A classic reborn is how I would classify the newest edition of Ace of Aces. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981. I reached out to the team at Nova Games and asked some questions about the game, their motivations in bringing it back and the changes in the new Deluxe Edition.
If you are interested in Ace of Aces: Powerhouse Series Deluxe Edition, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mrbgames/ace-of-aces-powerhouse-series-deluxe-edition?ref=am6dqb

Grant: What roles do you play in the design team bringing forth Ace of Aces: Powerhouse Series Deluxe Edition?
Pieter: Al Leonardi was the original designer of the game and developed the concept along with Douglas Kaufmann of converting from a board game to a first person view using special flip board books. Pieter was a playtester at that time, now is the business lead, tester, and chief cook and bottle washer. Dennis is developer and rules writer.
Grant: Who is Nova Games and Mr. B Games?
Pieter: Nova Game Designs LLC is the revival of the original Nova Game Designs, Inc. from the 1980’s and 1990’s. The original Nova produced not only Ace of Aces (including the WWII version Wingleader and Jet Eagles modern aircraft) but also Lost Worlds fantasy games and published the first version of Axis & Allies.
Ed: Mr. B Games is a brand of Mayfair Games. Sean Brown is the President, and Ed Bryan is the Project Manager. Sean and Ed have been in the industry for over 20 years each. Sean has worked at Eagle Games, Forbidden Games, and Mr. B Games. He has been instrumental in multiple large Kickstarter projects, and dozens of great games. Ed Bryan has been the project manager for Toy Vault and Flying Buffalo, and has produced several games on top of designing a few as well. With Flying Buffalo he worked on revising Weapons of Mass Destruction, a Nuclear War game, into Nuclear Destruction which is coming in Q2 this year.
Grant: Why is this game being redone and given a deluxe edition?
Pieter: Mr. B expressed an interest in republishing the game. Nova Games recommended that they republish the Powerhouse Set, since the Rotary set had been reprinted a number of times since the original release (by Nova Game Designs, Inc., Emithill Ltd. (Great Britain), Gallimard (France), Greysea LLC, Flying Buffalo Inc. to name a few), whereas Powerhouse had a single printing.
Grant: What new and upgraded components, rules and scenarios have been included?
Ed: We physically upgraded all the components. The books will have a slightly larger footprint, they will be in full color, and the maneuver matrix is larger and easier to see. The basic game is the same as the original, but the advanced game will be streamlined. We added some bling in the form of damage tokens to help keep track of your damage, bookmarks for dogfighting which is very useful if you are dogfighting more than one plane.

Grant: What about the game has appealed to wargamers over the years?
Pieter: Simplicity of set-up and play. Once you know the rules, find an opponent and open your books you’re off and flying. No complex rules sets, just pick a maneuver and cross-reference it with your book. The first person view was unique at the time, and not needing a computer or video game console remains unusual. It is still different from first person flying games in terms of strategically selecting maneuvers like a side slip, barrel roll or immelmann turn.
Grant: What was the design vision for the game?
Pieter: Al was inspired by the movies portraying WWI air combat, and tried to bring that feeling into the game play. We hope to bring in new books for additional aircraft, including two-seater fighters/recon aircraft and possibly campaign books.
Grant: What is the role of the dogfighting books?
Pieter: They are the game! They provide a way to visualize the situation and control the movement, and keep your move secret from the other player. They really make playing the game simple and very thematic as they views from the cockpit give you and understanding, or at least a glimpse, at what a WWI pilot would be have experienced during dogfights.

Grant: How do these books play off of each other as players duel in the skies over France sorting WWI?
Pieter: The books limit the maneuvers available to each plane, and also provide the visual information to the players. Unlike a board game where you have an overall view, you are limited to the pilot’s view of the situation. This creates a real sense of tension for the players.
Grant: What is the goal of players in the game?
Pieter: Outmaneuver your opponent, and shoot them down before they do the same to you. Sounds simple, but can be frustrating with a skilled and savvy opponent. Eventually, the players goal is to become an Ace by shooting down a number of opponents while surviving!
Grant: How can they use various maneuvers to gain the upper hand on their opponents?
Pieter: In the basic game, the two books in the set have identical capabilities. So it’s all about outthinking your opponent. Do what they don’t expect and gain a positional advantage.

Grant: Are there any differences in the planes players have access to?
Pieter: In the basic rules, the two books have identical capabilities. As more advanced rules are added into the game, capabilities and weaknesses of the individual designs will become more evident. This will create a more asymmetric and different experience for each player.
Grant: What is the advanced game?
Pieter: The advanced game adds different aircraft features, altitude, variable damage as just a few examples.
Grant: How does it change the play experience?
Pieter: As with any game, the more rules you add, the slower the play becomes as individual rules become referenced and their effects applied. The counterpoint is that there are more decisions and tactics to try out which gives more depth to the game.
Grant: What are the various stretch goals associated with the campaign?
Pieter: As we understand it, the stretch plans have both cosmetic and physical opportunities. With sufficient funding, a reprint of the “Flying Machines” early war aircraft will be enabled. Even more funding will allow another reprint of the Handy Rotary Series with the updated graphics.
Ed: We’ve added stretch goals for upgraded components, bookmarks, dice, damage tokens, and Pilot Logs, as well as a guarantee that we will bring Rotary and Flying Machines to Kickstarter next year.
Grant: What are the future games mentioned in the stretch goals?
Ed: Flying Machines features early war planes, that were slower and more fragile than later war planes. Their maneuvers are different than Rotary or Powerhouse planes. Rotary features the classic Sopwith Camel (Snoopy’s plane) and the DR. I (Red Baron’s plane)
Grant: How do these games differ?
Ed: Each set of books reflects the general maneuverability of the group of planes represented. Early aircraft are slower and have fewer maneuvers, for example. Rotary aircraft have special maneuvers peculiar to the engine type and its abilities.
Grant: When is the fulfillment planned for the game?
Ed: We expect to develop the advanced rules for a month or two after the campaign ends. Then we’ll finish up any rulebook layout changes we need and go to print. We are promising June of 2025 for the main shipments, and April 2025 for the early birds.
If you are interested in Ace of Aces: Powerhouse Series Deluxe Edition, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mrbgames/ace-of-aces-powerhouse-series-deluxe-edition?ref=am6dqb
-Grant
Long time fan of all of the Ace of Aces type books. They didn’t mention a new edition of Balloon Buster, which isn’t all that surprising since it is more than a bit weird (with the German player controlling Anti-Aircraft guns instead of a plane).
Of the other versions, Wingleader (WWII) does a pretty good job of handling different plane types without a lot of overhead. Jet Eagles seems to me to get a bit bogged down in chrome.
Shootout at the Saloon is the least successful, in that it’s just too easy to end up wandering around the town without ever spotting your opponent.
Dragonriders of Pern is cooperative, but ends up as an exercise in discovering and then performing the specific sequence of actions to succeed.
Finally, back when they had the Star Wars license, West End Games did a TIE Fighter vs. X-Wing set.
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