----- Two Recommended Games -----

You can Order A&A Europe Today!
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You can Order A&A Pacific Today!
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The "Weakened" Atlantic Variant
Some time ago my friends and I completely figured out A&A and began
to grow bored with an allied victory nearly 100% of the time. We started a
new "house rule" that has now leveled the playing field. Our rule is that
All new production by the U.S.A. must move in a westward direction (i.e.
toward japan). Any U.S. units that are on the board at the inception of the
game have the right to move eastward, but all subsequent production must
move westward. This eliminates the ability of the allies to construct a
large navy in the Atlantic. Of course the USA still has "Monroe Doctrine"
authority to protect Brazil, East Indies etc. Germany, has a much freer
hand to conquer Africa and keep the USSR at off its back. This scenario
forces the USA player to really figure out how to get its forces into the
game before Karelia is in jeapordy beyond recovery. As things stand now, we
have been playing this variation for over a year and we like it because
victory is no longer a set deal for the allies. Even when we give the axis
the "assistance" as indicated in the rule book (i.e. no attacking move by
Russia on round one, supersubs for Japan and Jetpower for Germany, and even
no industrial complexes for the allies), an effective allied player can
still crush Germany within 8 rounds. Of course Japan is super strong with
lots of money, but then it is there turn to be beaten down. Please let me
know what you think about this game revision. At times we also add new
elements from A&A Europe and A&A Pacific such as cannons, U.S. marines,
destroyers, etc. but these elements seem to always benefit the allies to the
detriment of the Axis. It should be noted that we always play A&A in which
Russia has no offensive play in round one. In any case, it always seems to
come down to the dice rolls much to my irritation at times. Oh well. I
love it. Thanks for you time.
Tony Seta
Editor's Note: If you choose to use this variant, you may want to read our
Kill Japan First articles in the archives. Thanks Tony!
Two Other New Variants
Have you been looking for new ways to play Axis & Allies? We recently received two variants
from a couple of A&A gamers. Thanks Paul and James!
Risk Style A&A -- Free For All
submitted by Paul Davidson
Instead of having pre-assigned territories and units, each player rolls a
die for the right to choose territory first. Highest roll wins, and all the
players (going clockwise) take turns placing a nationality tile on a
territory. This territory becomes their capital, and gets an immediate
factory.
Then players take turns placing additional tiles on additional territories
until all are exhausted. Capitals are worth 10 and all other territories
are worth 2. Players then determine how much starting cash they get
(determined by the number of territories claimed, which is affected by the
number of players), and the next round of play involves placing whatever
units each player wishes to buy with that money on the territories belong to
each player. On this initial unit-placing round, players need not place
only on industrial complexes.
From there, gameplay proceeds clockwise, with movement, purchasing, and
combat rules just like A&A. Winning conditions require the conquest of two
other capitals.
Other exceptions to A&A rules: Players may keep receiving money (albeit reduced) after losing a capital,
since there is no one to liberate them.
Players may choose to include neutral countries in the initial setup.
Otherwise, neutral countries are worth 1 when invaded and occupied (paying
the 3 IPCs, of course).
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World Conquest
submitted by James Stewart
Each player get's 25 IPC's and AA Gun and a Factory. Each player rolls a die and the highest
roller selects his capitol and places the factory and AA gun there.
That land automatically increases in value to 10 IPC's unless it is worth more.
The player names his Empire. The player then spends his IPC's as he sees fit and
places those units on the board.
The remaining territories not selected as capitals have an "army" strength assigned to them.
For instance South Africa is worth 2. Therefore there are 2 Infantry defending. If the
IPC value is divisible by 2 there is one tank, divisible by 3 there is a fighter, divisible
by 4 AA Gun, 5=Sub, 6=Battleship, 7=Bomber. The object is to be the last man standing.
This game is really fun to play. We play on the World at War board.
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Red Star/White Star Revisited...
One of the most popular variants we've ever come up with for Axis & Allies is
Red Star/White Star.
Recently, I received a wonderful note from a group of A&A fanatics from Central Iowa.
Well after playing this variant they -- Adam Bishop, Elaine Cheaney, Jim Cheaney, Matt Conrad
& Ray Rosine -- offered up some tips to making the game more balanced.
Their ideas are a part of the email below.
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Hi! About a month ago, I was surfing through your Axis & Allies site,
and I printed off a copy of the rules for a variant listed there, "Red
Star White Star," and decided to play-test it. Our gaming group fell in
love with it! It's a fantastic concept, though we did have to make some
changes to the rules to balance it out in favor of the Russian-Japanese
alliance. As written, we feel that the Allies are way too powerful in
this game. With these changes, we have gone from all-Allied wins to
long, drawn-out bloodbaths that see-saw back and forth that keep you
holding your breath as Russia or America makes a daring move that will
make or break the game.
First, we cut the American fleets and the U.K. home fleet in the Atlantic in
half. Eastern U.S. gets 2 transports, Western Spain gets 2
transports, and the North Sea gets 2 transports. There's no way Russia can
handle the U.S. dropping 8 infantry and 2 tanks in Western Europe in
only 2 rounds PLUS everything that Great Britain can bring in! As
written, the Allies start with 14 transports in the Atlantic basin,
while the Axis starts with 0. With that kind of advantage, the Allies
don't need to keep a foothold in Western Europe; they can basically
attack anywhere on the continent anytime they want to, and Russia is
spread way too thin to protect the whole thing.
Even with the Allied fleets cut in half, we have found it VERY difficult
for the Russians to gain (and hold) all of Europe.
Secondly, we give the USSR one sub in the Barents Sea and one transport
in the Black Sea. I don't quite understand the strategic logic of these
two units (I personally voted against the change, but got outvoted), but
apparently the other members of our gaming group really thought it gave
Russia a better chance against the British navy. I see them as target
practice for the RAF.
Thirdly, Russia starts with a bomber in Moscow, and Japan starts with one
in Tokyo.
With these house rules, we have had incredible games, such as a time when
the U.S. player launched an invasion from Alaska into the Japanese home
islands with both the U.S. and Japan having huge fleets. After both
fleets had been whittled down to an American battleship and transports
versus a swarm of Japanese fighters, the U.S. ended up losing transports
loaded with infantry just so he could keep his battleship to clear out
the sea space....and it worked (only one transport made it to Tokyo, but
that's all he needed with some lucky dice rolls for the land invasion)!
Anyway, we want to commend you for posting an excellent variation, and
submit these rule changes for your consideration and perhaps your own
playtesting! Thanks!
Cheers!
Jim Cheaney
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Thanks folks!
History of the World
Want to play a different kind of war game? One that changes everytime you play it?
Unlike A&A where the armies are fixed, History of the World provides incredible
randomness to a great War Game. After, playing the re-release of this game at
Origins, I strongly recommend it.
The game consists of Seven Epochs or Ages that reflect the rise and fall of many different
empires (ie., Egyptians, Romans, Persians, Mongols, Franks, Britons, etc...). Each epoch begins
with each player recieving an empire to play just for
that turn. At the end of each players' turn, that player records the number of points
they currently possess by counting the number of capitals, cities, monuments and areas they control.
The player with the most points at the end of the game wins.
However, if you are one of the leaders at the end of an Epoch, you
will have a great big bullseye on your back.
The player in last place, gets the first empire card and the right to either pass the card on
or keep it. Therefore, the opportunity to "screw" the leader exists on every turn.
And since the leader draws last card they typically (but not always) get stuck with worst
card in the age. Furthermore, most players will team up against the leader to take
the terriotories they currently control. So the game can have a definite ebb and flow to the very last turn.
Well I've seen it... but I haven't played it... yet. Axis & Allies Pacific has been released. It pits
the Japanese against the Allies in the Pacific. When the games starts the board is covered with the red pieces
representing the Japanese Imperialists. The first turn is brutal for the Allies, as the Japanese get the surprise
assault and all allied units defend on a 1!
Don't forget to add in the $12 in units the Germans and the Allies can add to the board before
the game begins.
Obviously, Germany has great concentration of forces in Europe. However, they have long way to
travel to reach the Russian capital. Their progress seems relatively fast at the beginning of the
game, but as they their approach their goal, their supply lines begin to "dry-up". The cash rich
Allies simply must hope Moscow holds out long enough for the assault on Western Europe to take it's
toll on Germany's ability to supply the Eastern Front.