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?

SetupQuickClassic
Planes per player34
Starting position1 at takeoff, 2 at the airportAll 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

  1. Four colors alternate around a closed circuit of 52 cells.
  2. The four starting positions are 13 cells apart. Numbers are diagram references, not extra cells.

Each player’s separate areas

  1. Airport: wait for a 6 to launch.
  2. Takeoff: a separate position after launching.
  3. 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.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

Does a third consecutive 6 undo the earlier moves?

No. The third 6 ends the turn without moving that roll. Earlier completed actions remain.

Rule source: aeroplane-wango-v1

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.

Rule source: aeroplane-wango-v1

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

  1. 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.
  2. 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.

Learn the rules · Strategy and opening plans