Contents
Axis and Allies Game Rules
Hey there! Are you ready to learn how to play Axis and Allies? Well, get ready because I’m here to guide you through the rules of this exciting game. It’s gonna be a blast!
Now, let’s talk about the rules. But don’t worry, it’s not as complicated as it seems. Basically, Axis and Allies is a board game where you take on the role of one of the major powers during World War II. The goal is to conquer as much territory as possible and be the last one standing.
To start the game, each player is assigned a country. You can choose to be either a part of the Axis powers (Germany, Japan, and Italy) or the Allied powers (United States, United Kingdom, and the Soviet Union). Each country has its own unique strengths and weaknesses, so choose wisely!
Once you’ve chosen your country, it’s time to strategize. You’ll need to think carefully about how you want to allocate your resources and where you want to focus your efforts. Do you want to build up your army and go for an all-out attack, or do you prefer a more defensive approach? It’s up to you!
When it’s your turn, you’ll have a few different options. You can produce new units, move your existing units, or engage in combat with your opponent. But be careful! Every decision you make can have a big impact on the outcome of the game.
One of the most important aspects of Axis and Allies is the concept of territories. Each country has its own territories that you’ll need to defend and, if possible, capture from your opponent. The more territories you control, the more resources you’ll have at your disposal. And trust me, you’ll need all the resources you can get!
Now, let’s not forget about the importance of teamwork. Axis and Allies is a game that requires cooperation and coordination with your teammates. You’ll need to communicate and work together to come up with the best strategies and make the right moves. Remember, it’s all about teamwork!
So, that’s the gist of Axis and Allies. It’s a thrilling game that will test your strategic thinking and teamwork skills. Whether you’re a history buff or just a fan of board games, this one is definitely worth a try.
Now that you know the basics, it’s time to gather your friends, set up the board, and let the battle begin. Good luck, and may the best power win!
- There are 4 game boards
- There are 7 cards
- There are 178 markers and pieces
- There are 8 storage and boxes
- There are 14 double-sided dice
- There are 80 plastic chips
- There is 90 paper money
- There are 672 plastic miniatures
Game Board
Areas
Each area is always in one of 3 conditions:
- Friendly An area with a control marker belonging to you or a friendly power.
- Hostile An area with a control marker held by an enemy power.
- Neutral An area that has no IPC value and no national control symbol. It is not controlled by any power. They are inaccessible, you cannot attack or even move to or through this area.
Most areas have a form of income called Industrial Production Certificates (IPC), which range from 1 to 12. After each victory, you can move the IPC marker based on the value of the area. Some areas, like Gibraltar, do not have IPC.
Sea Areas
Sea areas can be friendly or hostile, depending on the presence of enemy surface warships.
Note: The presence of enemy submarines and/or transports does not make a sea area hostile.
Islands
An island is a piece of land or territory in the sea. Air units can land on it, and ground troops can disembark from transport ships.
Canals
Sea units can move through a canal if you control their side at the start of your turn.
Victory Cities
There are 18 victory cities on the map. They were chosen based on their historical importance (industrial, strategic, and others) in 1942.
Each city has a corresponding token that is exchanged when the territory is won or lost.
Power Blocks
Nation | Color | |
United States of America | Green | |
Germany | Gray | |
United Kingdom | Beige | |
Japan | Orange | |
Soviet Union | Chestnut Brown | |
Italy | Brown | |
China | Light Green |
When we look at the color of anti-aircraft defense and industrial complexes, we can see that they are light gray.
Now, let’s talk about how to set up the game. There are a few steps to follow:
1. First, let’s assign a power or nation to each player.
Player 1 can choose between Germany, Italy, or Japan.
Player 2 can choose between the Soviet Union, the United Kingdom, or the United States.
2. If there are three players, the setup is slightly different.
Player 1 can choose between Germany or Italy.
Player 2 can choose Japan.
Player 3 can choose between the Soviet Union, the United Kingdom, or the United States.
3. For four players, the setup changes again.
Player 1 can choose between Germany or Italy.
Player 2 can choose Japan.
Player 3 can choose the United Kingdom.
Player 4 can choose between the Soviet Union or the United States.
4. Finally, if there are five players, here’s the setup:
Player 1 can choose Germany.
Player 2 can choose Japan.
Player 3 can choose Italy.
Player 4 can choose the Soviet Union.
Player 5 can choose the United Kingdom.
- Player 1: Germany
- Player 2: Japan
- Player 3: Italy
- Player 4: Soviet Union
- Player 5: United Kingdom
- Player 6: United States
1941 Scenario
Germany | Berlin, Paris, Warsaw | 31 | |
Japan | Tokyo and Shanghai | 17 | |
Italy | Rome | 10 | |
United States | Washington, San Francisco, Honolulu and Manila | 40 | United Kingdom | London, Calcutta, Sydney, Hong Kong and Ottawa | 43 |
Soviet Union | Moscow, Stalingrad, and Leningrad | 30 |
1942 Scenario
Germany | Berlin, Paris, Warsaw | 31 |
Japan | Tokyo and Shanghai | 31 |
Italy | Rome | 10 |
United States | Washington, San Francisco and Honolulu | 38 |
United Kingdom | London, Calcutta, Sydney and Ottawa | 31 |
Soviet Union | Moscow, Stalingrad, and Leningrad | 24 |
Hey there! Let’s talk about the 1942 Scenario in Axis & Allies. This is an interesting game variant that takes place during the year 1942 of World War II. In this scenario, each nation starts with a different number of victory cities and IPCs (Industrial Production Certificates).
Germany, for example, begins with three victory cities – Berlin, Paris, and Warsaw – and 31 IPCs to use for their strategic planning. Japan also has three victory cities – Tokyo and Shanghai – and the same number of IPCs as Germany. Italy is a little different, starting with just one victory city – Rome – and 10 IPCs.
Now let’s move on to the Allied powers. The United States starts with a whopping 38 IPCs and three victory cities – Washington, San Francisco, and Honolulu. The United Kingdom has four victory cities – London, Calcutta, Sydney, and Ottawa – and the same number of IPCs as Germany and Japan. Lastly, the Soviet Union starts with three victory cities – Moscow, Stalingrad, and Leningrad – and 24 IPCs.
Each nation’s starting position and resources give them unique advantages and challenges as they vie for victory in the game. So, if you’re ready to dive into history and experience the strategic complexities of World War II, the 1942 Scenario in Axis & Allies is definitely worth checking out!
China and Its Importance
China, a vast country located in Eastern Asia, is known for its rich history, cultural heritage, and extraordinary achievements. From ancient times to the present day, China has always held a prominent place in the world. As I explore the significance of China, I invite you to join me on this fascinating journey.
The Magnificence of Chinese Civilization
When I think of China, a multitude of elements come to mind. It’s impossible not to marvel at the Great Wall of China, an incredible architectural feat that stretches over thousands of kilometers.
At the same time, I ponder the grandeur and intricacy of traditional Chinese artwork. From calligraphy to porcelain, each piece transports me to a world of elegance and beauty.
Progress and Innovation
China is not only rich in history; it is also at the forefront of technological advancements. From the invention of paper and gunpowder to the development of high-speed rail and space exploration, the Chinese have continuously pushed boundaries.
Furthermore, China’s economic growth has been astounding. It is now one of the world’s largest economies, with a massive impact on the global marketplace. This growth has undoubtedly elevated China’s stature in the international arena.
The Power of Chinese Culture
Chinese culture is a tapestry woven with countless threads of tradition and belief. From Confucianism to Taoism, Chinese philosophy has influenced the moral and ethical perspectives of millions of people around the world.
Chinese cuisine is another captivating aspect of this vibrant culture. The flavors and aromas of dishes like dumplings and stir-fried noodles reflect the diversity and depth of Chinese culinary traditions.
The Path to the Future
China’s influence continues to expand globally. With its ever-growing population and advancements in fields such as renewable energy and artificial intelligence, China is poised to shape the future of our world.
As I explore the wonders of China, my admiration for its beauty and achievements deepens. The importance of China cannot be overstated, as it is a true powerhouse of history, culture, innovation, and influence.
When I play Axis & Allies, there’s this fascinating dynamic I have to consider: the interaction between American and Chinese forces. It’s like they’re on the same team, but they operate independently.
Now, the Chinese territories have these values called IPCs. They represent the amount of resources the Axis player can receive when they control the territory. But here’s the interesting part: if the Chinese territories aren’t under Axis control, the American player gets to add new infantry units during their purchase phase. They get one unit for every two Chinese territories.
It’s important to note that Chinese units have certain limitations. They can only occupy territories within a specific range, which is indicated by the colored border. However, they do have the ability to move into Kiangsu and Manchuria.
Here’s something else to keep in mind: Chinese units cannot be loaded onto transport ships. They have to find another way to get around.
Kwangtung is a special case. Since it’s not Chinese territory, China cannot control it. Chinese forces can attack and occupy Axis units there, but the IPCs generated in Kwangtung go to the United Kingdom. This is the only non-Chinese territory that Chinese units are allowed to occupy.
Order of players or nations
The order of players depends on the scenario:
1941 Scenario
- Germany
- Soviet Union
- Japan
- United Kingdom
- Japan
- Soviet Union
- Germany
- United Kingdom
- Italy
- United States
The 1942 Scenario
When it comes to the order of turns in Axis & Allies, I’m sure you’ll agree that it can get a bit confusing. But, fear not! I’m here to guide you through it.
First up is Japan. They lead the way and set the stage for the rest of the game. With their powerful military and strategic position in Asia, they’re a force to be reckoned with.
Next in line is the Soviet Union. With their vast territory and strong defense, they’re a formidable opponent. It’s important to keep an eye on them and make sure they don’t become too powerful.
Germany is the third power to take their turn. With their blitzkrieg tactics and their goal of conquering Europe, they’re a force to be reckoned with. Good luck keeping them in check!
The United Kingdom is the fourth power in the game. With their strong navy and global reach, they’re a key player in both Europe and the Pacific. Make sure to keep an eye on their movements and defend your territories.
Italy is the fifth power to take their turn. With their ambition to recreate the Roman Empire, they’re a force to be reckoned with in the Mediterranean. Be prepared to defend your territories and counter their moves.
Finally, we have the United States. They’re the last power to take their turn, but don’t underestimate them. With their vast resources and industrial power, they can quickly become a major player in the war.
Now that you know the turn order, you can plan your strategy accordingly. Good luck and may the best strategist win!
The Order of Turns
When you’re playing this game, there are several steps you’ll go through each turn. Let me explain them to you:
- Research and Development
- Purchasing troops
- Attacking movements
- Executing battles
- Peaceful movements
- Placement of new troops
- Collecting income
After the turn of the United States player, we check if there is a possible victory. If neither side has won, we move on to a new turn or round.
1. Research and Development
In this phase, you have the opportunity to improve your technologies:
Buy research tokens
Roll the dice
A technological breakthrough
Mark the new breakthrough
2. Purchasing troops
It’s time to issue IPCs for additional troops. You can purchase any unit on your nation’s national setup chart.
Each industrial complex can produce as many new troops as the IPC value indicated on the territory it is located. However, it can only produce one less unit for each point of damage it has. Removing each damage point costs 1 IPC.
Purchasing Troops Order
Order troops
Pay for troops & repairs
Place purchased units in Mobilization Zone
3. Attack Moves
Move as many units as you want into enemy (sea) territories.
Moving troops into enemy territories counts as an attack move, even if the area is not currently occupied by a military unit.
Hey there! Let’s talk about how to move units in Axis & Allies. It’s a strategy game where you can move your units through friendly territories towards enemy territories.
When you move a unit out of a territory, you still have control of that territory until an enemy comes onto it.
All attacking moves happen at the same time. You can’t send extra units during a battle.
Enemy submarines and transport ships can’t block attacks, so you don’t need to attack them.
4. Engaging in Battles
An ally can never attack another ally. For example, Germany can’t attack Japan, and England can’t attack Russia.
Battle Sequence
Strategic Bombing
Amphibious Attacks
Step 1: Naval Battle
If there are defensive warships present, we need to have a naval battle first. In the case of only defensive submarines or transport ships, the attacker can choose whether to attack them or not. If a naval battle takes place, all attacking naval units also participate.
Step 2: Battleship and Cruiser Bombardment
If there was no naval battle, the corresponding battleships and cruisers can bombard the coastal area. Roll a dice for each battleship and cruiser. The battleship hits on a roll of 4 or less, while the cruiser hits on a roll of 3 or less. For each hit, the defender must place a unit in the casualty zone, but they can still defend during the land battle.
The Battle
- Step 3: Ground Combat Attacking land units can come from the sea or from adjacent fields (land). If no land units survived the naval battle, or if the attacking ships have retreated after the naval battle, the units that came via land must still fight. They can only retreat in the next round. If the attacker has no more attacking land units, the attack is over. Ground units attacking overland must always retreat as a group at the same time and to the same place. Attacking land units (that came from the sea) cannot retreat! The defending air force can only participate in ground combat and not in naval combat.
- Step 1: Set up your troops on the battlefield. Each number in the column of the battlefield represents the attack or defense value of the units. For example, an attacking infantry has a value of 1, while a defending infantry has a value of 2. Cargo does not move (in sea battles) and is lost when the transport ship is destroyed.
- Step 2: The attacking units fire. Submarines have a surprise attack. Both attacking and defending submarines can fire once in a sea battle before the actual combat begins. An attacking unit hits if the dice roll is equal to or less than the attack value. After the attacking player rolls for all their units, the defending player chooses the units that have been hit and places them in the casualties zone.
- Standard: 15
- Projection: 13
- Total War: 18
5. Peaceful Movements
Step 3: The defensive units fire. For each defense value, I roll one die per defensive unit simultaneously. So, for example, infantry and tanks roll together, as do fighters and battleships. A defensive unit hits when the rolled number is equal to or lower than the defense value. So, for instance, an infantry unit hits on a roll of 2 or 1. If any units are hit, the attacker chooses and removes them from the game.
Step 4: The defender removes the casualties. The defender removes the troops in the casualty zone from the game.
Step 5: Attack again or retreat. Steps 1-4 repeat 1-4 times, unless:
– The attacker loses all units
– The defender loses all units
– The attacker decides to retreat.
During this phase, I can only move units that haven’t already moved or attacked.
I move my troops to strengthen vulnerable areas or reinforce units at the front.
It’s also important for all surviving aircraft to land now.
Only aircraft and submarines can move through enemy territory during this phase (to areas that were friendly at the start of my turn).
6. Placing new troops
So, I have to move the newly purchased units from the mobilization zone to the game board. You can only place units in fields with an industrial complex, and you must already control this field at the beginning of your turn.
Therefore, you cannot yet use new industrial complexes that you won during this turn.
For each industrial complex, you can place as many units as the IPC value of the field on which the industrial complex is located. This limit also includes the adjacent sea areas.
You cannot place new units at an industrial complex held by a friendly power unless your capital is in enemy hands.
Place new industrial complexes in each field that you controlled at the beginning of your turn. This field must have an income of at least 1.
Hey there! Did you know that you can only have one industrial complex per field? It’s true! You gotta keep this in mind when you’re playing.
And here’s an interesting tip for you: if you don’t place your units on the map during your turn, don’t worry, they won’t be lost. Phew!
7. Collecting income
Take a look at the national production chart to see how many IPCs you should receive from the bank.
If your capital is under enemy control, you won’t receive any bonus income.
A nation cannot borrow or lend IPCs to another power.
Once you have completed your national objectives, you can receive a bonus income of 5 or more IPCs per turn.
Winning the game
At the end of the United States player’s turn, check if either side has won the game based on the victory conditions: