Six pilots over the Western Front, each in a biplane of their own. You write your orders in secret, three moves ahead, and only once everyone has handed in do you find out whether your plan was any good. You cannot react to what anyone else does — you can only guess where they are heading. An adaptation of Sopwith — the board game David Dyer designed in 1978, later turned into a play-by-mail game — now on the web.
Play Tweedekker 1916 in a single evening too: everyone on their own phone, with turns of a few minutes, and if you like a tablet in the middle as a shared game board. As a pilot you set up such a game yourself; your friends join with the link you send them. Not a pilot yet? Ask the game master for a trial link.
Each turn you write down three moves: straight ahead, a turn, a sideslip. With each one you say whether you fire and in which direction. That is all — filling it in takes a few minutes.
Then you wait. Once all six have handed in, every move is carried out at the same moment and you see what came of it: where everyone flew, who scored a hit, who went down.
You get four days per turn, so it runs alongside your week without any hurry. If that does not suit you, the game master can set a different pace for the whole game on request.
Because you fly blind. You fire at the spot where you believe your opponent will be, three moves from now. Guess wrong and you have wasted ammunition while he has slipped in behind you.
Thunderclouds drift across the board and hide whatever is inside them. Your ammunition runs out, so you have to return to your own airfield to reload — and everyone knows it. Anyone who flies off the board is out of the fight, so you can trap an opponent without firing a shot.
And your points carry over. Collect enough and you become an ace, with manoeuvres the others cannot fly.
Anyone may watch; flying is by invitation. Leave your details and the game master will get in touch and send you a personal link. That link is your way in: it belongs to you and keeps working in later games as well.
Your details go straight to the game master and are used only to contact you about this game. They appear nowhere on the site, are not passed on, and are deleted on request.More about that.
A turn from The Sky is the Limit. The solid lines are the routes flown; the dotted lines are the bursts fired.
A question about the rules, something to say about the game, or a request to have your details removed? That does not have to go through the sign-up form: write to contact at tweedekker1916.eu.
This game is based on the board game about First World War air combat that David Dyer designed in 1978, widely played by post during the eighties. This site is an independent reconstruction and is not connected to him.
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