It is implied that pilots who are participating have a working knowledge of the Wings of War Games. 
So When I say "All Normal Wings of War Rules and Procedures will apply", you should all know what that means. 
This Rule Page will explain all the EXTRA and SPECIAL Rules & Procedures we are using to hopefully, speed up 
(as much as turn based email games can be) games. Some rules that are useful in FACE TO FACE games are being 
ignored or left out because of the difficulty using them in Email Games. 


EXTRA AND OPTIONAL GAME PLAY RULES USED FOR ALL GAME TYPES. 

1. ALL Symbols on the Damage cards are IN PLAY with exception of the SMOKE DAMAGE cards. 

2. I play the "Shoot at the real thing" optional rule (shoot actual plane NOT just the card). 

3. We are using the "CARDS OVERLAPPING" rule stating that if two cards are overlapping they cannot shoot at 
each other. They can however, be shot at and shoot at other planes. 

4. ALTITUDE IS NOT USED (YET!!)

5. We will be using the "PLAN 3 MOVES AT A TIME" rule. 

6. All Pilots who have a SINGLE Target within the Ruler Distance will fire automatically. You will not get a 
choice on whether or not to shoot. 

7. All Pilots who have MULTIPLE Targets within the Ruler Distance will fire at the CLOSEST target automatically.

8. Each GAME BOARD Pic will also show the limits of the "table" we are playing on. If the "red dot" on your plane 
is outside the table limits, you will be removed from the game.


GAME PLAY PROCEDURES

I will attempt to walk everyone through a single turn so that you have an idea of how a turn will work from the MOVE 
SUBMITTING PHASE all the way to when I post the Board Picture and the Damage Results.

(All Times are UTC/GMT -5 hours or Eastern Standard Time for U.S. Players) See the TIME CONVERSION post on the homepage 
for a link to a website that can help you understand what your time is in relation to mine.

Pilots will have 24 hours to review the most recent Game Board Picture and submit orders for the next round. 

After the 24 hour period is complete, All Pilots NOT submitting new orders will have THREE STRAIGHT MANUEVERS PLAYED 
(IMPORTANT: they will NOT be allowed to fire). 

POSTING IMAGES AND CONTACTING PILOTS

After Each Round, there will be 3 images posted (one for each movement). You will recieve an email with the results of 
each move and any Fire, or Jam countersyou earned. We will also post the LAST MOVE Tokens for Straights and Immelmans.


SUBMITTING MANEUVERS USING THE PILOT ORDER FORM

In Order to ensure that we get the correct and complete information from each pilot, we have set up a form on the website 
for you to fill out called PILOT ORDER FORM. 

FILL OUT ALL OF THE INFORMATION BEFORE SENDING THE FORM. I need the card number in the lower right corner of the maneuver 
card. DO NOT SEND ME MANEUVER NAMES (I.E "STRAIGHT", "STALL", "STRAIGHT"). You must use the numbers located on the lower 
right corner of the maneuver card. 

Thanks to Robert Burtt, we now have a MANEUVER DECK list posted on the pilot order form for pilots to use. This gives ALL 
Wings-PBeM Pilots access to ALL the decks in the WW1 series (Boxed Sets and Boosters).

Pilot Orders MUST be submitted before the 24 hour deadline is up. 


DAMAGE REPORTS

Here is an example/explanation of a line from a damage report:

"Turn 1 - Move 2 Single Shot from Henderson - 2pts NONE"

Explanation:

In TURN 1, after MOVE 2, this pilot received a SINGLE shot from HENDERSON that was worth 2PTS and had no special damage (NONE). 

All Special Damages except SMOKE damage will show up on damage reports. GUN damage goes to the shooter, and unless you are 
in a two seater, you can ignore OBSERVER damages. 

To figure out how many damage points you have left:

1. Find the "PILOTS" page of the game you are in
2. Look for the HIT POINTS column which lists the total points you can take for the plane you chose.
3. Tally up the points you have taken on your damage report and subtract them from your HIT POINTS. 

IMPORTANT NOTE ABOUT ILLEGAL MANEUVERS
You MUST plan your next turn moves based on any special damages you received. Ignore any Duplicate Special Damages you took 
in the previous turn (I.E. ignore the second of Two NO LEFT TURNS cards you picked up). IF you picked up a NO LEFT TURN and a 
NO RIGHT TURN special damage, you cannot plan either in the next turn. Simply put, ALL UNIQUE special damages apply in the next turn. 

PENALTY FOR ILLEGALLY PLAYED MANEUVERS
Any illegally played maneuver will be replaced with straight. If you had ENGINE damage and do not plan a stall maneuver (you 
must play the straight stall, TURN stalls do not count), THE FIRST MANEUVER of your turn will be replaced with a STALL. The 
exception here is if you played an immelmann on the last move of the previous turn. In this case, you will play your STRAIGHT 
on Move 1 of the next turn, and Move 2 will be a stall. 

Your plane will NOT be allowed to shoot after moves that I had to replace. IF you play an illegal maneuver in Move 2, you will 
be allowed to shoot after Move 1 and 3, but not after Move 2.

NOTE ON NOT SUBMITTING ORDERS:
It does NOT hurt my feelings at all if you do not submit pilot orders in time or at all. That is your loss. I will say however 
that if you do not submit orders, your plane plays three straights (a stall is put in for Move 1 if you had engine damage) 
and will NOT be allowed to shoot.