Flying High

12 O’Clock High

Original Design by G.W. Martin

reviewed by Scott Johnson

12 O’Clock High is a card game based on the strategic air war over Europe in World War 2 for two to six players. I should say “based loosely” because the players don’t control the belligerent countries which participated in the WW2 aerial holocaust; only the aircraft are here. The players draw industrial center cards, aircrew cards, two bomber cards, and two fighter cards. This is the player’s “nation”, which must defend herself from the other players’ marauding bomber forces and also bring aerial ruin upon those players’ industrial centers.

The players draw mission cards to find out what kind of targets to go after, plus any special card goodies which influence the missions or modify the aircraft. The aircraft cards that the players draw are a mixed combination from the American, German, and British air fleets. This generic approach throws the whole concept of an historical simulation out of the bomb bay, which will alienate a large segment of air gamers such as the The J.D. Legion of Paper Aces. Separating the nationalities (as can be done in Modern Naval Battles) won’t work here, so the players are stuck with some strange combos. In this respect, it would have been better if the game featured modern aircraft instead of WW2 crates. Developing nations usually equip their arsenals with an assortment of weapons from around the industrialized world.

After set-up, the players who aren’t rebuilding depleted aircrews send their bombers out on missions. The range of the missions can limit escort fighters, and most of the high-value targets are at the longer ranges. The defending player may try to intercept the bombers with his fighters, but they’ll have to make it through the escort’s and bomber’s defensive fire to get their chance. Combat losses occur in the form of aircrew depletions… not the elimination of air cards! After the interceptors have had their fun, the bombers may perform their vocation of unloading their lethal cargoes on the target, which may cause the industrial centers to be flipped to their damaged side. If all centers are damaged already, then further damage eliminates the card. If all industrial centers are removed from a player’s hand, then he’s out of the game.

As play proceeds, “phase advance” cards will be drawn from the mission deck which allows the players to trade in their aircraft for the new models.

That’s basically the gist of 12 O’Clock High; beer ‘n’ pretzel city. There’s not much in the way of forming strategy (that’s never been the strong suit of most card games), devising cute tactics is minimalized,and insightful glimpses of the historical situation are not to be found here. What 12OH game does offer is fast play and entertainment. Gamers looking for little else will be happy.

CAPSULE COMMENTS

Graphic presentation: Quite nice. The aircraft cards are slick, detailed, and colorful. The other game cards are less so, but still very professional. The box cover resembles the movie poster of Empire of the Sun.
Playability: Easy to play, although simplistic. The detail freaks will sneer with contempt.
Replayability: Depends on the gamer and how much they crave detail and strategy planning.
Wristage: Not much.
Creativity: Again, not much.
Historicity: Conspicuously absent here.
Comparisons: GMT’s Down in Flames series of WW2 air campaigns in card format is a better buy. For the strategic treatment, I still prefer Avalon Hill’s old Luftwaffe.
Overall: Well-presented, colorful, and entertaining. Over the Reich players will find nothing special, though.

from WILD WEST PUBLICATIONS
108 aircraft cards, 200 play and mission cards, Victory point markers, 12-page rule booklet, four dice. Boxed.
Wild West Publications, 12188 Brookhurst St., Garden Grove, CA. 92640.


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© Copyright 1993 by Richard Berg
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