Aeroplane chess
Chinese cross-and-circle board game using airplane pieces.
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Aeroplane chess, known in Chinese as fēixíng qí (literally "aviation game" or "flying chess"), is a cross-and-circle board game from China. It resembles the Western game Ludo and the Indian game Pachisi, but uses miniature airplanes as playing pieces instead of the abstract pawns or beehive-shaped tokens found in those earlier games. The game was developed during the 1900s, and its inventor is unknown, though it may have been directly adapted from Ludo. It has since entered the public domain and is considered one of China's classic modern board games, alongside Jungle and Luzhanqi.
The game is played by two to four people, each controlling four airplane pieces of a single color—typically red, yellow, blue, or green. The board has four starting hangars in the corners, each with an adjacent launch area, and a 52-space multicolored track that cycles through the four colors.
From the track, four arrow-shaped home zones lead inward to the center of the board, which serves as the goal. There are also four shortcut spaces, one per color, often marked with a dashed line and arrow. Play uses a standard six-sided die.
The objective is to move all of one’s own planes from their hangar, around the track, and into the center base of the opponent’s color. A player can only bring a piece onto the board by rolling a six, which also grants an extra turn. On subsequent turns, the player moves a piece clockwise along the track by the number shown on the die. Rolling a second consecutive six gives a third roll; a third consecutive six typically causes the player to lose their turn or return all pieces moved during that turn to their hangar, depending on the house rules.
If a piece lands on an opponent’s piece, that opponent’s piece is sent back to its hangar. Landing on a space matching the piece’s own color triggers an immediate jump to the next space of that color (the distance varies depending on the board layout), and any opposing planes on those jumped squares are also sent back. Landing on a shortcut space of one’s own color allows the piece to take the shortcut, sending any opposing planes under the dashed line back to their hangars. A jump and a shortcut can happen in succession if the jump leads directly to a shortcut.
Ending the game
To finish, a plane must reach the center base on an exact die roll. Once there, it is placed face down in its own hangar, indicating it is done.
The Board & Its Architecture
The physical layout of an aeroplane chess set is deceptively simple yet richly structured. At each of the four corners sits a starting hangar, colour-coded to match one of the four players—red, yellow, blue, and green—with an adjacent launch area where planes first enter the track. The central feature is a multicoloured circular track of exactly 52 spaces, divided evenly among the four colours so that each player's hue appears thirteen times around the loop.
Radiating inward from the track are four arrow-shaped home zones, each funneling a player's planes toward the end spaces at the very centre of the board. Scattered along the track are four shortcut spaces, one per colour, typically marked with a dashed line and a small arrow to signal the alternate route. Players manipulate four airplane pieces per colour, and a standard six-sided die drives every decision. The combination of corners, loop, shortcuts, and central finish line creates a layered geometry that rewards both careful planning and fortunate rolls.
Core Gameplay & the Dance of Sixes
Two to four players compete to ferry all four of their airplane pieces from the corner hangars to the centre of the board. Each turn begins with a die roll. A six is the only roll that lets a plane leave its hangar for the launch area; otherwise, a player advances a piece already on the track clockwise by the number shown. The six carries a special rhythm: rolling it grants an extra turn, and a second consecutive six grants yet another.
A third consecutive six, however, is a curse—any planes moved during the first two sixes must return to their hangars, and play passes on. Landing on an opponent's plane sends it back to its hangar. Landing on a space of one's own colour triggers an automatic four-space jump to the next matching-colour square, sweeping any opponents in that path back as well. Shortcut spaces, marked by dashed lines, offer an alternate route and can be chained with a jump.
To finish, a plane must enter the centre base on an exact roll; the first player to land all four planes there wins, while remaining players continue until a single loser is determined.
Folk Rules & Living Tradition
Like many beloved board games, aeroplane chess thrives on the rules that players invent for themselves, lending the game a distinctly colloquial and folkloric character. House variants are as varied as the families and friend groups who play them. The "Evens" rule, for instance, allows a plane to launch from the hangar on any even-numbered roll rather than requiring a six. "Stacked Movement" lets a player pile same-colour planes on top of one another and move them as a single unit until an opponent lands on the stack.
"Dice Battle" replaces automatic capture with a contested roll: when two planes collide, both players roll the die and the lower roll is sent back. "Open Shortcut" permits a player to use any shortcut space regardless of colour, while "Home Zone Backtrack" forces a player who cannot make an exact roll into the centre to move their piece backwards by the number rolled. "Double Six" shortens the curse so that a second consecutive six—rather than a third—triggers the return of moved pieces.
These optional layers mean that no two tables play quite the same game, and the tradition of improvisation keeps aeroplane chess feeling alive across generations and continents.
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Sources
Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.
- Wikipedia: Aeroplane chess (CC BY-SA 4.0).
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