AXIS and ALLIES DARKSIDE, is a set of rules, for those who are DARING enough, to do whatever it takes to win. If you’re the kind of person, where the end justifies the means, then this is the ruleset for YOU.
To play Axis and Allies DARKSIDE is simple. Play any strategic level Axis and Allies game as you would normally, but then incorporate any of the following… :)
This is still in development, I’ll be added to the ruleset as I go along.
DARKSIDE RULES******
WAR MORALITY CHART:
The first thing you need to do to play with any DARKSIDE rules, is take a piece of paper, write each countries name on it, with enough space for 100 hashmarks. Place this paper in public view of the board, and have a pen readily available to write on it.
Similar to the income chart, this paper becomes the “War Morality chart”. At the end of the game, there WILL BE a war crimes trial, and you will all be judged based on your score on the chart. Each country starts at 100, that is, they have been perfect moral so far. As the war progresses, War Morality becomes a sliding scale.
If your morality points reach 0 you have been assassinated by your own people for your absolutely horriffic regime, and lose the game.
IT IS UP TO YOUR OPPONENT TO MONITOR YOUR MORALITY chart. If they FAIL to catch you committing a war crime, or record you, YOU GOT AWAY WITH IT!
Overall the chart will provide you with two pieces of information.
A. The Grade, calibre, and moral standard of which that you played your game. That you can brag about later, (Or people can hold against you)
B. If you won the game with a Morality score of better than 70, you can also be considered to have had a MORAL victory :)
Scoring on the chart is as follows:
+1 for using a true neutral to swap POW’s
-1 for using chemical or biological BOMBS
-1 for each turn you used any amount of slave/forced labour
-1 for purchasing minefield pieces
-1 for collecting trophies from your dead enemies
-1 for pilliaging/looting a territory (rules to be confirmed still)
-2 Executing POW’s (per piece) and -3 if you executed them for immoral scienctific practices
-2 for bombing civilians
-3 for bombing or killing your OWN POW’s
-5 for declaring war on someone (YES you read that correctly)
-5 for collecting a historical war crime bonus (rape of nanking, malmedy massacre, etc)
ISSUES OF MORALITY, Your Options:
Chemical Weapons: Use a unit that looks like a canister, or rocket, it moves and acts similar to an AA gun. Before an attack, or on a defense, you can “choose” to use it. It rolls preemptively against up to 5 infantry.
It costs 6 IPC’s, moves 1, rolls at 3 or less for a kill. It cannot be taken as a hit, and will be captured by the enemy .
One catch… roll your dice during the attack. for each 1 you roll, you have botched, and one of your OWN ground units dies whislt trying to deploy the Gas against your enemy.
UPDATED Feb 29th 2012
***ORIGINAL POST
Alright,
So I’ve revived some old topics of mine… it’s time to put together a house rules PACKAGE of some… heh, rules that provide questionable activity!
After all, it’s WAR. People DIE, and you’ve go to do what it takes to win. How far are you willing to go?
So far we have some great concepts for:
GAS
MINES
POW’S (Using them as slaves, and thier Execution)
Bombing Civilians
Trophy collecting
A morality point scale
Using capital ships to RAM other vessels, in a desperate final effort!
We should also consider rules for some of these items,
LOOTING
UNREST
REPRISALS FOR UNREST
BURNING TERRITORY / SCORCHED EARTH POLICIES.
IMMORAL SCIENTIFIC PRACTICES TO INCREASE THE SPEED OF RESEARCH