Sopwith rules and interactive tutorial
Learn to fly, fight and survive in MyTurnYet's simultaneous-order aerial battle game. The interactive tutorial uses the same hex board presentation as a Sopwith table and explains each rule in playable order.
Plan a turn
Every active pilot secretly plans up to three connected movement segments. Ahead follows the aircraft's heading; turns rotate before moving; slips move sideways without rotating. Hold is unavailable for the first segment and ends the remaining movement sequence.
Take off and land
Grounded aircraft take off by moving twice along a selected runway before making an airborne manoeuvre. Landing becomes available only at a valid approach to the pilot's own airfield. A completed landing restores ammunition, while later grounded turns repair hull.
Fire, clouds and damage
Pilots may fire ahead, forward-left or forward-right after movement. Damage falls with range and Aces retain an advantage at long range. Clouds block fire into and through their hexes, but entering or remaining in cloud also damages the aircraft.
Winning the battle
Aircraft destroyed by damage, collision or leaving the map are eliminated and submit no further orders. The last surviving pilot wins. Victory points record damage, shoot-downs and other performance but do not replace the survival victory condition.