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   Welcome to the world of Fighter Alley «The Ghost of Kyiv» – a board game that transports you into the heart of aerial battles, where strategy, courage, and agility determine the outcome of the conflict. This game is inspired by the unyielding spirit and heroism of Ukrainian pilots, whose feats in the sky have become symbols of resistance and an indomitable will to victory. "Fighter Alley" aims not only to provide you with engaging gameplay but also to pay tribute to those who fight for their country's freedom in the skies. In "Fighter Alley," the game mechanics are based on the principle of "energy fighting" – a tactic of aerial combat that requires players to have not only quick reactions and precise calculations but also a deep understanding of tactical manoeuvring and managing the energy of their fighter. You will plan each of your moves, attacking the opponent while simultaneously defending against counterattacks, striving to efficiently use your airplane's energy to gain a tactical advantage. Fighter Alley «The Ghost of Kyiv» is not just a game, but a monument to the bravery, devotion, and sacrifice of Ukrainian pilots – the true heroes of our time.

Ukrainian flag

We are proud to announce that 25% of the profits from this game will be donated to support Ukraine in its fight for freedom and independence.

Thank you for joining us in honoring the heroes of Ukraine and helping them stand strong.

Together, we can make a difference!

4 airbase out of use cards

8. 

Base out of use cards
Base out of use cards

4 score tokens

Scorecard

Score tokens

9. 

10. 

Contents

Game rulebook

1. 

Rulebook

Game board

Playboard

3. 

4 model fighter airplanes

(2 blue & 2 yellow)       

Yellow model fighter airplane
Yellow model airplane

5. 

2. 

4 stickers with plane numbers

Aircraft numbers stickers

4. 

18 aircards (each card consists of

6 air heights)

Air height cards pile

6. 

2 dice

Dice
Blue model fighter airplane
Blue model fighter airplane

4 fuel gauges with

movable arrows

Fuel gauge
Fuel gauge
Fuel gauge
Fuel gauge

7. 

Score card with score tokens

Objective of the game

The goal is to eliminate all of your opponent’s fighter airplanes, with blue planes pitted against yellow. Each player controls their own fighter airplane, engaging in strategic manoeuvres and combative tactics on a board representing the aerial battlefield. Success demands clever planning and a bit of luck with dice rolls to outwit your opponents, securing victory by taking down their airplanes.

Gameplay duration

  Approximately 30+ minutes.

Number of players

Playable with 2, 3 or 4 players. With only 2 players, each controls two airplanes to maintain game balance. With 3 players, one of the three players controls two airplanes. With 4 players, each controls one airplane.

Setting up the game

1. Life points and Scorecard:

 

•   Start with 12 life points for each airplane.

•   Place the 4 score tokens on the corresponding colour on the scorecard.

2. Choosing sides:

 

•   Decide between playing as blue or yellow based on personal preference.

3. Stickers and planes placement:

 

•   Apply stickers to planes for identification. Blue planes are numbered 1 & 2, yellow planes 3 & 4. Planes take off from their corresponding airbases.

Blue model airplane
Aircraft numbers stickers
A section of the play board with Base 1

4. Aircards preparation:

 

•   Shuffle and place aircards in a stack. These cards determine your flight's altitude levels. Remember to pick from the top without selection for your flight.

5. Airplane and base setup:

 

•   Position your airplane on the designated base matching its color and number.

Air height cards pile
A section of the play board with Base 1 and out of use card on it

6. Airbase out of use cards:

 

•   Keep these cards handy for gameplay, indicating attacked bases.

7. Fuel gauges setup:

 

•    Place fuel gauges under each airbase, aligning with the respective airplane numbers. Set to "Full" before the game begins.

Playboard
Fuel gauge

The board setup for Fighter Alley  «The Ghost of Kyiv» is now completed

Playboard
Air height cards
Dice
Fuel gauge
Fuel gauge
Score board with score tokens
Fuel gauge
Fuel gauge
Yellow model airplane
Yellow model airplane
Blue model airplane
Blue model fighter airplaine
Out of use card
Out of use card
Out of use card
Out of use card

8)  Starting player determination:

 

•    Roll the dice; the highest total starts the game.

Gameplay rules

1. Initiating flight:

 

•   Reduce the fuel gauge by one notch to signify fuel consumption for the turn.

2. Dice roll for flight points:

 

•   Use dice points for flying.  Roll both dice, summing up the points to determine your flight capacity.

3. Commencing flight:

 

•   Your first move from the airbase to air height level 1 costs 2 dice points.

Play board with air height cards on it
Play board with air height cards on it
Blue model  fighter airplaine
Blue model fighter airplaine

4. Flight continuation:

•     During your turn, you can’t go back to an air height you’ve already been at. So, flying in circles is not allowed. Keep moving to new heights.

•      If another plane finishes its turn at the same air height as you, you can’t counterattack it during your turn.

•     To keep flying, lay out the necessary number of aircards by picking from the top of the pile. Continue adding aircards in the direction you want to go as long as you have dice points to spend.

Example:

 

Imagine both dice show a total of 6 points. That’s your fuel for the flight.

•      Your journey begins at the airbase. As you already know, moving to the first air height level costs 2 fuel points from your dice roll.

You had 6, so now you’re down to 4.

Play board with air height cards on it
Play board with air height cards on it
Blue model fighter airplaine
Blue model fighter airplaine
Play board with air height cards on it
Play board with air height cards on it
Play board with air height cards on it
Play board with air height cards on it
Play board with air height cards on it
Play board with air height cards on it
Blue model fighter airplaine
Blue model fighter airplaine
Blue model fighter airplaine
Blue model fighter airplaine
Blue model fighter airplaine
Blue model fighter airplaine
air height cards pile

•      When you’ve used all your fuel points (dice points), your flight through the skies comes to an end for this turn.

•      The next possible level up costs just 1 fuel point. Using that, you’ve got 3 fuel points left.

•      The next level costs 2 fuel points. Now you're left with just 1.

•       Deciding to descend one air height costs 1 fuel point. That uses up your last point.

•      If you decide to go different direction, use a new aircard from the top of the pile. Any aircard that has been used and is no longer needed on the field should be placed under the pile of all aircards.

5.  Point utilisation rules:

 

•       Ascending costs 2 points per level, maintaining or descending level(s) costs 1 point. Jumping two levels up costs 4 points, and three levels up costs 6 points. You must use all your dice points unless you lack enough points to reach any of the surrounding flight levels.

 

•       If you return to your airbase for refuelling with dice points remaining, you are not required to continue flying. The plane is considered to have landed.

6. Fuel management:

 

•        Keep an eye on fuel levels; reaching "Empty" means elimination from the game.

 

•        Monitor fuel consumption closely. Refuelling is only possible between landings and subsequent turns.

7. Concluding your turn:

 

•       The game proceeds to the next player after all points are expended and attacks have been played out.

Combat details

 Attacks in Fighter Alley are carried out using one or two dice. Both planes and bases can be attacked.

1. Airplane engagement:

 

•      To attack an opponent’s plane, either end on or pass your flight over their space, and roll a die to determine your attack power. On a 6, roll the second die and add the result to your attack power. Subtract this total from the opponent’s life points on the scorecard.

•       If you pass over more than one opponent’s  plane or airbase during your flight, you can attack both planes and bases one after the other using the same attack method. First attack the plane or base flown by, then the next one.

2. Airbase assault:

 

•        Attacking an opponent’s base is triggered by flying onto or over the first air level field in front of an opponent's base. To successfully attack an airbase, roll a 4 or higher.

•       A disabled base can be reactivated by rolling a 4 or higher in an attack against an opponent’s base, offering the choice to either repair your base or disable the opponent’s.

 

•       If the targeted base is successfully attacked, place a cancellation card on it. Any aircraft on that base are considered destroyed.

"Well, dear ghosts, it's time to start the game!"

Dive into the adventure and lead your squadron to victory.

Good luck!

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