he must keep all the Penalty Tokens he has received). When a plane passes through the final (=starting) gate, its figure and card are removed from the game. Each time this player is to take his turn, he doesn t move but discards 1 Penalty Token instead. If a player must discard a Penalty Token, and he doesn t have any, he is immediately declared the winner of the race. If all the planes have ended the race, the winner is the player with the lowest number of Penalty Tokens. In case of a tie, the winner is the player who ended the race later. TRACK EXAMPLES 7

BRAVO SUPPORTING CHARACTERS ABILITIES SKIPPER Support perform two different maneuvers DUSTY Support reroll the die during the maneuver RIPSLINGER Support use two additional support actions during the turn Support «-1» to the result of the die-roll during the maneuver EL CHUPACABRA ROCHELLE Support add or subtract 1 from your Speed Value during movement 8 ZVEZDA, 2013. All rights reserved. Support roll the die: if the result is 6, discard 1 Penalty Token Disney Visit Disney.com/Planes