• Well
    I added cards to my own World at War game.
    It will be hard to make generic cards for all A&A games.

    Yemble…
    You have to be sure that the event card is clear.
    So let see.

    -TYPHOON IN THE PACIFIC.
    Warhips cannot move in or out of Japan sea zone.

    Each turn German and Japan player pick an axis event card and the allies (USSR,USA and UK) make the same.
    There’s 52 cards. 28 good and 24 bad for the axis. 26 good and 26 bad for the allies.

    AL.


  • can you post them?


  • Posted a sample of some of them on the following site.  You can also save the Microsoft Word File I created them in.  They are all pretty generic so that people can change em however they want.

    http://yemble.tripod.com/id22.html


  • HI IL.

    I send the list in your email.

    And by the way, pictures of my map.

    You can post it on the this forum if you like.

    AL.


  • I got the cards… but no pictures of the map. can you resend them?


  • I’ll send the pictures of my map.

    Al.

  • Customizer

    Can the rest of us see it?

    I want cards featuring Generals; I seem to remember some posted somewhere, but can’t find them.  I don’t much care for the random stuff, though, leave that to combat rolls.


  • Yemble, thanks much for the post and idea.  I have the Attack Expansion, and think that the selection of cards in it is quite good.  It would resemble in some repects the event cards in the Mayfair railroad games that may effect everyone, one player, or no one, depending on their location and status.  If you simply used a standard 52 card deck, and then made up a chart for each Axis & Allied variant:  Classic, Revised, Europe, Pacific, you could tailor it to each game.  Just cross reference the suit and value of the card drawn to a specific event, technology, improvement, or windfall.  Have say spades be weather, clubs be technology, hearts be improvement/problem, and diamonds a windfall/penalty of some sort.  A friend and I are doing something similar for History of the World,  I just had not thought of cards in relation to Axis and Allies.  I should have, as the use of cards is mentioned quite a lot in my war game design books.  I will need to look through them for some ideas, and then post what I come up with.


  • Yea, problem is I don’t play the board game that much anymore, I simply play triplea.  Makes me wish I knew java so I could mess with everyting myself, add cards, technologies, national advantages etc.  Oh well.

    You designing your own game as well?


  • Its a pity “house rules” are not a priority for TripleA, which hasn’t fully supported Pacific and Europe yet.
    At one stage the project leader did consider having a more versatile template so people can setup their own own rules easier.

    But sounds like you know programming just not Java. If thats the case learn Java. Its an “easy” language selected by many 1st year programming courses.


  • Actually, I am presently working up lesson plans for teachers to use the various Axis and Allies games in middle school and high school history classes to better understand WW2.  I teach a historical board gaming class every summer for 3 weeks, and we use Axis and Allies a lot.  Right now, the man I teach with and I are working on a new edition of History of the World to present to Hasbro, and I am trying to buy the right to re-issue Eagle Games’s War: Age of Imperialism.  We are in the initial discussions of setting up our own game company as well.  To start with, I am considering producing expansions of the Axis and Allies games for schools to use.  Since Hasbro will not sell unit packs for Axis and Allies, I might have to have my own molds made and produce my own figures.  Still working on that as well.  My son is learning Java, and I hope to eventually be able to work on computer games as well.

  • Customizer

    I’d be interested to see what you’ve done with HOTW.

    Did some stuff with this myself a couple of years back, including this map:

    http://www.boardgamegeek.com/file/19372/Map2.gif

    Also have a large “nations” database and rules suggestions if you’d care to knock heads.

    You may also be interested in “Barbaria”, a game being developed by Lew “Britannia” Pulsipher covering Dark Age Europe in the same vein.  You can see details by joining Lew’s Eurobrit Yahoo group:

    http://games.groups.yahoo.com/group/eurobrit/


  • That is a very interesting map.  Did you differentiate Victory Point values between the various terrains?  I would enjoy bumping heads, but first would need to check with Chris, as we are looking at copyrighting our material before talking with Hasbro, and then depending how that goes, possibly purchasing rights to the game from them.  Is it possible to download the map so that I could take it to Kinko’s for reproduction at about 24 by 36 inches, and then laminate it?  It does give more possibilities to the US and German player who come in so late.

  • Customizer

    Please feel free to copy the map.  Have in mind it’s designed with several hundred nations in the game, so possibilities are there for many of them. On the Eurobrit site are a couple of earlier versions with fewer territories, along with some rules I’ve forgotten!  I started with adding Sicily and took it from there…

    Lew has just posted more details on Barbaria including playtest and nations list which I’ll have to get round to comparing with my own.


  • I teach history and have often thought of how to incorperate AA into some of my lessons.  Unfortunately time constraints limits what I can really do with my middle school students.  But I am very interested in what you do.  If you need any help I will certainly like to be of some assistance.


  • @tekkyy:

    Its a pity “house rules” are not a priority for TripleA, which hasn’t fully supported Pacific and Europe yet.
    At one stage the project leader did consider having a more versatile template so people can setup their own own rules easier.

    But sounds like you know programming just not Java. If thats the case learn Java. Its an “easy” language selected by many 1st year programming courses.

    yeah they even teach it in highschool as a beggining computer’s course. can’'t be that hard to learn.


  • problem is time….
    working 70 hours a week really makes free time a premium…so playing gf, AA, halo 3(soon), and paintball are what take priority.


  • For history lesson I would first start with a real map and paritition it.

    For game rules I would actually simplify combat.  But strategic bombing [of civilians] remains.  :|

    Probably want to cover issues like resources and diplomacy so have to make room (reduce emphasis on combat).


  • @tekkyy:

    For history lesson I would first start with a real map and paritition it.

    For game rules I would actually simplify combat.  But strategic bombing [of civilians] remains.  :|

    Probably want to cover issues like resources and diplomacy so have to make room (reduce emphasis on combat).

    For the class using Axis and Allies, it comes in the third week, after the kids have covered WW1 and the interwar period, with the information and roleplaying of the interwar period being drawn from Churchill’s book, The Gathering Storm.  We use straight combat rules, however, we always have a team of kids playing each of the countries:  Russia, US, UK, Germany, and Japan.  Quite a bit on negotiating and diplomacy occurs as a matter of course then.  We also have some house rules that we plug in, depending on how the game is going.


  • What kind of diplomacy usually occur?
    With the standard out-of-box rules and victory condition I didn’t expect diplomacy to occur.

Suggested Topics

  • 1
  • 4
  • 2
  • 10
  • 104
  • 1
  • 1
  • 117
Axis & Allies Boardgaming Custom Painted Miniatures

63

Online

17.4k

Users

39.9k

Topics

1.7m

Posts