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Calling Wings of War: Dawn of World War 2 a card game is more than a bit misleading. The game is indeed played with cards, but not cards that you hold in your hand like in Bridge or Rummy. In Wings of War you have a card with a picture of your airplane on it that you fly around your kitchen table -- the table top is the air space that you conduct your dog fight in, and it can be VERY engaging.
Additional cards represent your movement, and here's the neat part: there's no math. Movement cards have arrows on them. The arrows on some cards are long and straight for zooming ahead, some are curved for making turns, some are short for slamming on the brakes so your opponent flies across your nose! Place the arrow card in front of your plane, move your plane to the far end of the arrow. You're done. You've just completed your maneuver in Wings of War.
The goal of the game is simple: get behind your opponent, get close, shoot. If you manage that your opponent takes damage. It's just that simple to learn how to play. The only math in the whole game is addition, typically adding up twos and threes to a total of twenty or so total damage points. The last plane flying wins.
The World War I version of this game (simply titled "Wings of War" -- it's the original) is exceptionally simple -- pick three cards to move your plane, lay them down in order, and then you and your opponent both flip them together to figure out where you end up. When you've done all three you pick three more. Though the rules are exceptionally simple the play can get very involved, especially when four or six players (or even more!) are moving their planes on the table, in teams or in an all-out brawl. Getting behind one of your opponents may put you in front of their wingman! Simple rules, excellent play, reaches down to age seven with ease. For people looking for additional excitement there are optional rules included for altitude and special damage, but I'll tell you what, the best way to play is the simplest. Maneuver, outthink, shoot. That's where this game really shines.
The World War II version (this game) changes things just a bit, allowing you to go fast or slow, and allowing you to adjust a bit quicker by only having two cards in play at once. The basic concept of the game remains, and it's every bit as rewarding. I'm going to say this again -- THIS IS A SIMPLE GAME TO LEARN, BUT PRODUCES INTRICATE PLAY. This version reaches down to about age ten and also has the advanced rules, but everyone I know plays this with the basic rules and loves it that way. That such a simple concept could produce so much game is pretty remarkable.
This box is all you need to play, but if you like it as much as me you'll be looking at miniature airplanes to spiff up your battles, new kinds of planes that maneuver a bit differently (each plane has its own flying characteristics -- did I mention that earlier), even fancy mats and boxes. All that stuff is great, but you don't need ANY of it. This game plays great right out of this box and is a bunch of fun. If you're looking for some head-to-head flying and you have a kid that's big into airplanes, this one is a great choice at Christmas time.
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World War II was a new age of aviation and a new age of warfareand now, Wings of War goes to the beginning of this new epoch. This is the Dawn of War. Wings of War expands to include the flying machines and battles of World War II with Wings of War: Dawn of War! The WWII series of Wings of War is an easy, fun to play, fast and furious system which fans of Famous Aces and the rest of the Wings of War games will be able to start playing minutes after opening the box! Dawn of War includes fighter planes from the first years (1939-1941) of the warpilot a Spitfire, a Messerschmitt, a Hurricane. Outfight, outthink, and outfly your opponents with the innovative and viscerally satisfying Wings of War maneuver system. Up to 6 planes can fly with the contents of this set.
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