The Split Board Game

Thanks to Andre Albert for this wild variation to Axis & Allies that gives new meaning to the phrase, "Fog of War". Andre describes it as, "really easy and loads of fun." It looks that way to me... but the new strategies involved may blow your mind.

What you need to play:

    2 Boards
    2 Sets of Playing Pieces (1 set will work)
    2 to 5 Players
    Referee
    Fighter Scouts (Use a fighter placed on a country marker.)
    Bomber Scouts (Use a bomber placed on a country marker.)
    Sub Scouts (Optional. Use a sub placed on country marker.)
Getting Started

Each team (Axis team and Allied team) sets up their own board, out of the view of their opponent(s). The normal setup is used. According to Andre, "The teams can (if they wish) set up the opponents pieces also, but it just takes longer and after several turns it's useless."

Making Purchases

The weapons development and unit purchase phase or each turn follows the same rules of play as in regular A&A. The referee insures the proper handling of the IPCs and the legal placement of newly purchased units. However, your enemy will not know how much you are spending, what type of units you are buying or where you are placing the new units.

Special Units

Three different types of scouts can be purchased to probe into enemy territory: Fighter Scouts, Bomber Scouts, and Sub Scouts.

    Fighter Scouts: Cost: $6, Movement: 5, Attack: N/A, Defend: N/A
    Bomber Scouts: Cost: $8, Movement: 7, Attack: N/A, Defend: N/A
    Optional -- Sub Scouts: Cost: $6, Movement: 3, Attack: N/A, Defend: N/A (Can only be attacked by plane and they are allowed to occupy an enemy sea zone).
Scouting units are used to probe enemy territory to discover the number of units and type of units that occupy a particular territory. A player using a scout plane must notify the referee of the entire flight path of the air unit and the territory the craft will be scouting. Any territory the scout flies over with an AA in route to it's scouting destination will be subject to AA fire. If the scout successfully lands than the unit data of the scouted territory is reported to the team perform recon operation.

Scouting units may not roll to attack or to defend. They may be take as a normal casualty.

Phases of Each Turn

One phase for each turn has been added to the normal turn sequence.

    Weapons Development
    Unit Purchases
    Scouting Moves
    Combat Moves
    Combat Resoluation
    Non-Combat Moves
    Unit Placement
    Collect IPCS

Combat

Combat is obviously more difficult now because the strength of one's enemy may be unknown. However, once combat begins all of the units involved in the combat are placed on the battle board and combat is resolved according to the standard A&A rules. Therefore, both sides will know the strength of the units involved in the battle. However, if a combat move is made into a country with no units, the combat strength of the attacker should not be revealed.

Blitzing is still an acceptable move, but it is done blindly. If an armored unit attempts to blitz an occupied territory, he must end his combat move in that territory. The referee can not divulge this information, until after all the combat moves have been made.

Final Thoughts

These are the rough details of what could be a very exciting way of playing Axis & Allies. I'll close with Andre's final words: "Well hope you enjoy! This game can take 15 min or 2-4 hours! You'll notice a lot more strategy is involved, and you'll play way more defensive!"

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