Overview
Duel in the Dark is a two-player (expandable to 8) asymmetric war game simulating WWII nighttime bombing raids over Germany. The British player plans a secret bombing run with a bomber and a Mosquito fighter-bomber, while the German player defends with fighter squadrons and ground defenses (flak, radar, searchlights, etc.). The game is played over one or more “nights,” with players scoring Victory Points through combat encounters. The British player secretly programs the bomber’s flight path using compass cards, while the German player positions fighters and ground resources to intercept. Weather, altitude, fuel management, and the fog of war create tense cat-and-mouse gameplay.
Components
- Game board (hex map of southeastern England, the English Channel, and northwestern Europe)
- 1 British bomber piece, 1 Mosquito piece
- 4 German fighter squadron pieces with 4 fuel indicator cards
- 37 British compass cards (green for outbound, red for return)
- 6 target/bomb markers
- 40 German Ground Resource Markers (GRMs)
- Red VP marker and Victory track
- Weather cards
- VP summary cards (British and German)
- Player screens (for secret planning)
- Altitude stands for aircraft
Setup
- Choose the number of nights the game will last.
- One player takes the British side, the other the German side.
- British player takes: 1 bomber, 1 Mosquito, 37 compass cards, 6 target/bomb markers, British VP card.
- German player takes: 4 fuel indicators, 4 fighter squadrons, 40 GRMs, German VP card.
- Place the red marker on 0 of the Victory track.
Turn Structure
Each night follows a fixed phase sequence:
Phase 1: Place German Fighters
German player places fighter squadrons on any 4 German airfields (1 per airfield; 2 allowed if a fuel truck is stationed there).
Phase 2: Determine Weather
British player draws a weather card and places weather elements (clouds, thunderstorms, fog, moon phase) on the map as shown.
Phase 3: Plan British Attack
British player secretly selects: starting airfield, target city (green/easy, yellow/moderate, or red/difficult), and landing airfield. Programs the bomber’s course using up to 14 compass cards (green for outbound, red for return). Cards are placed face-down.
Phase 4: Set Up German Defense Resources
German player distributes 40 GRMs across eligible hexes.
Phase 5: Place British Aircraft
British player places the bomber and Mosquito on their chosen airfields (cannot share an airfield).
Phase 6: Execute the Attack and Defense
Repeat each game turn until all aircraft have landed:
- British Mosquito moves (1-2 hexes in any direction)
- German Fighter Squadrons move (1 hex to any adjacent hex)
- British Bomber moves (reveals next compass card, moves accordingly)
A night ends when all planes have landed.
Actions
British Bomber
- Moves by revealing compass cards one at a time. Flight path is pre-programmed and cannot be changed (unless using advanced rules for weather changes or after hitting the target).
- When the bomber reaches the target city hex, it scores VPs based on the target’s value, modified by weather, target markers dropped by the Mosquito, and defenses.
British Mosquito
- Ignores wind direction. Unlimited range. Moves 1-2 hexes per turn in any direction, or circles in the same hex.
- Cannot be attacked by German flak.
- Can fly at low or high altitude, changing between turns.
- Dropping Target Markers: Over the target city, each marker gives +1 VP when the bomber strikes.
- Dropping Bombs: Must fly low. On an airfield: +1 VP when a squadron lands/takes off. On a GRM: destroys the GRM for the rest of the night.
- 6 target/bomb markers available per night, usable in any combination.
German Fighters
- Each squadron moves 1 hex per turn to any adjacent hex.
- Fuel decreases after each move: 2 lines normally, 3 in a headwind, 1 in a tailwind.
- A squadron may circle in the same hex for 1 fuel line.
- When fuel reaches 0, the squadron must land next turn or ditch.
- Squadrons may voluntarily land at any airfield to refuel and take off again next turn.
- Altitude can change by one step after each move. Flying lower than the bomber costs -1 VP in combat.
German Ground Resource Markers (GRMs)
- Flak: +1 VP each time the bomber is in the same hex.
- Radar: +1 VP per squadron in the same hex as radar and the bomber.
- Searchlight: +1 VP per searchlight in the same hex as the bomber and flak; +1 VP per searchlight for squadrons. British: -1 VP per searchlight over target city.
- Balloon Barrier: +1 VP if Mosquito bombs a hex with a balloon. British can neutralize it by bombing.
- Civil Bunker: -2 VP per bunker in target city (permanent, cannot be rearranged).
- Fire Department: Only in cities. Those within 2 hexes of target city can be called in; 2 neutralize 1 British hit. -1 VP per fire department in target city.
- Fuel Truck: Allows 2 squadrons at an airfield (additional trucks add 1 more).
- Smoke Screen: -1 VP per smoke screen over target city. Mosquito must drop extra bombs to neutralize GRMs in smoke hex.
Scoring / Victory Conditions
Victory Points are scored through combat encounters:
- Fighter vs. Mosquito: If a fighter enters the Mosquito’s hex, British gains 1 VP per squadron (max 2). Mosquito at low altitude: -1 VP.
- Bomber vs. Flak/Fighters: German scores when bomber moves into hex with flak or fighters.
- Bomber vs. Target City: British scores the target city’s value, modified by weather, target markers, searchlights, smoke, civil bunkers, etc.
- Ditching: Over Germany = 2 VP for British. Over Britain/sea = 4 VP for British; squadron lost for the game.
The VP marker moves toward the winning country. After completing the agreed number of nights, the player with the most VPs wins.
Alternative: Play 2 nights with same weather, switching sides.
Special Rules & Edge Cases
- Weather Effects: Clouds: -1 VP per fighter vs. bomber, -5 VP from target value. Thunderstorm: -2 VP per fighter vs. bomber, -7 VP from target value, +1 VP for British when squadron takes off/lands in thunderstorm, -2 VP if bomber flies through. Fog: -3 VP from target value, -1/-2 VP for bomber takeoff/landing in fog. Full Moon: +1 VP per fighter vs. bomber, +3 VP to target value. New Moon: -3 VP from target value.
- Altitude: Aircraft use 3 altitude positions. British/German bombers must choose altitude on first move and maintain it all night. Mosquitos can change altitude between turns. If fighters are lower than the bomber, -1 VP for that combat.
- GRM Rearrangement: Each night, all GRMs except civil bunkers may be rearranged.
- Mosquito at Airfields: +1 VP if a squadron takes off from an airfield with the Mosquito (2 VP if the squadron stays in the hex).
Advanced Rules
- More Power for Mosquito: 8 markers instead of 6, but bomber loses 2 VP at target city.
- Weather Changes During Game: At the indicated move, draw a new weather card and move all weather elements 2 hexes in the new wind direction.
- Program Changes: British may replot compass cards after weather changes or hitting the target.
- Medals: Earned through specific encounters, carried between nights, spent for various bonuses (+1 VP in combat, fuel reduction, repairs, destroying GRMs).
Baby Blitz (Expanded Game)
- Adds German He177 bomber and 3 V1 flying bombs attacking British cities.
- British gets 2 bombers (Main Raid and Spoof Raid), 2 Mosquitos, and 12 GRMs for defense.
- German gets 5 fighter squadrons, He177, 3 V1s, and 50 GRMs.
- Extended phase sequence with German bombing runs and V1 attacks.
- Split Raid: A single bomber stream can separate into Main and Spoof raids mid-flight.
- Window/Wilde Sau: British electronic countermeasures vs. German visual interception tactics.
Player Reference
Night Sequence: Place German Fighters -> Weather -> Plan British Attack -> Place German GRMs -> Place British Aircraft -> Execute (Mosquito -> Fighters -> Bomber, repeat)
| Fuel Usage: Normal = 2 lines |
Headwind = 3 lines |
Tailwind = 1 line |
Circle = 1 line |
| Key VP Sources (British): Target city value |
+1 per target marker |
Fighter ditching |
Mosquito vs. fighters |
| Key VP Sources (German): Flak vs. bomber |
Radar + squadrons |
Searchlight combos |
Fighter vs. bomber |
| Weather Modifiers: Clouds -5 VP target |
Thunderstorm -7 VP target |
Fog -3 VP target |
Full Moon +3 VP target |
New Moon -3 VP target |
Win: Most VPs after agreed number of nights