The 1st phase:
The 1st phase:
Positioning the German fighter squadrons During this phase the German fighter squadrons are positioned on any four German airports, only one fighter squadron per
airport (unless a fuel truck will be used).
Positioning the German fighter squadrons During this phase the German fighter squadrons are positioned on any four German airports, only one fighter squadron per
airport (unless a fuel truck will be used).
The 2nd phase:
Determining the weather The British player draws a weather card and distributes the weather elements on the game board as indicated on the card. (See “The effect of the weather elements,” page 13.)
The 3rd phase:
Planning the British attack As shown in the illustration, the player has decided on 6 moves for the bomber fleet out of a possible 14 (the red shadow indicates the flight to the target and the green shadow the return flight home). In this example, the compass cards are shown openly, one beside another, in order to illustrate how the British player has planned his course before he places these cards on top of the compass card deck. During this planning, his German opponent should not learn anything about the course of the aircraft.
The 4th phase:
Setting up the German defense resources The German player positions his 40 defense resources. How many he places on one hex is his decision. Now that the British player
sees the structure of the German ground defense, a change of the programmed course is not possible.
sees the structure of the German ground defense, a change of the programmed course is not possible.
The 5th phase:
Positioning the British bomber fleet and the Mosquito (Mossie) The British player must position the playing piece of his bomber at the airport he selected in phase 3 when he programmed the course to the target city. The playing piece for the Mossie could be placed on any British airport not containing the bomber. This was the last phase for
planning and positioning. Now let the combat begin.
planning and positioning. Now let the combat begin.
The 6th phase:
Executing the attack and defense
Turn 1:
The Mossie can move up to two hexes in any direction. In the illustrated example the Mossie flies into the hexagon marked "17". This is a lurk position to see what the German night fighters will do in the next step.
Turn 1:
The Mossie can move up to two hexes in any direction. In the illustrated example the Mossie flies into the hexagon marked "17". This is a lurk position to see what the German night fighters will do in the next step.
Turn 2:
The German fighters leave their airports and try to intercept the British bomber. As shown in the illustration to the right, two German fighters fly into the same hex as the Mossie. The British player earns 3 victory points (one point for each squadron entering the hex of the Mossie and one extra point because of the full moon - look at your reference sheets for VP determination). Move the VP marker toward Britain's side on the space marked "3". Finally, adjust the fuel spent by the fighters: notice that the Dornier can move two hexes from a take off position due to flying in a tailwind. This fighter is also flying at high altitude, while the others are at low altitude. Hint: keep checking your fuel gauges. If your squadrons run out of fuel and you can’t reach a friendly airport for refueling, they are lost for the rest of the night.
Turn 3:
The British player draws the first compass card from the card pile and moves the bomber in the direction indicated on the card. The example shows that the bomber flies Northeast, at high altitude, into the hex of a lurking night fighter squadron. This gives Germany 3 VP - two for the fighter itself and one extra point for the full moon.
Adjust the VP marker back to "0".
Adjust the VP marker back to "0".
Turn 4:
The Mossie goes next. It flies into the hex that the bomber will next fly in, in order to protect it. Hint: Since the Mossie can move in any direction and up to two hexes, you can use it as a decoy, to fool the fighters into thinking the bomber is going in a different
direction.
direction.
Turn 5:
The German fighters decide to follow the Mossie, thinking that is where the bomber will fly. Three fighters enter the Mossie's hex at high altitude, giving Britain 3 VP (2 for the fighters and 1 for the full moon). Adjust the VP marker accordingly. Also, adjust the fuel gauges. The Dornier has to spend 3 lines of fuel for flying in a headwind. Remember: the Mossie can only attack 2 squadrons max.
Turn 6:
The British player draws the next compass card and moves the bomber East into the hex with the Mossie and the three fighters. It’s summer, no clouds in the sky, and the full moon is rising, so the bomber fleet is very easy to see. For this reason the Germans earns many victory points. In fact they gain 9 VP (2 VP for each squadron +1 VP per squadron for the full moon). The marker is moved onto space "6" on the German side.
Turn 7:
The Mossie flies one hex in low altitude, directly over Emden, the target city they chose in Phase 3. Once over the city, the Mossie releases a bomb to take out the airport and 2 further bombs to destroy the searchlight and the radar. Since the area was protected by a balloon barrier, Germany earns another VP (they are now at 7). After the bombing, the Mossie releases three target markers. Hint: Target markers give Britain some extra victory points because they illuminate the target area and help the bombers achieve a better hit rate.
Turn 8:
The German fighters rush to protect the target area, giving Britain 2 VPs due to the Mossie's low altitude attack (2 VPs for the fighters but -1 for flying low and +1 for the full moon). Move the VP marker onto the "5" space on the German's side). The yellow night fighter squadron decides to land in order to refuel: it can take off in it's next move. Hint: The night is not over. Take a look at the fuel gauges of the other squadrons.
Turn 9:
The bomber is one hex before the German coastline and the Mossie already illuminated the target. It’s no surprise that with the next compass card drawing, the direction points to the city of Emden. The British player moves the bomber to the target city and the calculation of victory points commences. Germany receives 10 VP for hits against the bomber (2 VP per squadron +1 VP per squadron for the full moon, +1 VP for the flak). Britain receives 18 VP for hitting Emden, (13 VP for Emden itself, +3 VP for full moon, +3 VP for the target markers, but must subtract the following victory points from this total: -1 VP for the two Fire departments that can travel 2 hexes once a night to reach this hex.) So, Britain gains 18 VP for bombing the target city which compared to Germany's 10 VP puts the VP marker on Britains's "3" space.
Turn 10:
It’s the Mossie's turn. The bomber has done a good job. Now it is time to head home.
Hint: After the attack the bomber could fly in any direction. The Mossie could protect this return flight or try to divert the night fighters.
Hint: After the attack the bomber could fly in any direction. The Mossie could protect this return flight or try to divert the night fighters.
Turn 11:
The yellow fighter is airborne again and heads in the hex he thinks the bomber will fly to. Once again there is an airduel between Mosquito and a Messerschmitt (Britain gains 2 VP). At the same time the green and the red fighters must prepare to land as their fuel stock is too low. The red fighter lands in Emden's airhex (giving Britain a VP for landing in a bombed airport), while the green one moves Southwest and lands. The marker is moved onto space "6" on the british side.
Turn 12:
According to the next drawn compass card, the bomber must fly into a hex with a night fighter squadron (Germany gains 3 VP: the VP marker should be on the "3" space on Britain’s side). Hint: Interested in weather changing? Take a look at the advanced rules, page 14.
Turn 13:
The German player knows the next move of the bomber, because it's on the edge of the board and cannot change direction more than 1 bearing (see “Compass Cards“, page 11). The Mossie flies to protect the route the bomber must take.
Turn 14:
Only one German fighter could reach the possible route of the bomber at this time (the blue fighter must find an airport to land on or it would have to ditch). The yellow fighter flies into the Mossie's hex: Mossie earns 2 VPs. The fuel truck at Emden allows two squadrons to use the airport, so the blue fighter will be able to share the airport with the red fighter. But Britain earns 1 VP for the squadron landing in a bombed airport. The green fighter takes off from its hex, allowing the yellow fighter to land there later this night. But it lands in the next hex over. Reminder: The Dornier is not required to land this turn - it reached 0 fuel in this turn and would be required to land next turn. Choosing to land now is optional.
Turn 15:
As expected, the next compass card moves the bomber West, into the hex of a fighter.
Germany gains 3 VP in the last attack of the night. The rest of the bomber's course will take it to its landing position.
Germany gains 3 VP in the last attack of the night. The rest of the bomber's course will take it to its landing position.
Turn 16:
The last move for the Mossie brings it to the prepared home base where it safely lands.
Turn 17:
The last German fighter in the air must return home immediately: no one has the desire to take a bath in the British channel or crash land so close to home.
Turn 18:
The bomber lands safely at its home base. A long night is over and the surviving crew members already plan their next attack run.
Turn 19:
As the sun rises, the last night fighter reaches an airport. Britain wins with 3 VP.


































