Also some additional rules
All the same rules from Axis & Allies 1942 Second Edition apply, but there are some changes:
ORDER OF PLAY
Germany France Japan China Italy United Kingdomand after they join: The Netherlands (in war with Germany and Italy but passive until the war with Japan) United States (neutral at the beginning) Soviet Union (neutral at the beginning)
ADJACENT TERRITORIES
The following is a list of what territories and sea zones are adjacent between the east and west edges of the map:
Alberta/Saskatchewan/Manitoba territory is adjacent to Western Canada.
Central United States is adjacent to Western United States.
Southeastern Mexico is adjacent to Mexico.
SZ 11 adjacent to SZ 64.
SZ 28 adjacent to SZ 64.
SZ 51 adjacent to SZ 64, 65 and 66.
SZ 52 adjacent to SZ 66.
SZ 64 adjacent to SZ 11, 28, and 51.
SZ 65 adjacent to SZ 51.
SZ 66 adjacent to SZ 51 and 52.
RESISTANCE MOVEMENTS
If the Allies free a French territory in Europe, two additional infantry of the French Resistance join them for each of the three territories (only once per game).
If the Allies free Norway, two additional infantry of the Norwegian Resistance join them (only once per game).
If the Allies free Yugoslavia, three additional infantry of the Yugoslav Resistance join them (only once per game).
If the Allies free Greece, two additional infantry of the Greek Resistance join them (only once per game).
If the Allies free Holland Belgium, one additional infantry of the Netherlands Resistance joins them (only once per game).
If the UK or USA forces free Poland, four additional infantry of the Polish Resistance join them (only once per game).
If the Axis powers occupy the Baltic States, 1 infantry units of the Baltic Resistance joins them.
If the Axis powers free Ethiopia, 2 Italian Resistance infantry units join them.
GAME DURATION
The gameplay is shortened in the following manner: Each player has 5 minutes for the Purchase & Repair units and the Combat Move Phase.
UNIT PROFILES
The units characteristics are the same as those in Axis & Allies 1942 Second Edition. New units are:
Minor Factory – can produce only 1 unit per turn. Minor Factories represent relics and cannot be purchased during the game. All other characteristics are same as those of an Industrial Complex.
Fortifications – can be purchased for 15 IPCs and they cover only one border with one adjacent territory or sea zone. They increase the defensive capabilities on infantry units from 2 to 3. If a territory with fortifications is captured by the enemy they are destroyed.
ADDITIONAL CLARIFICATIONS
Neutral countries are invited to war during the Purchase units phase (and they join the fight immediately – in case of USA, the Netherlands and Soviet Union later during the same turn).
Wars are declared and surprise attacks are made in the Combat Move phase.
At the beginning of the game the Allies are: UK, France and the Netherlands. If Japan attacks for example the Netherlands it automatically means war with the other Allies. China joins the Allies when Japan goes to war with them. USA joins the Allies if it is in war with Germany or Japan.
VICTORY CONDITIONS
The Allies start with 14 and the Axis with 5 victory cities.
The game ends after the 7th turn (short game) or after the 10th (long game). If the Axis powers don’t achieve victory by then, it is considered to be a victory for the Allies. The Allies can also win if they at any point control Berlin, Rome and the Okinawa island (or Tokyo instead of Okinawa). In that case the game ends instantly.
The Axis powers can win under following conditions:
The Axis control 12 out of 19 victory cities (and have control over their own capitals) – the game ends instantly when the 12th city falls.OR
The Axis control London, Moscow and Calcutta (or any USA victory city or Sydney instead of Calcutta) at any point and have control over their own capitals – the game ends instantly.NEUTRAL POWERS
All neutral territories can be accessed by Axis or the Allies, but it is considered as an act of war (occupation). For example the UK player may occupy Persia in order to attack Iraq or connect with the Soviet Union forces. The following are the defensive capabilities of each neutral state:
EUROPE
Sweden: 6 infantry, 1 fighter
Finland: 4 infantry, 1 tank (can join the Axis)
Switzerland: 2 infantry
Eire: 1 tank
Yugoslavia: 5 infantry, 1 artillery, 1 tank, 1 fighter (can join the Allies)
Greece: 4 infantry, 2 artillery (can join the Allies)
Bulgaria: 4 infantry, 1 tank (can join the Axis)
Spain: 6 infantry, 2 tanks, 1 fighter and none in Rio de Oro (can join the Axis)
Portugal: 2 infantry + 2 infantry in Mozambique and Angola, and none in Portuguese Guinea (can join the Allies)
AFRICA
Liberia: None
Sierra Leone: None
ASIA
Turkey: 8 infantry, 2 tanks (can join the Allies)
Iraq: 3 infantry (can join the Axis)
Saudi Arabia: 2 infantry (can join the Allies)
Persia: 2 infantry and none in Northwest Persia and Eastern Persia
Mongolia (can join the Allies)
Ulaanbaatar: 1 infantry, 1 artillery
Buyant-Uhaa: 2 infantry
Olgiy: 2 infantry
Dzavhan: 1 infantry
SOUTH AMERICA
Brazil: 3 infantry, 2 tanks, 1 fighter (can join the Allies)
Argentina: 4 infantry, 1 tank, 1 fighter (can join the Axis and the Allies)
Paraguay: 1 infantry, 1 artillery (can join the Axis and the Allies)
Bolivia: 1 infantry (can join the Axis and the Allies)
Chile: 2 infantry, 1 tank (can join the Axis and the Allies)
Peru: 1 infantry, 1 artillery
Ecuador: 1 infantry (can join the Allies)
Colombia: 1 infantry (can join the Allies)
Venezuela: 2 infantry (can join the Allies)
Uruguay: None
AXIS ALLIES 2.jpg