The last time there was a board game based on the 1986 film,
Top Gun, it was Top Gun: The Game of Modern Fighter Combat, published by FASA,
also in 1986. It was a game of aerial combat which took the players from Pensacola:
Flight School to Miramar: Top Gun School and pitched them into simulated
battles between the fighters from the USA, the USSR, and other world powers of
the late Cold war period. It even included rules for incorporating the game
into FASA’s BattleTech universe and allowed players to field atmospheric
fighters against aerospace fighters, although the technologies between the two
differ greatly. The Top Gun Strategy Game is the second board game based on the
1986 film and it is a very different beast.
The Top Gun Strategy Game is designed by Prospero Hall, the collaborative game
design studio responsible for games such as Horrified and Jaws. Both
of which are fantastically thematic designs and highly playable adaptations of
their source material. Published by Mixlore, the Top Gun Strategy Game is designed to be played two to four players, aged ten and up. It
draws directly upon the film itself, but does not send the players into direct
combat—only mock combat—and employs the same two-stage game play as seen in
Jaws. The players take the roles of Team Maverick/Goose and Team Iceman/Slider,
pilot and WSO or Weapons System Operator, respectively. In the first half of
the game, the ‘Volleyball Phase’, the two teams face off against each other on
the volleyball court. The team that beats the other gains self-confidence or
intimidates the team, which grants them an advantage in the ‘Hop Phase’ when
the two teams engage in an aerial dogfight in an attempt to acquire valuable
target lock on their opponent and so secure a swift victory. The game play will
switch back and forth between the ‘Volleyball Phase’ and the ‘Hop Phase’ until one
team scores sufficient points to win.
The components for the ‘Volleyball Phase’ consist of
nineteen Volleyball cards, a Volleyball token, and a Volleyball Net, the latter
two items in thick card. The Volleyball cards are divided into two identical
sets, the same for each team, a pink set for Maverick and Goose, and a blue set
for Iceman and Slider. Each set is laid out face down as a three-by-three grid
on each side of the Volleyball Net and consists of five card types. When
revealed, the Set card and the Bump cards allow the player with control of the
ball to move it orthogonally to another card and reveal it. This can be one of
his own cards or his rival’s across the net. The Set card allows the ball to be
moved one space and the Bump card one or two spaces. The Spike card enables the
controlling player to place the ball on one of his opponent’s cards which is
still face down. The aim for each team is to find and reveal its opponent’s
Whiff cards. When this happens, the team who reveals this, can draw Pilot Tiles
or WSO Cards which will provide an advantage in the ‘Hop Phase’. Each team has
three Whiff cards and once a team has revealed all three of its opposing team,
it wins the volleyball match. The winning team decides who will play as the
Attacker and the Defender in the ‘Hop Phase’.
In addition, there is a fifth card type, the Bump Save card. Each team can use
it once to prevent a face-down card from being revealed. It is instead used as
a Bump. Overall, the ‘Volleyball Phase’ plays quickly and easily, and has the
feel of a volleyball game.
The components for the ‘Hop Phase’ are more complex. Each team has a Cockpit
Shield, a set of Pilot Tiles and WSO cards, and a plane. In addition, there is
a Hop Board, six Hop Scenario cards, a set of Waypoint Tokens, Target Lock
Tokens, green Pilot Tiles, green WSO cards, and a set of four dice. The Cockpit
Shields are used to keep each Team’s decision hidden, whilst the Pilot Tiles
are used to determine a plane’s movement. Each Pilot Tile consists of two
joined hexes, one indicating the plane’s starting position and finishing
position and direction, as a potential change of elevation. Each plane slots
into a stand on which its elevation can be adjusted to one of four positions. Each
WSO card shows a hex grid at the centre of which is marked a plane. In front of
it are several numbered ‘Target lock Attack Hexes’, whilst behind it are several
‘Countermeasure Defence Hexes’, again numbered. Each WSO card in a team’s hand
can only be played once unless the Retrieve card is played, which returns all
played cards to a team’s hand, but prevents them from attacking or defending
that turn. The Hop Board shows a seven by eight grid of hexes of the skies near
TOPGUN, the Naval Fighter Weapons School at Naval Air Station Miramar. The
Waypoint Tokens are placed on the Hop Board on spaces marked on the Hop
Scenario cards. These are double-sided and as well as hexes indicating where
the Waypoint Tokens are placed, each Hop Scenario card gives the starting
position and elevation for each plane. The four dice are marked with blanks and
Target Lock icons and are rolled when attempting a target lock. The green WSO
cards and the green Pilot Tiles show different ‘Target lock Attack Hexes’ and ‘Countermeasure
Defence Hexes’ and manoeuvres to the standard ones which each team starts play
with.
To play, a Hop Scenario card is selected, and the Hop Board
set according to its layout. Each team chooses two Pilot Tiles and a WSO card.
The Pilot Tiles are played, the defending team moving first, followed by the
attacking team. This will result in a change of position and potentially, elevation.
The WSO cards are revealed and if a defending plane falls within the ‘Target
lock Attack Hexes’ marked on the WSO card, the attacking team rolls a number of
dice equal to the number on hex that the targeted plane is in. The number of
dice can be reduced if the attacking plane is in the ‘Countermeasure Defence
Hexes’ marked on the defending team’s WSO card. Being at a higher elevation
will grant an extra die, or lose a die if at a lower elevation. If a Target
Lock symbol on any of the dice is rolled, Target Lock is achieved, and the
attacking receives a Target Lock token.
Play continues like this from turn to turn until one team achieves a Target
Lock, the defending team has collected three of the Waypoint tokens, or either
team manages to achieve the ‘Flipping the Bird’ manoeuvre as per the film. Once
achieved, the ‘Hop Phase’ is over. At this point, if a team has scored a total
of twelve or more points from achieving Target Locks and/or collecting Waypoint
Tokens, it has won the game. If not, play switches back to the ‘Volleyball
Phase’, then to the ‘Hop Phase’, and so on until one team wins.
Physically, the Top Gun Strategy Game reflects it low price.
The cards are a bit thin and do need to be sleeved if the game is be played
more than a few times. The Volleyball Net is difficult to set up and to be
honest does not add that much to the game anyway. The planes and their stands with
their poles for changing elevation are decently produced and although slightly
fiddly to use, do add a lot to the game and give it a sense of space. The rules
are easy to read and understand. One last issue is the choice of colours. Pink
and blue neon. Which do give the game a singular look.
The Top Gun Strategy Game is two games in one. The ‘Volleyball Phase’ is a
short, primarily luck-based mini-game whose game play will quickly pale in
comparison to the complexities and options in the ‘Hop Phase’. It also does not
really work as a game for more than two players as there are not enough
decisions to be made in playing it, whereas the ‘Hop Phase’ actually works
better with four players rather than two. With two players on each team, one
can be the pilot and one the Weapons System Operator, responsible each turn for
selecting the Pilot Tiles and WSO card respectively. This forces them to work
together as shown in the film as attacker and defender attempt to out manoeuvre
each other and line up the Target Lock needed to win each ‘Hop Phase’. The
Waypoint Tokens add a tactical element too, as the defending plane races
through them to collect them and the attacking plane chases, attempting to stop
it from collecting too many whilst the remaining Waypoint Tokens predict where
the defending plane might be headed.
The Top Gun Strategy Game is an odd game. An aerial combat
game combined with a volleyball game and done in neon colours like the cover to
an eighties’ computer game. Nor is it a ‘strategy’ game, but rather one that is
tactical and that really only in the dogfights. The ‘Volleyball Phase’ does not
add all that much to the play of the ‘Hop Phase’ and actually having to go
back, set it up again and replay it soon becomes a chore, especially if there
are four players, because it leaves a player on each team with little to really
do. It is possible to alternate, but it does not really matter that much in
what is a random phase anyway. Thankfully, the ‘Hop Phase’ offers actual
decisions and a little deduction to work out the best Pilot Tiles and WSO card
to use, and whilst the Hop Scenario cards add some variety in terms of set-up,
it is not that much.
Ultimately, the Top Gun Strategy Game is a game for the fan
of the film who does not mind playing the odd board game. For the regular board
game player, there is not enough depth to the game to really want to replay it
more than once or twice and it is certainly too light a game for devotees of
aerial combat games. Prospero Hall has designed some excellent games, matching
up mechanics with theme to create some excellent emulations of the films they
draw from, but the Top Gun Strategy Game is not one of them. The best of the Prospero Hall designs do two things. One is to engage the players in the story of the film or source material, the second is to enable them to play and make that story their own, but the Top Gun Strategy Game only just achieves the first and never manages the second. If you feel the
need for speed, then the Top Gun Strategy Game might be all you need, but there
are definitely better and more fun air combat games available that do not
require you to simulate a game of volleyball.