[net.games.board] Axis & Allies

speegle@im4u.UUCP (Greg Speegle) (03/10/86)

My wife has very little interest in war games, but she happened to try
Axis & Allies and liked it very much. For about three months, we could
play with her playing the Allies, and the game was about even. Now she
has become too good, and wins fairly easily. So we have tried a few 
variations to the game to make it more even. If any of you have other
ideas, please let me know.

RULE 1:American Build-up

The United States starts the game with only 24 IPC's, and control
of Eastern & Western US, Hawaii & Alaska. US troops can be placed
only in those areas. After the US collect income phase, the US might
gain the following areas on that turn.

Turn 1: China & Sinkiang
Turn 2: Mexico & Midway Island
Turn 3: Panama & West Indes
Turn 4: Brazil

The US can gain these areas only if they are not enemy controlled.
If the US gains these areas on the designated turn, the units which
normally start the game there can be added. 
The areas are considered neutral to all other nations, and can be
occupied by paying 3 IPC's.

RULE 2:British Empire Breakup

During the "Place New Units" phase, the British player rolls one die.
On a 5 or 6, one British area revolts and becomes neutral. Any British
units in the area are removed from the game. To determine the area which
revolts, the following table is used:

(roll three dice)
3 - India               9 - Equatorial Africa      15 - Sudan
4 - Eastern Canada     10 - Madagascar             16 - South Africa
5 - Austraila          11 - Congo                  17 - Western Canada
6 - Syria/Iraq         12 - East Africa            18 - India
7 - Persia             13 - Rhodesia
8 - West Africa        14 - New Zealand

The area revolts only if it is British occupied. Otherwise, nothing happens.

RULE 3:German War Machine

The Germans start out with Industrail Technology in the Weapons Developement
chart.    

RULE 4:Japanese Kamakazee (sp?) 

Japanese fighters are not required to be able to reach a place to land when
they are in combat. They must be removed after the combat.


We have played with #1 & #4, and they seems to balance the game somewhat.
#3 is untested, because my wife claims it will help the Axis too much.


Any questions, comments or additional rules would be appreciated.

Greg Speegle
speegle@im4u.UTEXAS.EDU

ccrrick@ucdavis.UUCP (Rick Heli) (03/11/86)

> My wife has very little interest in war games, but she happened to try
> Axis & Allies and liked it very much. For about three months, we could
> play with her playing the Allies, and the game was about even. Now she
> has become too good, and wins fairly easily. So we have tried a few 
> variations to the game to make it more even. If any of you have other
> ideas, please let me know.
> 

... goes on to list variants affecting various powers...

Anyone out there have the original A&A (Nova Games, I believe) which
had special rules for each side?  As I recall, each side had a
unique special bonus.  Are these rules compatible with the current
simplified version of the rules?  Are they short enough to post?