Silk scarves. Leather helmets. The sound of wind in the wires as you fly over No Man's Land in search of enemy aircraft. Suddenly, you spot one and make your plane dive out of the sun...
The game includes all the main types of aircraft in service on the Western Front at the time, such as the Fokker triplane, the Sopwith Camel, the SPAD XIII and the Fokker DVII.
Eagles in the Sky can be played in two ways: individual engagements or campaigns, in which players control "squadrons" and complete 5 days of missions, taking into account losses, pilot fatigue and high command requirements.
Each engagement lasts 8 turns, with the exception of the first turn, which begins with a random event. These events may add or remove aircraft from the engagement, cause flak fire or other effects. Next, players determine who has the initiative and draw a hand of cards based on the number of fighters in their flight and the flight leader's characteristics. Then (starting with the player with the initiative), players take turns playing cards to activate their aircraft. Activations can be targeted against another aircraft or a ground target, or non-targeted (like unlocking guns). When targeting another aircraft, the target can play a card in response. Depending on aircraft characteristics and cards played, one aircraft may gain an advantage over another, allowing it to attack. Attacks are resolved by drawing a card and checking the combat portion of that card to see if the attack succeeds and what level of damage is inflicted.
In a campaign, each day begins with the drawing of cards to determine which particular missions will take place that day. Players then resolve each mission in turn, starting with the assignment of planes and pilots. A given pilot can fly as many times a day as the player wishes, but each flight causes fatigue, which will eventually exhaust that pilot.
Missions are resolved as engagements (using the basic rules) or encounters, where each side's planes face off against an opposing force controlled by the game. At the end of each day, players reduce their pilots' fatigue, repair damaged planes and try to obtain replacements for lost planes or pilots.
The game plays quickly; a one-on-one air battle can last as little as 15 minutes, and even a campaign can be completed over a long evening. Components include
- 110 maneuver cards
- 140 1" aircraft counters
- 176 5/8" markers
- 1 campaign diary (50 cards)
- 1 squadron diary (50 cards)
- 5 game aid cards
- 1 56x43 cm rigid game board
- 1 rules booklet
- 1 campaign rules booklet
- 1 Allied aircraft scoreboard
- 1 German aircraft scoreboard
- 1 3" game box
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