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	<title>Game: Dogfight</title>
	<link>http://www.boardgamegeek.com/boardgame/1509</link>
	<language>en-us</language>
	<lastBuildDate>Mon, 01 Dec 2008 14:03:38 -0600</lastBuildDate>
	<pubDate>Mon, 01 Dec 2008 14:03:38 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>I was just old enough to buy this game when it game out in 1963, but my interests did not lie there at that time.&lt;br&gt;&lt;br&gt;So I bought the game on Ebay last week for 6 times the original amount!  I am painting the airplanes (very simply, I might add), and then plan to give the game a go in a week or so.&lt;br&gt;&lt;br&gt;I have read the rules and looked over all the components.  A real gem of an older game.  This baby belongs in any gamers collection who is at least 40 years old and remembers the &quot;good old days&quot; of gaming.&lt;br&gt;&lt;br&gt;&lt;b&gt;You know, when Risk was the wooden-cube wonder and the end-all-be-all wargame of the moment.&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/2862048#2862048</link>
	<pubDate>2008-11-27T00:35:28+00:00</pubDate>
	<dc:creator>volnon</dc:creator>
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	<title>Image</title>
	<description>
		British plane moving in for the kill. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic396802_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/396802</link>
	<pubDate>2008-11-13T18:33:41+00:00</pubDate>
	<dc:creator>unixrevolution</dc:creator>
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	<title>Thread: Re: What is the card mix?</title>
	<description>1 Burst -  3&lt;br&gt;2 Bursts - 2&lt;br&gt;3 Bursts - 2&lt;br&gt;4 Bursts - 2&lt;br&gt;5 Bursts - 2&lt;br&gt;Barrel Roll - 3&lt;br&gt;Loop - 2&lt;br&gt;---------------&lt;br&gt;Total = 16&lt;br&gt;&lt;br&gt;All squadrons are the same mix</description>
	<link>http://www.boardgamegeek.com/article/2000747#2000747</link>
	<pubDate>2008-01-12T04:18:40+00:00</pubDate>
	<dc:creator>chockle</dc:creator>
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	<title>Thread: What is the card mix?</title>
	<description>It does not say in the rules how many cards and what number of each card are in a squadron mix. Another reviewer here states there are 16 cards in a squadron (all squadrons are the same, I assume). So:&lt;br&gt;&lt;br&gt;How many of each Burst 1-5, &lt;br&gt;&lt;br&gt;how many Loops&lt;br&gt;&lt;br&gt;and how many Barrel Rolls?</description>
	<link>http://www.boardgamegeek.com/article/2000300#2000300</link>
	<pubDate>2008-01-11T23:18:50+00:00</pubDate>
	<dc:creator>FrankLJ</dc:creator>
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	<title>Thread: Re: Mata Hari sex variant for Dogfight</title>
	<description>Yes you did  that's a good one! they definitely do not go together.&lt;br&gt;I was WTH dogfight and sex  Huh??</description>
	<link>http://www.boardgamegeek.com/article/1994116#1994116</link>
	<pubDate>2008-01-10T03:00:00+00:00</pubDate>
	<dc:creator>pepperhead</dc:creator>
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	<title>Thread: Re: Mata Hari sex variant for Dogfight</title>
	<description>Very, &lt;b&gt;very&lt;/b&gt;, mature...</description>
	<link>http://www.boardgamegeek.com/article/1987626#1987626</link>
	<pubDate>2008-01-08T04:25:40+00:00</pubDate>
	<dc:creator>Windopaene</dc:creator>
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	<title>Thread: Mata Hari sex variant for Dogfight</title>
	<description>Made you look!   &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1987431#1987431</link>
	<pubDate>2008-01-08T02:54:59+00:00</pubDate>
	<dc:creator>FrankLJ</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>I couldn't agree more!  It still sits with my other board games as a perennial favorite and certainly inspired me to move on to such Avalon Hill offerings as Richtofen's War, Stalingrad, and Alexander!  I just bought Wings of War and some of the planes and I'm anxious to see how it measures up to the &quot;old reliable&quot;!&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1884638#1884638</link>
	<pubDate>2007-11-26T21:39:11+00:00</pubDate>
	<dc:creator>gamamemnon</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>Received DOGFIGHT for Christmas one year long ago and just played the hell out of it.  Along with Broadside definitely helped lead the way to D-Day and the early Avalon Hill titles.  Both of my sons were introduced to Dad's hobby through Dogfight, and I have a feeling that it will hit the table this weekend.</description>
	<link>http://www.boardgamegeek.com/article/1877090#1877090</link>
	<pubDate>2007-11-22T13:44:04+00:00</pubDate>
	<dc:creator>Marcus de Bassus</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>This was the first game I bought with my own money. Five hard-earned dollars.&lt;br&gt;&lt;br&gt;In the early 70's I bought two copies and spliced the boards together onto a custom-made folding wood frame. I then created advanced rules for the 4-player campaign. It was a gas... I have no idea what happened to the board and the pieces.&lt;br&gt;&lt;br&gt;Dogfight was also highly adpative for solitaire play.&lt;br&gt;&lt;br&gt;One of the best designs ever and perhaps the first CDG created. Nice review and thanks for reminding me of how great this classic is.</description>
	<link>http://www.boardgamegeek.com/article/1876254#1876254</link>
	<pubDate>2007-11-22T01:07:13+00:00</pubDate>
	<dc:creator>DWTripp</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>Seth - I completely agree. I also have a copy that I played quite a bit when I was a kid, but, like Scrib, my copy was damaged when our basement flooded years ago, and is no longer playable. I might have to get over to eBay and get me another copy!</description>
	<link>http://www.boardgamegeek.com/article/1873839#1873839</link>
	<pubDate>2007-11-21T01:38:11+00:00</pubDate>
	<dc:creator>desertfox2004</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>Dogfight! is one of those games I wish I still had.  I agree that a re-issue would be most welcome.  </description>
	<link>http://www.boardgamegeek.com/article/1873695#1873695</link>
	<pubDate>2007-11-21T00:20:40+00:00</pubDate>
	<dc:creator>Bloodybucket</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>Great post.  And I couldn't agree more.  Dogfight (and Broadside) would make great reissues and would fit right in with a lot of games produced today - great-looking boards, quality components, good (if a little light) strategy.  Plus oversized boxes with those vivid oil paintings on the cover - awesome! </description>
	<link>http://www.boardgamegeek.com/article/1872767#1872767</link>
	<pubDate>2007-11-20T18:26:58+00:00</pubDate>
	<dc:creator>lemonhead</dc:creator>
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	<title>Thread: Re: Dogfight holds up well after all these years</title>
	<description>Dogfight as well as Broadside were my war games until I discovered Tactics II. The game died in a flooded basement but my poorly painted aircraft were recovered and are still in the basement of my ex-house. &lt;br&gt;&lt;br&gt;My friend Ken and I did keep pilot records, made easier by my distinctively and poorly painted aircraft minis. I cannot recall if any pilot made it to our house rule triple ace (10 cards) but risking sacrificing a rookie pilot on a strafing run was a common tactic versus a double ace on the ground.&lt;br&gt;&lt;br&gt;BTW, we house ruled that a Barrell Roll* card also switched aircraft positions. It occasssionaly took two aircraft in line astern to bring down an enemy from 3 or 9 o'clock, if the target had a Barrell Roll* card.&lt;br&gt;&lt;br&gt;&lt;br&gt;BTW #2: I saw a Power Point presentation at work yesterday in which loose was used for lose AND role was used for roll. &lt;br&gt;&lt;br&gt;  </description>
	<link>http://www.boardgamegeek.com/article/1872081#1872081</link>
	<pubDate>2007-11-20T13:53:38+00:00</pubDate>
	<dc:creator>scribidinus</dc:creator>
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	<title>Thread: Dogfight holds up well after all these years</title>
	<description>I first played Dogfight in the mid-1960s shortly after it came out.&lt;br&gt;In my opinion Dogfight is the best of the old American Heritage line of games from Milton Bradley in the 1960s. It had the neatest pieces (model World War I SPADs and Fokker DVIIs) and the best gameplay. There was some player skill required, not just luck. Unlike the other games, Dogfight's game mechanics bore some resemblance to the history that inspired it, enough so that it could be considered a light wargame and not just a war-themed games like the rest of the American Heritage games.&lt;br&gt;Each player controlled two three-plane squadrons based at airfields in the comers of the map board. For the Germans the aircraft in Jastas 10 and 11 were Fokker DVIIs, which was considered the best fighter of the war. The American 94th and 95th Squadrons were equipped with SPAD XIII fighters. Each squadron could play one plane at a time, with the other planes staying in reserve.&lt;br&gt;Movement was controlled by dice. Each turn a player would roll two D6. If two planes were aloft, then each would use one roll (so a roll of 2, 5 meant one plane moving two squares and the other moving 5 squares -- no more, no less) If only one plane was airborne then the controlling player could pick one die roll to use.&lt;br&gt;Combat was not resolved with the dice, however. When a plane moved next to an enemy plane and pointed its nose directly at it the player was entitled to play a &quot;burst&quot; card from their hand. Bursts came in values of 1, 2, 3, 4 and 5. If the two planes were involved in a head-on pass they would compare bursts (the target plane could shoot back) with the higher card winning. The loser was shot down. In case of a tie both planes were shot down. Naturally, it was less risky to fire from the side or rear aspects where the target couldn't shoot back. A target plane was not without options in that situation because there were also two varieties of defensive cards available. A &quot;barrel roll&quot; caused a side shot to miss automatically. A &quot;loop&quot; allowed a plane being attacked from the rear to change places with its attacker and turn the tables! The target could now play a burst card against its erstwhile attacker. It was possible for the new target to play a loop card in return, reestablishing the original situation, but requiring yet another burst and possible countering loop. This could not go on indefinitely, however, because each plane had a limited number of cards, usually four, that could only be replenished by returning to the aerodrome. It was all very entertaining, however.&lt;br&gt;Besides the tactics of moving an maximizing card play, players faced strategic decisions, too. After shooting down an enemy plane a plane earned an &quot;ace&quot; marker that entitled it to a bonus of two additional cards the next time it took off. So instead of starting with a four-card hand the &quot;ace&quot; had a 6-card hand. Shooting down a second plane made a &quot;double ace&quot; entitled to an 8-card hand. More cards meant more options naturally, making very aces dangerous. As a matter of fact, the safest way to eliminate an ace was to attack the enemy airfield and strafe the ace while it was on the ground. This tactic had its own risks, because each airfield was protected by four &quot;Archie&quot; (AA guns). Two of the guns were &quot;hits&quot; and two would &quot;miss&quot; when flown over, so it could be expensive to test those defenses.&lt;br&gt;Of all the American Heritage line, Dogfight is the one best suited for a reissue. The use of quality plastic plane models and cards would let Dogfight fit in quite comfortably with contemporary designs.&lt;br&gt;I think this one is still a good play. As a simulation it's rudimentary, but it's not valueless. There is at least a passing resemblance to actual tactics. The enclosed historical booklet is very high quality. I credit Dogfight and Broadside with paving the way for me to move into more serious wargames a few years later such as Midway and 1914.&lt;br&gt;&lt;br&gt;&lt;br&gt;Check out other reviews, game comments and other topics at my blog: &lt;A target='_blank' href=&quot;http://pawnderings.blogspot.com&quot; rel=&quot;nofollow&quot;&gt;http://pawnderings.blogspot.com&lt;/A&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1871671#1871671</link>
	<pubDate>2007-11-20T07:24:40+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
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	<title>Thread: Re: User Review</title>
	<description>This was one of the first 'real' wargames I ever played.  Back in 1977, our junior high school had a 'wargame club', and this was one of our favorite games!!</description>
	<link>http://www.boardgamegeek.com/article/1833423#1833423</link>
	<pubDate>2007-11-03T21:23:23+00:00</pubDate>
	<dc:creator>GrinningDwarf</dc:creator>
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	<title>Thread: Re: User Review</title>
	<description>I agree that this game is from a simple era. The nostalgia however is the appeal. This was the game I received at Christmas in the mid sixties that contributed to a game collecting and playing madness that has been the focus of a great hobby for the last 50 years. Luck ridden, colorful and fun.</description>
	<link>http://www.boardgamegeek.com/article/1766766#1766766</link>
	<pubDate>2007-10-05T23:54:21+00:00</pubDate>
	<dc:creator>Trelane</dc:creator>
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	<title>Thread: Re: A 'Dogfight' review: for adults or not? - a personal view</title>
	<description>Thanks for your comments Barry, and some good points.  I hadn't gone into the fact that a Loop leads to a further combat opportunity straight away.  In one way, this seemed a slightly odd rule as the other combat scenarios do not continue after the initial confrontation, but the unique position outcome of the Loop does make that a justifiable approach, and as you point out, it adds to the options (and excitement).  &lt;br&gt;&lt;br&gt;You also mention strategy options based on the cards, and I would have to acknowledge that, but to my mind these are often more like taking into account rules boundaries and quirks (like flying far enough so you can go back and land to get better cards) - not any kind of 'military' or real-world strategy or tactics.  But there's nothing wrong with that - I do realise it's a game! LOL :-)&lt;br&gt;&lt;br&gt;Thanks for adding your points and views to my review - it's definitely the better for it.</description>
	<link>http://www.boardgamegeek.com/article/1726817#1726817</link>
	<pubDate>2007-09-16T20:36:33+00:00</pubDate>
	<dc:creator>smithnewz</dc:creator>
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	<title>Thread: Re: A 'Dogfight' review: for adults or not? - a personal view</title>
	<description>A fair assessment.  I always liked Dogfight as a child and still would play it if opportunity presented itself.&lt;br&gt;&lt;br&gt;One thing the review neglected to mention is the dynamic of the &quot;Loop&quot; card.  I don't have the rules at hand, but we always played that whichever plane ended up behind the other could play a &quot;burst&quot; card and shoot down the plane in front of it, even if that plane had originally been the attacker until positions were reversed through a &quot;Loop&quot; maneuver.&lt;br&gt;&lt;br&gt;There is a measure of strategy in the game imposed by the card situation.  A given plane flys a &quot;patrol&quot; with the cards drawn, but if the particular draw is not very good--low bursts, few defensive cards--the player can choose to cross No-Man's-Land, turn back and land without engaging.  At that time, cards are discarded and a new hand drawn for the next patrol.&lt;br&gt;&lt;br&gt;Alternatively, we played that a player could keep one card from the previous issue and fill the hand to the maximum allowed (depending on whether a plane has attained &quot;Ace&quot; status).&lt;br&gt;&lt;br&gt;The trade-off is that if one friendly plane (from one of the squadrons) has good cards and the other squadron's plane does not, the player must choose whether to patrol aggressively with the well-equipped plane and be cautious with the weaker plane, or whether to use both planes in a concerted effort (as in a &quot;lead&quot; plane and a &quot;wingman&quot; plane).&lt;br&gt;&lt;br&gt;A two-plane force can be much more potent, especially against a single adversary, though it tends to leave one's airfields vulnerable to a penetrating attacker (which is another good use for a plane with inferior cards: if it survives airfield AA, it can strafe the daylights out of the field and come back with &quot;Ace&quot; status.  Even if it doesn't survive, it has weakened the enemy's force, sometimes even taking out two grounded aircraft on a single mission.&lt;br&gt;&lt;br&gt;Although a light game, &quot;Dogfight&quot; for me retains its appeal even 43 years later.</description>
	<link>http://www.boardgamegeek.com/article/1726546#1726546</link>
	<pubDate>2007-09-16T16:21:06+00:00</pubDate>
	<dc:creator>Barry Kendall</dc:creator>
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	<title>Thread: Re: A 'Dogfight' review: for adults or not? - a personal view</title>
	<description>It was the only one of the series I kept from my childhood. </description>
	<link>http://www.boardgamegeek.com/article/1726270#1726270</link>
	<pubDate>2007-09-16T11:25:12+00:00</pubDate>
	<dc:creator>sherron</dc:creator>
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	<title>Thread: A 'Dogfight' review: for adults or not? - a personal view</title>
	<description>As there were very few articles on BGG for Milton Bradley’s ‘Dogfight’, I thought I should contribute a short review.  The game is very well-known, as MB’s ‘World War I air battle game’, and one of the American Heritage games in the ‘Command Decision’ series.  A large number were produced, including some manufactured by companies in other countries under licence.  But complete copies in very good condition still sell for more than a few dollars on the Internet auction sites.  So, is it worth getting, and playing?&lt;br&gt;&lt;br&gt;As my standard upfront confession, I’ve moved on from – or maybe it’s more like moving back from - very long, serious and complicated board wargames and miniatures games, to games that are simpler to learn, fun to play, but still also have elements of strategy, something to learn, and are absorbing to play.  This is, therefore, the bias in this review (and any others I do), and it also means that games at the level of ‘Dogfight’ are certainly ‘in with a chance’ with me.&lt;br&gt;&lt;br&gt;The ‘Dogfight’ game was brought out in the 1960s, and, over in the nostalgia corner, there are still probably quite a few BGGers alive who remember manoeuvring the little plastic biplanes around on their stands when it was new.  &lt;br&gt;&lt;br&gt;In the large format box there are 6 green planes – SPAD XIIIs flown by the American 94th and 95th squadrons – and 6 red planes – Fokker DVIIs flown by Jagdstaffel 10 and Jagdstaffel 11.  So the game lends itself to play by 2, 3 or 4 players.  I think there was also originally a little booklet about the air forces in World War I included, but alas it’s not in my copy of the game.&lt;br&gt;&lt;br&gt;The game board is a nice-looking aerial rendition of a WWI battlefield, with a grid of squares superimposed on it.  There are craters and tanks and trucks and AA guns etc., although I must say that I found some of them slightly offputting.  To me, the tanks look more like late-1930s than 1918, the trucks are quite modern, and some of the AA guns would not seem out of place fighting the Empire on Hoth or in the midst of Steve Jackson’s ‘Ogre’ game.  But I digress – the board is quite cool looking.  And, of course, the little planes are neat.&lt;br&gt;&lt;br&gt;The object of the game is simple: to shoot down all the enemy’s planes.  Combat is nicely divided into head-on attacks, side attacks, and attacks from the rear, with the first being quite risky, the second needing a barrel-roll by the target pilot to escape, and the third requiring a loop to avoid destruction.  This makes relative positioning crucial and (you would think) requires the players to plan their moves, as WWI aces presumably had to do.  But movement distances are generated by rolling a D6 for each plane in flight, and so the randomness of the dice in letting you move can very frequently render any such planning fruitless.  &lt;br&gt;&lt;br&gt;Further, the pilots’ ability to shoot, roll or loop is entirely dependent on the identity of 4 squadron cards that each can draw from a deck on takeoff - which makes it an exciting game for youngsters but effectively means that avoiding attacks depends not at all on tactics, plane capability, or pilot/player skill.  &lt;br&gt;&lt;br&gt;‘Aces’ – planes that shoot down enemy planes – get to draw 6 and 8 cards (instead of the 4) when they next take off, making them pretty much impossible to kill for a while.&lt;br&gt;&lt;br&gt;You can also attempt to strafe the enemy’s planes on the ground, which sounds like a plan, but there are 4 AA batteries protecting each airfield (counters, not miniatures, this time).  In this respect, ‘Dogfight’ shares one element with its stablemate ‘Broadside’, in that half of these AA batteries hit all the time and the other half never do,  and the intending attacker can’t tell which is which without running the gauntlet.  [But after that its just a matter of memory].&lt;br&gt;&lt;br&gt;It is noteworthy that the squadron cards have different numbers of gunfire bursts on them (from 1 to 5), but these are just used to generate the competition (and risk) in head-on encounters, rather than to dictate damage to the planes attacked.  There is no damage element to the game – one hit and it’s goodnight Irene.&lt;br&gt;&lt;br&gt;So, ‘Dogfight’ is cute looking and quite fun, particularly for or with younger players (it says ages 9 to adult).  But it will be apparent by now, from some of the elements that I have highlighted, that I think there are too many random and ‘game’ attributes for it to be satisfying for someone looking for a little underlying strategy too.  [It speaks volumes that among the ‘strategy’ tips suggested are keeping track of which cards have been played, and placing your plane at the edge of the board so you can’t be attacked from behind. (!) ]&lt;br&gt;&lt;br&gt;But, while to me ‘Dogfight’ lacks the charm and underlying challenge of ‘Broadside’, it still probably succeeds as a neat little WWI aviation-themed board/card game to play with young aspiring wargamers.  So base your acquisition decision on your intended use.</description>
	<link>http://www.boardgamegeek.com/article/1726104#1726104</link>
	<pubDate>2007-09-16T05:39:06+00:00</pubDate>
	<dc:creator>smithnewz</dc:creator>
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	<link>http://www.boardgamegeek.com/image/204984</link>
	<pubDate>2007-04-19T13:44:53+00:00</pubDate>
	<dc:creator>lordunborn</dc:creator>
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	<link>http://www.boardgamegeek.com/image/204982</link>
	<pubDate>2007-04-19T13:44:24+00:00</pubDate>
	<dc:creator>lordunborn</dc:creator>
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	<link>http://www.boardgamegeek.com/image/154681</link>
	<pubDate>2006-10-20T21:27:20+00:00</pubDate>
	<dc:creator>hancock.tom</dc:creator>
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	<link>http://www.boardgamegeek.com/image/154679</link>
	<pubDate>2006-10-20T21:25:41+00:00</pubDate>
	<dc:creator>hancock.tom</dc:creator>
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	<link>http://www.boardgamegeek.com/image/154678</link>
	<pubDate>2006-10-20T21:25:01+00:00</pubDate>
	<dc:creator>hancock.tom</dc:creator>
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	<link>http://www.boardgamegeek.com/image/154677</link>
	<pubDate>2006-10-20T21:23:44+00:00</pubDate>
	<dc:creator>hancock.tom</dc:creator>
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	<description>
		Dogfight cards in holders &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic146927_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/146927</link>
	<pubDate>2006-09-17T17:34:00+00:00</pubDate>
	<dc:creator>coolio</dc:creator>
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	<link>http://www.boardgamegeek.com/image/101023</link>
	<pubDate>2005-11-10T22:01:09+00:00</pubDate>
	<dc:creator>beezwax</dc:creator>
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	<title>Image</title>
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	<link>http://www.boardgamegeek.com/image/101022</link>
	<pubDate>2005-11-10T22:01:09+00:00</pubDate>
	<dc:creator>beezwax</dc:creator>
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	<title>Thread: User Review</title>
	<description>During the Great War, the nations began to realize that air power was real power.  Mankind had taken to the skies slightly more than a decade before and already machines of death and destruction had been created, and battles were now fought in a new arena.&lt;br&gt;&lt;br&gt;	Scoring in each area will be done with 1-5 bursts, with 5 being the best.&lt;br&gt;&lt;br&gt;&lt;b&gt;THE PREMISE:&lt;/b&gt; You and your opponent command a squadron of biplanes on opposite sides of the game board.  You send your planes on patrols and engage the enemy in vicious dogfights, using Squadron Cards to play aerial maneuvers in an attempt to shoot down your enemy before he blasts you from the sky.  Even in the sixties when this game was released, this was not anything startling new, but the gaming industry was at least trying to be original, so I have to give Milton Bradley credit.  To win the game eliminate all of your opponent’s fighter planes.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 3 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;THE LOOK:&lt;/b&gt; Compared to the games of the last twenty years, this is nothing to get excited about.  The game board is colorful and quite large, requiring a tri-fold to fit it in the box.  The plastic planes are molded in either green (American Spad III), or red (German Fokker DVII), and are shaped correctly but lack much detail.  However, the propellers will spin if mounted careful.  What we did was spend an inordinate amount of time repainting them and adding detail.  Definitely worth the effort if you have the time to waste.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt;  3 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;COMPONENTS:&lt;/b&gt; Game board, 12 planes, 4 peg mounts for the planes, 12 Ace markers, 16 anti-aircraft markers, 64 Flight cards (16 for each squadron), and two dice.&lt;br&gt;&lt;br&gt;&lt;b&gt;# PLAYERS:&lt;/b&gt; 2-4.  Four player games are a lot of fun, and tend to be quicker.&lt;br&gt;&lt;br&gt;&lt;b&gt;GAME PLAY:&lt;/b&gt; The game is pretty straightforward.  The board represents a WWI battlefield.  In the center of the board are the front line trenches of “no man’s land.”  The rest of the board is made up of 116 squares, evenly divided.  Players select who will play the Americans and the Germans.  What’s really great is that the game is historically accurate by using actual squadrons that flew in WWI.  The American 94th &amp; 95th squadrons, and the German Jagdstaffel 10 &amp; 11.  Each corner of the board shows a hangar for each squadron.  In a two-player game players fly two squadrons each.&lt;br&gt;	To set up the game, players select sides, roll dice to see who starts, and place their AA guns on the field in the spaces marked with dots.  AA gun markers have HIT or MISS on the reverse side.&lt;br&gt;	The object of the game is to shoot down all of your opponent’s planes.  In each turn, a player puts his planes IN FLIGHT, and MOVES and DOGFIGHTS if he can.  &lt;br&gt;	On a turn, a player puts a plane IN FLIGHT by placing it on the plastic stand matching the color of that squadron, and placing it on the landing square by that hangar.  Only one plane from each squadron can be in flight at any given time, but if the player chooses they can put only one plane in flight.  When a plane is in flight, the player draws four cards from the squadron card pack.&lt;br&gt;	Both dice are rolled.  The results determine the number of squares planes may move.  Only an in flight plane may move.  Movement is forward, backwards or sideways, but not diagonally.  If a player has two planes, they decide which of the dice results each plane will use.  &lt;i&gt;&lt;b&gt;Example: Player 1 rolls a 4 and a 5.  One plane can move 4 spaces, and the other can move 5.  If only one plane is in flight, player selects which result to use, but cannot add them together and move that plane 9 spaces. &lt;/b&gt;&lt;/i&gt; A plane must move all of the squares for that result, and may not move back and forth between the same two squares.&lt;br&gt;	Using movement, players maneuver their planes on the battlefield in order to get the best position to shoot down enemy planes.  Dogfights take place when at the end of the movement phase he has placed one or more planes in adjacent squares to enemy planes.  If the nose of a plane is not facing an enemy plane, no dogfight takes place.  If the plane is in a position to fire, a BURST card is played from the four drawn for that squadron.  The attacked plane defends, if possible, by playing the appropriate defense card.  &lt;i&gt;&lt;b&gt;Example:  The American player plays a BURST card (values of 1-5), of 5.  If the German player does not have a maneuver card of any type, the plane is shot down.&lt;/b&gt;&lt;/i&gt;Maneuver rolls have to match the attack.  So if the attack is from the side, a Barrel Roll card causes the Burst to miss.  A tail attack requires a Loop card in order to evade the attack.  In a head on attack, the attacker shoots, and the defender may respond by playing a Burst of equal value, or if they have it, a higher value Burst that shoots down the attacker.  If the attacked plane has no burst cards, or only those of lower value, the plane is shot down.&lt;br&gt;	If a plane runs out of cards, it can return to the hangar and land.  When it is put back in flight, new cards are drawn.  If that plane has shot down an enemy plane while on patrol, it becomes an Ace, and a plastic insignia is placed on the stand while that plane is in flight.  American planes use the red Maltese crosses to show kills, Germans use the green Circles for their victories.  If a plane gets two kills, it becomes a double Ace.  An Ace plane gets 6 cards when in flight, and a double Ace gets 8, thus becoming more powerful while in the air.  However, while the Ace award is given as soon as the kill is made, the bonus cards are not drawn until the plane returns to the hangar, lands, and then is placed back in flight.&lt;br&gt;	In a four player game, each player only rolls both dice for movement, but since they can only have one plane from their squadron in flight, they choose which result to use.  If one player loses all his planes, his partner can choose to transfer a plane to his squadron.  &lt;br&gt;	Planes on the ground may be attacked, but first the attacker must get past the AA guns around the enemy hangar.  If a plane stops on or passes over an AA space, the piece is turned over to reveal the result.  If it is a HIT, the attacking plane is shot down.  If it is a MISS, and the attacker is adjacent (but not diagonal to), an enemy plane, a Burst card of any value will destroy the enemy plane.&lt;br&gt;	Play thus continues until one side has no more planes.  This is a simplified example of play, and the actual game is a bit more involved.  While not complicated, the game is fun.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 4 bursts&lt;br&gt;	 &lt;br&gt;&lt;b&gt;PLAYING TIME:&lt;/b&gt; 30 - 60 minutes.  Depending on how well you know the game, it can go fast or slow.  Team games are generally longer but more fun when you have four squadrons flying around shooting the bejeezus out of each other.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 3 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;CARD LAYOUT:&lt;/b&gt; Not really a card game, but it does include cards that are necessary for play.  Those are fairly simplistic, with a simple drawing of a biplane and the type maneuver/attack.  There’s nothing to look up, and no symbols to memorize.  Very neat.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 3 bursts &lt;br&gt;&lt;br&gt;&lt;b&gt;RULES CLARITY&lt;/b&gt;: Face it, this is an easy game.  When I first took it off the shelf after a long hiatus, there were a few times I had to reference the rules, but overall it’s nothing difficult and can be mastered quickly.  The rulebook is well written and divided into areas where players can reference certain areas.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 4 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;THE STORY:&lt;/b&gt; No story, but the game originally came with a small paperback book about WWI and the role played by the newly emerging air forces.  Very informative and a good read.&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 3 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;PROS/CONS:&lt;/b&gt; Not much here.  The game is made up of simple components, simple play, and a single victory condition.  Face it, it’s an easy game.  Nothing in depth, a lot of luck is involved, and strategy is at a minimum.  But that doesn’t change the fact that it’s just “plane” fun!  (Pun intended).&lt;br&gt;&lt;b&gt;SCORE:&lt;/b&gt; 4 bursts&lt;br&gt;&lt;br&gt;&lt;b&gt;CONCLUSION:&lt;/b&gt; Most people love this game for the nostalgia value, having played it as kids.  Don’t let this fool you.  The game comes from a simpler time when games weren’t as complicated.  If you’re a hardened gamer who is into serious games like “Settlers” or “Axis &amp; Allies”, then this game is not for you.  If you can play a game just for the enjoyment of playing it, then give Dogfight a try.  It’s an especially great game for parents to play with their kids.  Both my boys love it. &lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;&lt;b&gt;OVERALL SCORE: 3.37 &lt;/b&gt;&lt;/font&gt; &lt;br&gt;Average score, but highly recommended.  If you can find a copy at a garage sale or on eBay, grab it!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/55990#55990</link>
	<pubDate>2004-09-23T17:59:45+00:00</pubDate>
	<dc:creator>Derek Mitchell</dc:creator>
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	<title>Thread: Session Report</title>
	<description>EDITOR'S NOTE: Following a dinner of jambalaya, I was surprised to enter the game room and see Jerry Maus setting up this old Milton Bradley American Heritage game. I have fond memories of this game from my childhood, but haven't played it in over 25 years. Jerry's report follows.&lt;br&gt;&lt;br&gt;**&lt;br&gt;&lt;br&gt;Dogfight is a WWI aerial combat game. The object is simply to destroy the enemy aircraft before they destroy you. The Allies and the Germans each have two squadrons of three plains apiece. Each squadron may only have one plane airborne at any one time. Each squadron begins play with four maneuver cards of three types: &lt;br&gt;&lt;br&gt;1) Burst: these range from 1 - 5 in value.&lt;br&gt;2) Barrel Roll: allows the player to escape a side attack.&lt;br&gt;3) Loop: allows a layer to escape a rear attack and actually shoot down the attacker!&lt;br&gt;&lt;br&gt;Cards are only replenished when you return safely to base. &lt;br&gt;&lt;br&gt;Movement is determined by die roll and you may position your plane in any direction upon completion of your movement.&lt;br&gt;&lt;br&gt;Attacks and their resolution are as follows:&lt;br&gt;&lt;br&gt;1) Head-on: Highest 'burst' card wins.&lt;br&gt;2) Side: Any burst wins UNLESS the defender plays a Barrel Roll card to escape.&lt;br&gt;3) Rear: Any burst wins UNLESS the defender plays a Loop card, in which case the defender becomes the attacker and has a chance to shoot down the former attacker. &lt;br&gt;&lt;br&gt;The German squadrons were led by Baron Arnold and Baron Comeaux. The Allies were led by Commander Canova and your scribe, aka 'Snoopy'.&lt;br&gt;&lt;br&gt;Keith attempted a head on attack against Darren, which resulted in no decision. Darren maneuvered for a side shot and Keith went down in flames. Meanwhile, 'Chicken' Comeaux and 'Scared-as-Hell' Snoopy looped back to their bases to replenish their cards.&lt;br&gt;&lt;br&gt;Keith was shot down again by a rear attack from Darren. Jerry finally drew blood for the Allies with a head on attack against Jon. Jon quickly retaliated with a successful side attack against Jerry, giving the Germans a 3-1 lead. Darren then finished off Keith's final plane with a tail shot. Snoopy 'lend-leased' his remaining plane to Keith, but the Allies were down 4-1. &lt;br&gt;&lt;br&gt;Keith finally ended his misery by downing one of Darren's planes with a side shot. Darren responded with a head-on attack against Snoopy, but was repulsed. Keith brought the Allies to within 4-3 with a successful side attack on Jon, but this left him vulnerable to a side attack by Darren, which resulted in Keith losing his fourth plane. The plane factory had to put on an extra shift just to keep up with Keith's air losses!&lt;br&gt;&lt;br&gt;Snoopy was then left alone to fight the Germans and soon succumbed to a double attack. The Germans were victorious in a rout.&lt;br&gt;&lt;br&gt;                              Ratings: Keith 6.5, Darren 6, Jon 5, Jerry 5</description>
	<link>http://www.boardgamegeek.com/article/14520#14520</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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