• Use the Nazi UFO program conspiracy and have Germany be experimenting with Alien technology to use in the war. Then, oops!, they accidentally send a signal to the Aliens, who come to invade Earth. However, they decide to eliminate the Allied powers first, for the Nazi’s new alien based weaponry equals the playing field. So, Germany will have to watch their backs because the Aliens could strike at any moment, and with both the Axis powers and the Aliens attacking the Allies, Germany won’t have any nearby support except for Italy.


  • Continuing off of the theme of monsters:
    Axis and Allies: The Call of Cthulhu or Axis and Allies and Lovecraftian Horror.


  • Axis and Allies Candy Crush Soda Saga Legacy Double Elite Triple Infinity Mega Diamond Deluxe Platinum Edition?


  • Top 10 Axis & Allies game ideas that will make you say ‘that’s just Monopoly?’


  • @Playing-Kid
    Just that, Axis and Allies Monopoly. Players are divided into the Allied and Axis, with the Soviet Union potentially as a separate team. The board is shaped like the Axis and Allies 1941 map, but the territories are grouped like in Monopoly. When you buy a territory, you also receive some armies, which you can use to capture the opponents territories. The team with the most territories and money at the end of the games wins.


  • Ah but you’ve then established a double standard. What would be the exact value of territories to money, 5 to 1? Or are we assuming that you just sell all the assets in the territory to the devil at the end of the game, and get the starting value of the territory? I also think that you should make it so that your territories generate more IPCs per round based on how many houses you built. IPC’s must not be confused with monopoly money.


  • That is true. Okay, in true monopoly fashion, the person with the most IPC’s (the only economy will be IPC based) at the end of the game will win. IPC’s are generated from the territories, and will increase with each house and eventually hotel placed. IPC’s are used to buy territories, houses, hotels, and units. For first time a territory is bought, it will generate units. Units will move around the board in a single group to attack and capture other territories or can be placed in a territory to defend it. The role of the unit cannot change, if it’s offensive it stays offensive, if it’s defensive it stay’s defensive. Units can be sold in for IPC’s.


  • Have you heard of monopoly mega edition. Those allow sky scrapers, train depots, and add an extra movement die. How will you factor this in.


  • Use minor and major factories for “skyscrapers”. Minor factories can be built once a territory reaches 2 or more houses. They can than be upgraded to major factories. Both minor and major factories provide an additional ICP boost to the territory. Train stations and airbases will account for extra movement points and even moving from one point on the map to another that’s spanning 3-4 spaces. Trains stations for land units, airbases for air units. Of course, this brings in the question about the role of naval units. Potentially they can blockade island and coastal territories, and transports can allow units to move over sea spaces to attack island and coastal territories.


  • Will the soviet union get the requirement of all of their territories generating the same number of IPCs to ballance out the supermassive value of everything east of novosibirsk?

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