How to play Aeroplane Chess: WANGO Quick and Classic rules
In WANGO Aeroplane Chess, players take turns rolling a die and moving a plane along the route. Be the first to bring every plane exactly to the finish. Learn the route, then compare takeoff, jumps and capture opportunities.
For the WANGO edition · Quick quick-v1 / Classic classic-v1. Other editions of Aeroplane Chess may use different rules.
Aeroplane Chess · 0
2–4 players · Quick / Classic; duration varies with rolls
WANGO trial aeroplane-wango-v1; Quick quick-v1 / Classic classic-v1, checked 2026-10-22.
WANGO Aeroplane Chess trial and rules
How do Quick and Classic start differently?
| Setup | Quick | Classic |
|---|---|---|
| Planes per player | 3 | 4 |
| Starting position | 1 at takeoff, 2 at the airport | All at the airport |
Both modes support 2–4 players; two players use opposite colors. They share the 52-space loop, and every plane must finish exactly to win.
Winning and ending the game
Be the first to land every plane exactly at the finish: 3 planes in Quick, 4 in Classic.
Setup
Start with the 52-cell circuit
52-cell shared circuit
- Four colors alternate around a closed circuit of 52 cells.
- The four starting positions are 13 cells apart. Numbers are diagram references, not extra cells.
Each player’s separate areas
- Airport: wait for a 6 to launch.
- Takeoff: a separate position after launching.
- Home lane: six private cells of your color, with the innermost cell as the finish.
No. The 52 cells form the shared outer circuit. Airports, separate takeoff positions and each color’s six-cell home lane are outside that count. A 52-cell board does not mean every plane visits all 52 cells.
Turn sequence
Roll → select a legal plane → preview its complete route and landings → confirm → roll again or pass the turn.
Roll and launch
No. Launching only moves one airport plane to its separate takeoff position. Alternatively, move a plane already out of the airport six cells. A 6 grants another roll.
Takeoff is outside the 52-cell circuit; it is not a 53rd circuit cell.
Compare full routes
Select each plane to inspect the landings of its dice move, color jump and flight.
You can change selection before confirming. Crossing a cell is not landing there.
Confirm and resolve
Confirm the move, resolve captures at segment landings, or enter your own home lane.
Captured planes return to the airport. Your home lane is private.
Extra rolls and turn end
A 6 grants another roll. A third consecutive 6 ends the turn without a move for that roll.
Earlier completed moves stay in place.
A 6 grants another roll; otherwise pass the turn, with the third consecutive 6 as the exception.
Scoring and settlement
Distance traveled is not a score. Landing every plane wins.
Arrived planes
Count planes that have landed exactly. Other players show arrival counts, without invented second-to-fourth placings.
- Be the first to land every plane exactly at the finish: 3 planes in Quick, 4 in Classic.
Common rules and exceptions
Do the 52 cells include airports and home lanes?
No. The 52 cells form the shared outer circuit. Airports, separate takeoff positions and each color’s six-cell home lane are outside that count. A 52-cell board does not mean every plane visits all 52 cells.
How do Quick and Classic differ?
Quick has 3 planes per player, with one already at takeoff. Classic has 4, all in the airport. Both use the same 52-cell circuit and support 2–4 players; two players use opposite colors.
Does launching on a 6 also move six cells?
No. Launching only moves one airport plane to its separate takeoff position. Alternatively, move a plane already out of the airport six cells. A 6 grants another roll.
Do same-color jumps keep chaining?
A dice landing on your own color normally jumps forward four cells once, without endless chaining. A direct landing on the flight entrance flies and then jumps four; reaching that entrance by a jump flies and stops. Jumps do not force a plane beyond the circuit into its home lane. Check the full route preview.
Does passing an opponent capture it?
No. Captures resolve only at the actual endpoints of the move, jump or flight segments. Merely crossing a plane does not capture it. Opponents on a landing return to their airports; opponents cannot enter your home lane.
What happens if the roll overshoots the finish?
You must land exactly at the finish. Excess steps bounce back along your home lane. Passing the finish does not count as arriving.
Does a third consecutive 6 undo the earlier moves?
No. The third 6 ends the turn without moving that roll. Earlier completed actions remain.
Which play modes are available?
Play against AI, pass the same screen, or create/join a friends room. Friends rooms use server dice and support reconnecting and rematches; local games can autosave and resume.
Two cells from home, rolling 4
A plane is in its private home lane, two cells from the finish, and rolls 4.
Move two cells to the finish
Two steps remain from the roll.
Passing the finish is not an arrival.
Arrival requires ending the complete move exactly at the finish.
Bounce back two cells
Move two cells back along the home lane.
The plane ends two cells from the finish.
You must land exactly at the finish. Excess steps bounce back along your home lane. Passing the finish does not count as arriving.
Distances are relative to the finish, separate from the outer circuit’s 52-cell numbering.
Remember for your first game
- No. The 52 cells form the shared outer circuit. Airports, separate takeoff positions and each color’s six-cell home lane are outside that count. A 52-cell board does not mean every plane visits all 52 cells.
- No. Captures resolve only at the actual endpoints of the move, jump or flight segments. Merely crossing a plane does not capture it. Opponents on a landing return to their airports; opponents cannot enter your home lane.
No. The 52 cells form the shared outer circuit. Airports, separate takeoff positions and each color’s six-cell home lane are outside that count. A 52-cell board does not mean every plane visits all 52 cells.
Getting started: questions and answers
Who is Aeroplane Chess for?
A relaxed race for friends, with jumps, chases and reversals.
What should first-time Aeroplane Chess players remember?
WANGO trial aeroplane-wango-v1; Quick quick-v1 / Classic classic-v1, checked 2026-10-22.