Download as pdf or txt
Download as pdf or txt
You are on page 1of 12

BOMBER BOYS

A WWII BOMBER SOLITAIRE GAME


GAME DESIGN BY
STEVEN ARAMINI
GRAPHIC DESIGN BY
MIKE HAUGHT

INTRODUCTION WHAT YOU NEED


You could’ve heard their hearts beating like drums were it not for the This is a Print & Play solo adventure. All of the components that you
roar of the engines. The crew remained stoic despite the challenge need to play are provided in the accompanying Print & Play pack.
ahead. They were deep in it now, closing in on the target, and they Print a copy of that file and follow the instructions to assemble your
all knew it wouldn’t be long until the German welcoming committee game. Additionally, you will need to provide the following:
arrived. • 14x yellow Minor Damage cubes
The bomber shook rhythmically as it cut through the clouds, emerging • 5x black Major Damage cubes
into the brilliant blue sky. The captain warily scanned the horizon, • 14x red Enemy Damage cubes
awaiting the inevitable. “Won’t be long now, boys. Keep sharp,” he
• 5x blue Ammo dice
commanded in a cool tone, his nerves secretly jangling. He narrowed
his eyes to shutter the glare of the sun. • 2x red Enemy dice
• 1x D12 (12-sided) Damage die
And then he saw them.
If you do not have the above cubes, feel free to use proxy pieces as
Tiny specks at first, growing larger by the second. The first swarm needed. Tokens have also been provided in the Print & Play pack if
had arrived. With white knuckles, he tightened his grip on the yoke, you wish to use those instead.
preparing to enter the maelstrom of war. “Here they come,” he
shouted with a snarl, his adrenaline spiking as the skies suddenly
lit up around them. Within seconds, the No. 3 engine had erupted
OBJECTIVE OF THE GAME
like a Roman candle. The deafening rattle of the crew guns filled the Each game you will be tasked with a bombing mission. Your objective
cabin as the next wave rolled in. “We may all die yet in this war,” he is to reach the target and bomb it. To do so, you must make your
barked over the chaos. “But I promise you this – it won’t be today!” way through the bombing run – a deck of cards made up of items,
events and enemies. Each turn you reveal a new top card from
the bombing run deck and must resolve it before continuing. You
command a crew of ten airmen, each with a unique skill set, that
will aid you on your journey. Sustain too much damage and you will
lose. Successfully bomb the target and you will win.
- 7 DEC 2020 -
-1- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
SETTING UP THE GAME
Gather all the components and follow these instructions to set up 4. Prepare the Bombing Run Deck (see below) and place it on
your game of Bomber Boys. your player mat on the Bombing Run space.
5. Set the red Damage Cubes, red Enemy Dice and red Focus
Setup Your Game Board
Tokens to the left of your player mat. This area is known as the
1. Place the ten blue Crew cards face-up in front of you, forming Enemy Display Area.
two rows in numeric order. Leave enough space between cards for
6. Set the yellow Damage Cubes, the D12 Damage Die, and blue
you to rotate each card 90° during play.
Focus Tokens to the right of your player mat. This area is known
2. Place the Bomber Boys game board above your crew. as your Display Area.
3. Place the five black cubes on the Major Damage Track, one on 7. Set the blue Ammo Dice to the left of your crew. This is known
each space except the top one. as your Initiative Pool.

2
5 BOMBER BOYS 6
BOMBARDIER
MISSION FAILED IF:
1 Pilot and co-pilot are
eliminated.
A WWII BOMBER SOLITAIRE GAME
NAVIGATOR

2 DISCARD
PILE
MAJOR DAMAGE
PILOT CO-PILOT

x5 3 4
FLIGHT
ENGINEER

x4 ENGINE
5 ENGINE
NO. 2 NO. 3
ENGINE
11 12
RADIO ENGINE
NO. 1 OPERATOR NO. 4

x3 11 6 12
FOCUS FOCUS 3 x2
BALL TURRET
FOCUS
FOCUS
+4
+3
GUNNER

+1 FOCUS
CANNOT CANNOT APPLY TO
GROUND ATTACKS
7 +1 AMMO
FOCUS APPLY
+2
TO AMMO
DIE OF CHOICE

+2 FOCUS
GROUND APPLY APPLYOFTOCHO ICE
TO MISSION FAILED IF: DIE

GP B
AT TACK APPLY TO

x1
S AM
FOCUS DIE OF CHOICEMO
+4 All four engines receive
+3
CANNOT APPLY TO
GROUND ATTACKS
L
500m64
CANN
LEFT WAIST
GUNNER
RIGHT WAIST
GUNNER
Major Damage.
OT MISSION FAILED IF: APPLY TO AMMO

BOMBING
GROU
ND APPLY
8 9 DIE OF CHOICE

an- NT
AT TACKTO
S
Your aircraft is
destroyed.
RUN DECK
T
SCARY BISCUITS STUDIOS

I
TURN SEQUENCE

.
BO

I
MBER BOYS

9
I2

I0
, GRAPHIC DESIGN ELEMENTS © 2020
Step 1: Reveal top card from the Bombing Run deck.

7
TAIL
Step 2: Determine Initiative — Take Ammo dice in hand. Dice left in the pool equals Initiative GUNNER
8
A WWII BOMBER SOLITAIRE GAME
Step 3: Award Focus token
Step 4: Resolve Combat
10 - BOMB RUN CARDS -
BOMBER BOYS © 2020 STEVEN ARAMINI

Step 5: Rally — Rally if you did not take an Item card, did not ignore an Event card, or did
not attack or defend
BOMB RUN DECK

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS — PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE 4

7 BOMBARDIER
CREW POSITION 1
HIGH
NAVIGATOR
CREW POSITION 2
HIGH
PILOT
CREW POSITION 3
CO-PILOT
CREW POSITION 4
FLIGHT ENGINEER
CREW POSITION 5
HIGH
LOW LOW
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
BOMBARDIER ACTIONS NAVIGATOR ACTIONS PILOT ACTIONS CO-PILOT ACTIONS FLIGHT ENGINEER ACTIONS
•BOMBS AWAY!• • NOSE GUN• •COURSE CORRECT• • CHEEK GUN• •MANEUVER• •EVADE• •MANEUVER• •SPOT• •REPAIR• • TOP TURRET•
When bombing the target, gain: Discard the top card of the Give another crew member Reduce the value of a die from Give another crew member Add +1 to any one of your Remove a Minor Damage
x1 1 Bombing Run Deck. Then take
one Minor Damage to one 1 Line of Sight to a target
that it could not normally see.
a Ground Attack enemy
by -2.
Line of Sight to a target
that it could not normally see.
Ammo dice. from the aircraft’s cabin area
(locations 1 to 10).
1
•RELOAD!• of your Engines (your choice).
If all engines already have
Re-roll any or all of your Ammo Minor Damage, take a Major 3
dice. All dice must be rolled together. Damage instead.
BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD

1
RADIO OPERATOR BALL TURRET LEFT WAIST RIGHT WAIST TAIL GUNNER
CREW POSITION 6 CREW POSITION 7 CREW POSITION 8 CREW POSITION 9 CREW POSITION 10
HIGH LOW HIGH HIGH HIGH
LOW LOW LOW
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

RADIO OPERATOR ACTIONS BALL TURRET GUNNER ACTIONS LEFT WAIST GUNNER ACTIONS RIGHT WAIST GUNNER ACTIONS TAIL GUNNER ACTIONS
•EVADE• •ESCORT FIGHTERS• • BALL TURRET• • LEFT WAIST GUN• • RIGHT WAIST GUN• • TAIL GUN•
Reduce the value of a die from a Call in fighter support to attack
Ground Attack enemy by -2. an enemy aircraft of your choice:
1 2 1 2 1 2 1 2
•AUXILIARY GUN•
1
2 AUTO-HIT HIGH 3
LOW

BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD BOMBER CREW CARD

- 7 DEC 2020 -
-2- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
Preparing the Bombing Run Deck
CREW CARDS There are five missions in the game, each of varying difficulty:
1 2 3 4 Crew cards represent the members
of your flight. They have actions
• Operation: Milk Run (difficulty rating: 1)
BOMBARDIER 5 that you will use to accomplish • Operation: Nightwing (difficulty rating: 2)
CREW POSITION 1
HIGH your mission. • Operation: Hornet’s Nest (difficulty rating: 3)
LOW
6
1. National Affiliation • Operation: Sea Strike (difficulty rating: 4)
2. Crew Title • Operation: Berlin Blitz (difficulty rating: 5)
7 3. Crew Position
These form the objective of the Bombing Run Deck. Each mission card
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

4. Line of Sight
•BOMBS AWAY!•
BOMBARDIER ACTIONS
• NOSE GUN• has instructions on how to construct the deck. This usually starts with
5. High/Low Line of Sight
When bombing the target, gain:
x1 1 base cards and then adds some others.
8 6. Picture
•RELOAD!•
Re-roll any or all of your Ammo 7. Crew Actions Event, Item, and Enemy cards are either identified in the lower left
dice. All dice must be rolled together.
BOMBER CREW CARD
8. Card Information corner by the label BASE CARD or associated with a specific mission.
Base cards are associated with every mission.

MISSION CARDS To prepare the bombing run deck, consult the mission briefing,
located on the back of that mission’s target card. It will tell you
One one side, Mission cards which cards are required for that mission’s deck.
OPERATION:
MILK RUN
1 represent the goal of your
2 bombing mission. on their If it is your first time playing, begin with Operation: Milk Run.
GP B
BRIEFING
Your mission couldn’t be easier. Make your way through the

0 L
enemy-infested airways, navigating past the local air defense guns

0
reverse, they will define how
5 -m64
and bomb the artillery bunker without being shot from the sky.
Simple, right?
3 to build your mission deck.
an NT
PREPARE MISSION CARDS
Gather all of the Base cards (marked BASE CARD ) and select 17
Mission Side
as follows:
T
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

• 3x Enemy FlaK
• 6x Enemy Aircraft (randomly selected)
• 4x Events (randomly selected)
1. Mission Title
• 4x Items (randomly selected)
Shuffle all of the cards together. 2. Mission Briefing
Add this Target card to the bottom to form the Bombing Run Deck
and place it in the play area. 4 3. Mission Deck Instructions
DIFFICULTY:
5 4. Difficulty Rating
MISSION: OPERATION MILK RUN

5. Mission Affiliation

- 7 DEC 2020 -
-3- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
GAMEPLAY
Each turn begins by revealing the top card from the Bombing Run
Deck and resolving it. The revealed card will be one of the following: EVENTS CARDS
• Item Card Event cards represent things that will happen to you during your
• Event Card flight. You’ll have to overcome these challenges during your missions.
• Enemy Card (Air Attack Card or a Ground Attack Card) When you draw an event card, you have two choices: either ignore
• Target Card the card and move it to the discard pile OR suffer the negative
effect of the card and Rally (see “Rallying”).
If the revealed card is an Item, Event, or Enemy card, you will need
to resolve it before moving on. The target card will always be the last 1 2
card in the deck, so when you reach this final card, you will resolve •EVENT•
1. Event Type
the Bombing Run to try and win the game. STATE OF SHOCK 2. Event Title
3 3. Photo
ITEM CARDS 4. Card Resolution Options
5. Game Text
Items are helpful cards that aid you along your journey. 4
6. Resolution Instructions
1 2

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
5 7. Card Information
1. Item Type IGNORE EVENT OR RALLY
6
• ITEM•
RECOGNITION MODELS 2. Item Title
If you choose to Rally this turn, all Crew members that are
Ready become Exhausted instead.

3 3. Photo
RESOLVE AND THEN DISCARD EVENT.

7
4. Card Resolution Options BASE CARD

4 5. Game Text
6. Resolution Instructions If you suffer the negative effect of an event, place the card in the
discard pile after it is resolved.
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

5 7. Card Information
TAKE ITEM OR RALLY
Lower an Enemy Aircraft’s Initiative value by 1. 6 If the event is labeled Ongoing Event, you must display it to the
DISCARD AFTER USE.
left of your game board in the enemy display area for the rest of the
7 game. Ongoing events cannot be ignored. Therefore, you may rally if
you draw an ongoing event.
BASE CARD

When you draw an item card, you have two choices: either keep the Note: There are no ongoing effects in the Operation: Milk Run deck.
card OR discard the card and Rally (see “Rallying”). They are only part of later missions.
If you choose to keep the card, simply place it to the right side of Finally, if any enemies are on display when you draw an event, they
your game board in your display area. You may use an item at any do not attack this turn.
point during the game. Each item is one-time use. After using an
item, place it in the discard pile.
Finally, if any enemies are on display when you draw an item, they
do not attack this turn.

- 7 DEC 2020 -
-4- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
Step 1: Determine Initiative
ENEMY CARDS Whoever has the highest Initiative between you and the enemy will
Enemies will attempt to damage your bomber and stop you from strike first during this attack.
ENEMY AIRCRAFT 2
completing your mission. First, look at the enemy’s Initiative • ATTACK OR RALLY•

value.
HIGH

1 2 3 4 5
1. National Affiliation Then determine your own Initiative value, by taking any number of
ENEMY AIRCRAFT 3 6
• ATTACK OR RALLY• 2. Enemy Title your Ammo dice (0-5) from your Initiative Pool into your hand. The

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
LOW 7 3. Card Resolution Options dice you take in hand will be rolled and used as ammo to attempt • ATTACK•

1 3
4. Initiative Number to destroy the enemy. Dice left in the pool are not used and instead • DAMAGE•

8 5. Approach Angle determine your Initiative value. For example, if you leave four dice BASE CARD

6. High/Low Approach in the pool, your Initiative value is 4.


BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

• ATTACK•
7. Photo To attack first, your initiative value must be at least equal to the
1 2 9 8. Attack Results enemy’s Initiative value. If your value is less than the enemy’s, the
• DAMAGE• 9. Damage Track enemy attacks first (see “Enemy Attacking”).
10 10. Card Information
BASE CARD
Multiple Enemies and Initiative
When you draw an enemy that is an aircraft, it becomes an Air If you have multiple enemies on display, compare your initiative
Attack Card, otherwise it is a Ground Attack Card. You must display value to each enemy separately. This may result in some enemies
the enemy card to the left of your game board, where it will remain attacking you first (if they have a higher initiative value than you)
until destroyed. and other enemies being attacked by you first (if they have an equal
or lower initiative value than you).
If an Air Attack Card is added to the enemy display area, you have
two choices: either attempt to attack OR Rally (see “Rallying”). Initiative X
However, regardless of your choice, the enemy will always attempt Some enemies have an initiative value of “X” (ground attacks and
to attack you. the experimental jet). As they have no initiative value, there is no
need to compare initiative. Ground attacks should be treated as the
ATTACKING THE ENEMY lowest possible initiative value, meaning that they will be resolved
If you attempt to attack, use the following steps: after you have taken your actions (be it attacking or rallying; see
• Step 1: Determine Initiative “Ground Attacks”). The experimental jet is a special aircraft that
• Step 2: Determine Focus affects other enemy aircraft on display.
• Step 3: Roll Ammo Dice
• Step 4: Check Line of Sight
• Step 5: Determine Damage to Enemy
• Step 6: Exhaust Crew

- 7 DEC 2020 -
-5- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
Step 2: Determine Focus Step 4: Check Line of Sight
Focus gives either you or the enemy an attack bonus, allowing the In order to assign an Ammo Die to a Crew card, that crew member
holder to increase the value of one die by the amount shown on the needs to have Line of Sight to the enemy. To determine that, take
gained Focus token. the Enemy's Position and compare it to your crew member's line of
sight. If they match, you may assign the Ammo Die to the crew card.
Initiative Equal to the Enemy (or you Rally)
If your initiative value is tied with the enemy's or if you choose to Enemy Position
rally instead of attack, neither you nor the enemy have Focus. The enemy’s position has two parts: approach and altitude. Look
at the enemy’s attack position. This tells you from what position the
Initiative Greater than the Enemy
enemy is attacking.
If your initiative value is greater than the enemy, FOCUS
+2
you gain a Focus modifier equal to the difference. APPLY TO AMMO
DIE OF CHOICE
LINE OF SIGHT: ENEMY POSITION

For example, if you have an initiative value of 4 Approach will be from one of the points of the clock:
compared to the enemy’s initiative value of 2, the difference is 2, 12 o’clock 3 o’clock 6 o’clock 9 o’clock
giving you a focus of +2. Take the appropriate Focus token. This
turn, you may assign this modifier to the Ammo die of your choice.
Initiative Less than the Enemy (Ahead) (Right) (Behind) (Left)
If, on the other hand, your initiative value is less than FOCUS Altitude will be either high or low: HIGH LOW
+2
the enemy, the enemy gains a modifier equal to the CANNOT APPLY TO
difference in the same manner. During combat, you GROUND ATTACKS ENEMY AIRCRAFT
• ATTACK OR RALLY• 3 For example, this fighter is approaching
must apply this modifier to the first rolled enemy die if possible. LOW from 3 o’clock (right), and coming in at
a low altitude.
You do not get to keep a Focus token beyond the turn you gained
it. After resolving the attack, return it to the supply of tokens to the
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

side of your player board, whether you used it or not. Crew's Line of Sight • ATTACK•

1 2

No more than one Focus token can be awarded per turn. A die value If a crew member has Line of Sight to the target's Position, it
• DAMAGE•

can never exceed its natural maximum value of 6. can shoot at it. You may only assign an Ammo die to a crew member
BASE CARD

if its Line of Sight matches both the enemy's approach and altitude.
Multiple Enemies and Focus
LINE OF SIGHT: CREW MEMBERS
In the case of multiple enemy aircraft with multiple initiative values,
Crew members can see enemies whose position matches their Line of Sight.
only compare your initiative value to the highest initiative value on
display for determining Focus. For example, this Right Waist Gunner can see
RIGHT WAIST
targets approaching at 3 o’clock (right) and
You must assign an enemy's Focus token to the first rolled enemy
CREW POSITION 9
HIGH
LOW
can see them at both high and low altitudes.
die if possible, applying as much of the Focus value as you can. If
So this crew can see the first aircraft (1), but
you rolled both enemy dice together (because at least two enemies cannot see the second enemy (2) because
are attacking together), assign the token to the die of your choice, it is approaching from 6 o’clock (behind).
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

RIGHT WAIST GUNNER ACTIONS

so long as it can be used to its fullest possible value.


• RIGHT WAIST GUN•

1 2 1 2
ENEMY AIRCRAFT ENEMY AIRCRAFT

Step 3: Roll & Assign Ammo Dice


• ATTACK OR RALLY• 3 • ATTACK OR RALLY• 1
LOW LOW

BOMBER CREW CARD

To attack, roll all of your ammo dice in hand (do not roll dice in your
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

initiative pool). Next, you may assign a maximum of one die per crew 1
• ATTACK•

2 1
• ATTACK•

by placing the die directly on the crew card. It is possible that you may
• DAMAGE• • DAMAGE•

BASE CARD BASE CARD

not be able to assign all of your Ammo dice. Any unassigned Ammo
dice are simply returned to your Initiative pool as wasted ammo.
Note: There is no limit to the number of crew members you may
assign Ammo dice to on your turn.
- 7 DEC 2020 -
-6- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
Step 5: Determine Damage to Enemy If every red damage space is filled on an enemy aircraft card, then
If you have assigned an Ammo die to a crew that has line of sight that aircraft is destroyed and moved to the discard pile at the end
to the target, you may attack it. If the die value is at least equal to of the turn. Any enemy aircraft that have not been destroyed remain
RIGHT WAIST
the die value pictured on the crew card it is assigned to, then the on display.
CREW POSITION 9
HIGH
LOW

enemy is hit. APPLYING DAMAGE


ASSIGNING AMMO DICE When a crew is assigned to attack an
enemy, the attack value will determine

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
RIGHT WAIST GUNNER ACTIONS
Most crew members have a gun action • RIGHT WAIST GUN•
RIGHT WAIST the amount of damage you can do to
that allows them to damage enemies if CREW POSITION 9 1 2
HIGH
LOW the enemy.
they've got an Ammo die assigned to it.
For example, you've assigned a 6 to
For example, you've rolled two Ammo
BOMBER CREW CARD

the Right Waist Gun.


dice and got these results:

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
RIGHT WAIST GUNNER ACTIONS
• RIGHT WAIST GUN•
Lucky for you, a value of 6 is greater than five and inflicts two damage
to the enemy!
1 2
The result of 1 won't score a hit, so you Apply the two damage to ENEMY AIRCRAFT 3 • ATTACK OR RALLY•

assign the 4 to the Right Waist Gun. BOMBER CREW CARD


the enemy by adding two red LOW

damage cubes (or tokens) to


You can now assign this crew to attack an enemy target. The value of 4 is the enemy's card.

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
greater than the value needed (2) to score one damage. However, if you had
In this case, these are the • ATTACK•

rolled a 5 or 6, then you could have inflicted two damage instead. 1 2

final two cubes this fighter • DAMAGE•

Don't forget that you can apply a Focus token, should you have one, to can take, so it is destroyed! BASE CARD

increase the value of one of your Ammo Dice. So in this example, spending a
+1 Focus token at this point would allow you to turn the result into a 5 and
increasing your damage to two. Step 6: Exhaust Crew
After resolving your ammo dice (firing at the enemy) and assigning
If a crew hits its target, its Gun Action attack value will determine damage, return your ammo dice to your initiative pool for the next
the amount of damage it does to the enemy. If RIGHT are multiple turn. Then exhaust all crew members that you assigned this turn by
thereWAIST CREW POSITION 9

dice pictured, apply the die to the highest eligible number to inflict rotating their cards 90 degrees. Exhausted crew members may not be
HIGH
LOW

more damage. used on future turns until you rally (see “Rallying”).
EXHAUST CREW
To apply damage, add red enemy ENEMY AIRCRAFT
• ATTACK OR RALLY• 4
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOSBOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

damage cubes equal to the Damage


RIGHT WAIST GUNNER ACTIONS
• RIGHT WAIST GUN• HIGH
RIGHT WAIST
CREW POSITION 9 90°
After using a crew card's action, you must Exhaust it by
HIGH
LOW
BOMBER CREW CARD

RIGHT WAIST GUNNER ACTIONS

Value on those crew cards that


RIGHT WAIST
• RIGHT WAIST GUN•

1 2
CREW POSITION 9
1

turning the card 90°. You can't use it again until you Rally.
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

RIGHT WAIST GUNNER ACTIONS


• RIGHT WAIST GUN•
2

1 2
HIGH
LOW

successfully hit that aircraft, placing


BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER CREW CARD

BOMBER CREW CARD

these cubes on the damage spaces • ATTACK•

at the base of the enemy card. 1 3


• DAMAGE•

You cannot split damage from a single


hit between two enemy cards, however
BASE CARD

if you have multiple enemies on display you may assign damage to


either aircraft, so long as that crew member has line of sight.

- 7 DEC 2020 -
-7- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
THE ENEMY ATTACKS! Determining Damage to Your Bomber
If an enemy has initiative OR if an enemy has survived your attack, it Count the number of hits you have taken. For each hit, roll the
gets to attack you. Roll one red enemy die for each enemy on display D12 damage die and add a yellow minor damage cube to that
that is attacking you, up to a maximum of two dice rolled per turn. corresponding location on your player mat.
Depending on each aircraft’s initiative, some enemies may attack you If a yellow minor damage cube (or token) already exists on that
first while others may counter-attack you after you have attacked numbered location, you must instead replace it with the topmost black
them (if they weren’t destroyed or if they are a ground attack). major damage cube (returning the yellow minor damage cube back to
your display area). If this occurs in the bomber's cabin area (locations
Assigning Enemy Die to Enemy Cards 1 to 10), immediately flip over the corresponding crew card. That crew
After rolling, place the enemy die directly on the enemy card. Just member has been eliminated from the game! If the damage is to one
like when you were attacking, if there are multiple dice pictured on of your engines, there is no further penalty. However, if all four of your
the enemy card, apply the die to the highest eligible number to inflict engines (both 11 locations and both 12 locations) get black major
the most damage. damage cubes, your bomber crashes and you lose!
ASSIGNING ENEMY DICE
TAKING DAMAGE
For example, you have three active enemy cards on display. You roll both
You've taken two damage to your bomber this turn, so you roll your D12 to
Enemy dice and get a 2 and 4.
see where the hits were scored. Your first result is a 7, so you place a yellow
Next you need to assign these dice to the enemy cards. You assign the 4 to damage marker (or token) on the Ball Turret Gunner position (1). Then you
the first aircraft, which results in a hit for 1 damage. You assign the 2 to the roll for the second damage, scoring a 12 to hit the right engines (2). However,
second aircraft, which results in a hit for another 1 damage. you've already taken damage to both right engines on a previous turn (3),
Because a maximum of only two dice can been assigned, the third aircraft so the damage is swapped with a black damage cube (or token) instead (4).
does not attack this turn.
BOMBER BOYS 2

I
.

I
BOMBARDIER

9
1
MISSION FAILED IF:
I2

I0
7
Pilot and co-pilot are 8
eliminated.
A WWII BOMBER SOLITAIRE GAME
NAVIGATOR

2
4 3
MAJOR DAMAGE
PILOT CO-PILOT

3 4
DOES NOT ATTACK x5
FLIGHT
ENGINEER

x4 5
ENEMY AIRCRAFT ENEMY AIRCRAFT ENEMY AIRCRAFT 2
ENGINE ENGINE
• ATTACK OR RALLY• 4 • ATTACK OR RALLY• 2 • ATTACK OR RALLY•
ENGINE
NO. 1
NO. 2

11
RADIO
OPERATOR
NO. 3

12
ENGINE
NO. 4

HIGH LOW HIGH x3 11 6 12

x2
BALL TURRET
GUNNER

7
1
MISSION FAILED IF:

x1 All four engines receive


BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

LEFT WAIST
GUNNER
RIGHT WAIST
GUNNER
Major Damage.
MISSION FAILED IF:
• ATTACK• • ATTACK• • ATTACK•
Your aircraft is 8 9
1 3 1 3 1 3 destroyed.

• DAMAGE• • DAMAGE• • DAMAGE• TURN SEQUENCE


Step 1: Reveal top card from the Bombing Run deck.
TAIL
Step 2: Determine Initiative — Take Ammo dice in hand. Dice left in the pool equals Initiative GUNNER
BASE CARD BASE CARD BASE CARD
Step 3: Award Focus token
Step 4: Resolve Combat
10
Step 5: Rally — Rally if you did not take an Item card, did not ignore an Event card, or did
not attack or defend

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS — PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE

As with your Ammo dice before, if the die value is at least equal to Note: If you roll a number for a position in your cabin area (1-10)
the die value pictured on the enemy card it is assigned to, then the that already contains a black major damage cube, you may ignore
enemy scores a hit on your bomber! that damage roll. However, in the case of your engines, this rule only
If a rolled enemy die inflicts no damage, simply place the die above applies if both engines on a wing have black damage cubes.
that enemy card as a reminder that you rolled that die and it cannot
be rolled again this turn.
If you must roll multiple enemy dice, you choose how to assign those
dice to the enemy cards.
If a die could be assigned to two or more enemies (one resulting in a
hit and another a miss) you must assign the die as a hit if possible.

- 7 DEC 2020 -
-8- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
GROUND ATTACKS
Ground attacks can come from things such as enemy flak, ships, or
RALLYING
tanks. Their attacks are fleeting, but deadly. Eventually your crew will become exhausted (turned 90 degrees). In
order to ready them for action once again, you must rally your
Defending Against Ground Attacks crew. You may rally regardless of how many crew members are
You cannot attack an enemy that is on the ground nor can you apply exhausted. Each turn after flipping your card, you have a choice to
focus to it, but you can try to defend. If a ground attack card is rally or not rally.
added to your display area, you have two choices: defend or rally • Items: If you draw an item and EXTRA AMMO
• ITEM•

(see “Rallying”). choose to rally, you do not get to


If you rally, you are not allowed keep the item.
ENEMY FLAK X
to defend, nor are you allowed to • Events: If you draw an event
• DEFEND OR RALLY•
GROUND
ATTACK

engage in any air combat this turn! and choose to rally, you do not get

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
There are two ways to defend against to ignore the event. TAKE ITEM OR RALLY
When shooting at Enemy Aircraft, you may re-roll any or all results of 1
or 2 until they are a value that is no longer a 1 or 2.

a ground attack: • Air Attacks: If you draw an DISCARD AFTER USE.

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

enemy aircraft and choose to rally,


• ATTACK•

• Activate your Radio Operator to


BASE CARD

1 2
you do not get to attack this turn.
use its Evade action. • DAMAGE•

ENEMY AIRCRAFT 2
• Ground Attacks: If you draw
DISCARD AT THE END OF THE TURN.
• ATTACK OR RALLY•

• Activate your Pilot to use its BASE CARD

HIGH
a ground attack and choose to rally,
Evade action. PILOT you do not get to defend this turn.
Either of these crew cards will give CREW POSITION 3

If you choose to rally, rotate all of


you a -2 modifier for the enemy die

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
your exhausted crew back to their • ATTACK•

assigned to a ground enemy. If you


ready position. 1 3

wish, you may activate both evade • DAMAGE•


BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

The act of rallying uses up your turn.


PILOT ACTIONS

actions for a -4 modifier. You may •MANEUVER•


Give another crew member
•EVADE•
Reduce the value of a die from
BASE CARD

activate the Evade actions after


Line of Sight to a target
You cannot activate any crew members
that it could not normally see.
a Ground Attack enemy
by -2.

rolling the enemy die. nor roll any ammo dice on that turn. The enemy, however, still
gets to attack you if you rally during an attack. No initiative is
BOMBER CREW CARD

Resolving Ground Attacks compared and therefore no focus is assigned if you rally. Simply roll
Ground attacks are always resolved last and use the same procedures as to determine enemy damage as normal.
aircraft attacks (applying any evade modifiers). After resolving a ground Note: No combat occurs on turns in which you reveal an item or event.
attack, discard the ground attack enemy card unless it says otherwise.

- 7 DEC 2020 -
-9- BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
Evade
CREW ABILITIES Pilot, Radio Operator
Many crew members have more than one type of action they can This action allows you to lower an enemy die that is assigned to a
perform. However, you may only choose one action type per crew ground attack by 2. You may use this action from both your Pilot and
member before exhausting the card. There is no limit to the number Radio Operator simultaneously to lower the die by 4.
of crew members you may activate on your turn! Let's have a closer
look at the crew abilities. Maneuver
Pilot, Co-Pilot
Operate Gun
Bombardier, Navigator, Flight Engineer, Radio Operator, Ball Turret, This action gives a crew member line of sight on an enemy aircraft
Left Waist, Right Waist, Tail Gunner when they wouldn’t otherwise. Think of maneuver as making another
crew member’s line of sight “wild,” meaning they may fire their gun
The most common type of action is to operate a crew member’s gun. at any enemy aircraft regardless of that enemy’s altitude or position.
Excluding the pilot and co-pilot, each crew member has their own gun. You are allowed to use both your pilot and co-pilot for separate
Reload maneuver actions within the same turn.
Bombardier Spot
This action allows you to re-roll any or all of your rolled ammo dice. Co-Pilot
All dice you wish to re-roll must be rolled together. This action represents the co-pilot spotting an enemy and alerting
Bombs Away! the appropriate gunner. It allows you to modify one of your ammo
Bombardier dice by +1.

This action cannot be used until you reach the Target Card. If you Repair
manage to reach the target with your Bombardier still alive, this Flight Engineer
action gives you one extra re-roll to try and bomb the target. This action allows you to remove 1 yellow minor damage cube (or
Course Correct token) of your choice from your bomber within the cabin area only
Navigator (1-10). You cannot remove cubes from the engine locations (11 or 12).

This action allows you to move the top face-down card in the bomb Escort Fighters
run deck directly to the discard pile. You may not peek to see what Radio Operator
the card is prior to choosing the Course Correct action. It may be This action allows you to radio your escort fighters to attack any
an enemy, event or item. Regardless of the type of card (including enemy aircraft of your choice (any altitude or position), causing an
ongoing events), it goes straight to the discard pile with no effect. automatic 1 damage. Note: No ammo die is needed for the Escort
Because the advance action is a highly evasive maneuver that strains Fighters action.
your engines, each time you perform this action you must add 1
yellow minor damage cube (or token) to an engine of your choice
(11 or 12 spaces). If all engines already have yellow cubes, you must
replace with a black major damage cube instead.

- 7 DEC 2020 -
- 10 - BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
OVER THE TARGET • TARGET•
BOMBING RUN EXAMPLE

For your initial roll you get:


If you successfully make it through the entire bombing run deck, you ARTILLERY BUNKER
will reach the final card in the deck – the target! If any enemy cards
GP B
remain on display, they must first be destroyed or resolved before you
0 0 L
can attempt to bomb the target (unless the enemy card says otherwise). 5 -m64
an NT
TARGET SIDE OF THE MISSION CARD T

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
1 On the reverse side of the You decide to Lock In the 5 and
• TARGET•
ARTILLERY BUNKER mission card is the Target re-roll the rest.
2 Card. This will show you what
GP B
0 0 L you need to do to destroy the
5 -m64 target once you get there. MISSION: OPERATION MILK RUN

an NT 3 Target Side
T • TARGET•
For your first re-roll you get:
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

1. Target Title ARTILLERY BUNKER


2. Photo GP B
L
3. Bombing Targets
500-m64
4
an NT
4. Mission Affiliation
T
MISSION: OPERATION MILK RUN

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
You decide to Lock In the 6 and 4,
To bomb the target, your five Ammo dice now represent your bombs! then re-roll the rest.
Roll all of the Ammo dice together. You will notice that the target card
shows five die symbols within the crosshairs called Bombing Targets.
To destroy the target, you must Lock In one rolled Ammo die for each MISSION: OPERATION MILK RUN

Bombing Target. To Lock In an Ammo die, choose a Bombing Target


For your second re-roll you get:
symbol and place a rolled Ammo die that has a value at least equal to
BOMBER BOYS
• TARGET•
ARTILLERY BUNKER BOMBARDIER

the die on the Bombing Target. Once Locked In, that Ammo die may 1
MISSION FAILED IF:

G P Pilot and co-pilot are


not be rolled again, moved, or removed.
A WWII BOMBER SOLITAIRE GAME 00LB 42
NAVIGATOR eliminated.

Any dice that cannot (or you 5 -m6


an N3T 4
MAJOR DAMAGE
PILOT CO-PILOT

choose to not) Lock In may be re- x5


rolled. Your major damage track T
BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS

You Lock In these final dice. Any


FLIGHT
ENGINEER

determines the number of re-rolls x4 5 ENGINE remaining re-rolls are not needed.
ENGINE
NO. 2 NO. 3

you are allowed, which is listed


ENGINE
11 12
RADIO ENGINE
NO. 1 OPERATOR NO. 4

x3 11 6 12
Target destroyed!
inside the topmost exposed space
that does not contain a major x2 MISSION: OPERATION MILK RUN
BALL TURRET
GUNNER

damage cube. 7
MISSION FAILED IF:

Also remember that if your x1 All four engines receive


LEFT WAIST
GUNNER
RIGHT WAIST
GUNNER
Major Damage.
MISSION FAILED IF:
Bombardier has not been eliminated, Your aircraft is 8 9
you gain 1 additional re-roll. destroyed.

TURN SEQUENCE
If you wish, you may use extra cubes to track yourtop cardnumber
Step 1: Reveal from the Bombingof
Runre-rolls.
deck.
Step 2: Determine Initiative — Take Ammo dice in hand. Dice left in the pool equals Initiative
TAIL
GUNNER
Step 3: Award Focus token
Step 4: Resolve Combat
10
Step 5: Rally — Rally if you did not take an Item card, did not ignore an Event card, or did
not attack or defend

BOMBER BOYS © 2020 STEVEN ARAMINI , GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS — PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE

- 7 DEC 2020 -
- 11 - BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS
STUDIOS PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE
MISSION RESULTS SCORE YOUR GAME
Score 1 point for each black major damage cube still on the major
VICTORY damage track (5 max).
There is one way to achieve victory: reach the target card and bomb If you reached the target card, score 1 point for each die you
it. If you successfully bomb the target by locking in all five of your successfully locked in (5 max).
dice, this is a Major Victory. If you successfully reach the target
GAME SCORE
but are unable to lock in all 5 of your dice, this is considered a Your Score Your Rating
Conditional Victory. 10 Perfect Performance
9 First Class Flight
FAILURE 7 to 8 Honorable Showing
5 to 6 Valiant Effort
There are three ways to fail the mission: 3 to 4 Unremarkable Expedition
Bomber Destroyed in Midair: All 5 black cubes are removed 0 to 2 Utter Disappointment
from your major damage track.
Mission Aborted, Return to Base: Both your Pilot and Co-Pilot SCALING DIFFICULTY
are eliminated. To make a mission easier, begin the game with one random item
Bomber Loses Altitude and Crashes: All 4 of your engines from the item deck. Want it even easier? Start the game with two
suffer major damage (black cubes). or three random items.
To make a mission harder, add a minor damage cube to any two of
your engines and take one less item. Want it even more difficult? Do
not remove the two enemy aircraft cards from the base deck during
the Bombing Run Deck setup.
- 7 DEC 2020 -
- 12 - BOMBER BOYS: A WWII BOMBER SOLITAIRE GAME © 2020 STEVEN ARAMINI, GRAPHIC DESIGN ELEMENTS © 2020 SCARY BISCUITS STUDIOS
PERMISSION IS GRANTED TO PRINT AND/OR PHOTOCOPY FOR PERSONAL GAME USE

You might also like