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Wild Blue Yonder (formerly Down in Flames) (WBY) Links Last updated June 29, 2019
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Chris Janiec (1st Year)
Round Day Start Time Duration Location
Demo 1/1Th161Exhibit Hall Annex 3
Round 1/3Fr142First Tracks Center
Round 2/3Fr161First Tracks Center
Round 3/3Fr171First Tracks Center
QuarterfinalFr191First Tracks Center
SemifinalFr201First Tracks Center
FinalFr212First Tracks Center
2019 Tournament Format  Swiss Elim

Wild Blue Yonder is part of GMT’s Down In Flames series of card games which simulate the air combat and campaigns of World War II. This fast-paced dogfighting series returns to WBC for the first time since 2007.

In each round, players will play both sides of a six-turn dogfight using designated aircraft and first player from the Wild Blue Yonder game.

The event format is Swiss Elimination, with everyone getting to play three opponents in the first round before eight quarterfinalists advance to single-elimination.

Aircraft used will be:

  • Round 1
    • Match 1 - 2 L/W Bf109E-4* vs. 2 L/W Spitfire I
    • Match 2 - 2 L/W Bf109F-2 vs. 2 L/W Yak-1*
    • Match 3 - 2 L/W Bf109F-4 vs. L/W Hurricane IIb + L/W Spitfire Vb*
  • Quarterfinal - 2 L/W MC.202* vs. L/W Hurricane I + L/W Hurricane IIb
  • Semifinal - L/W Bf109F-4 + L/W Bf110E-2 vs. L/W Hurricane IIc + L/W Kittyhawk Ia*
  • Final - 2 L/W Bf109G-6 vs. L/W La-5FN + L/W Yak-9*
  • * First player

Youngest player chooses which side to fly in the first dogfight of each pairing.

Rules in Play:

All dogfight rules from Wild Blue Yonder will be in play, incorporating the latest errata from the GMT web site. Per WBC event rules, players are expected to bring copies of Wild Blue Yonder to be guaranteed a seat in the tournament. Other volumes in the series are not required and will not be used.


After Round 1, the eight players with the best Win-Loss-Tie records will advance and be seeded accordingly. Equal records will be decided in favor of the best cumulative score for the three rounds, then head-to-head record if applicable. If still tied, the highest-numbered card drawn from a DiF action deck shall prevail.

Starting with the Quarterfinal, if both players have the same total score after both dogfights, the player who had the best score while playing the side with the lower Balance Value wins. If still tied, continue the second dogfight by playing additional complete game-turns as needed until one player scores more points in a Turn than the other.