Game development[ edit ] Originally designed by Larry Harris and published by Nova Game Designs in ,   the game was republished by the Milton Bradley Company in as part of the Gamemaster Series of board games. The game itself has gone through several revisions, most recently in The object of the game and its spinoffs is to win the war by capturing enough critical territories to gain the advantage over the enemy in a recreation of World War II. In , Hasbro acquired Wizards of the Coast.
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ANZAC 9. You must collect income if you can, but all other parts of the turn sequence are voluntary. When you finish the collect income phase, your turn is over.
Play then passes to the next power. Turn Sequence 1. Purchase and Repair Units 2. Combat Move Powers at War only 3. Conduct Combat Powers at War only 4. Noncombat Move 6. Purchase Units Sequence 2. Pay for units and repair damaged units and facilities 3. Place units in mobilization zone Step 1: Order Units You may buy as many units of any type as you can afford. Select all the units you wish to buy. You do not have to spend all of your IPCs. You can also pay to remove damage from facilities.
Facilities are industrial complexes, air bases, and naval bases. Each point of damage costs 1 IPC to remove. Repairs take effect immediately, and the controlling player can use repaired facilities during the rest of this turn. Your capital ships carriers and battleships in sea zones serviced by operative friendly naval bases including those repaired in this turn are also repaired at this time.
There is no IPC cost to repair these ships. Step 3: Place Units in the Mobilization Zone Place the purchased units in the mobilization zone on the game board.
You cannot use these units right away, but you will deploy them later in the turn. War must be declared on your turn at the beginning of the Combat Move phase, before any combat movements are made, unless otherwise specified in the political rules. An actual attack is not required.
Once a state of war is entered into, all territories and sea zones controlled by or containing units belonging to the power or powers on which you declared war instantly become hostile to your units, and the normal restrictions of moving into or through hostile spaces apply, with one exception. During your Combat Move phase in which you entered into a state of war, your transports that are already in sea zones that have just become hostile may be loaded in those sea zones but not in other hostile sea zones.
In effect, transports may be loaded in their initial sea zones for amphibious assaults before war is declared, while the sea zone is still friendly. For example, if the United Kingdom declares war on Japan, a subsequent declaration of war by Japan on the United Kingdom which is technically unnecessary, as the two powers are already at war would be considered provoked. Phase 2: Combat Move — Powers at War Only Movement in this game is separated into combat movement and noncombat movement phases.
During the Combat Move phase, all movement must end in a hostile space, with a few exceptions see below. Movement into a hostile space counts as combat movement whether that space is occupied or not. Move as many of your units into as many hostile territories and sea zones as you wish. You can move into a single hostile space from different spaces, as long as each moving unit can reach that space with a legal move.
You can move units through friendly but not friendly neutral spaces en route to hostile spaces during this phase. Remember that such a sea zone is not considered hostile. If you move all of your units out of a territory you control, you still retain control of that territory until an enemy moves into and captures it the territory remains in control of the power that controlled it at the start of the turn.
Units from the same side can freely share territories and space on aircraft carriers and transports with one another, as long as both powers are at war. They may share sea zones regardless of their status. These shared events must be agreed upon by both powers. All combat movement is considered to take place at the same time.
A land or sea unit can move a number of spaces up to its move value. Most units must stop when they enter a hostile space. Thus, a unit with a move value of 2 could move into a friendly space and then a hostile space, or just into a hostile space. However, if a unit chooses to make such an attack, that unit must end its movement in that sea zone, and it must attack all such units present. In other words, you must either attack all enemy submarines and transports in the sea zone, or you must ignore all of them.
You may not attack some enemy units and ignore others in the same sea zone. It is possible that some of your units stop to attack while others continue moving through the sea zone. Sea Units Starting in Hostile Sea Zones At the beginning of the Combat Move phase, you might already have sea units and air units on carriers in spaces containing enemy units that were there at the start of your turn.
For example, an enemy might have built new surface warships in a sea zone where you have sea units. When your turn comes around again, you are sharing that sea zone with enemy forces. Air Units An air unit that moves in the Combat Move phase must generally reserve part of its move value for the Noncombat Move phase, at which point it must return to a safe landing spot using its remaining movement.
It must save enough movement points to get to a friendly territory where it can land. A fighter or tactical bomber can move its full 4 spaces to attack in a sea zone instead of saving movement, but only if a carrier could be there for it to land on by the conclusion of the Mobilize New Units phase.
Air units attacking territories that have AAA antiaircraft artillery will be fired upon. These air units are fired on by antiaircraft cover provided by t he industrial complex or base that is being attacked. Amphibious Assaults If you want to make any amphibious assaults, announce your intent to do so during the Combat Move phase. An amphibious assault takes place when you attack a coastal territory or island group from a sea zone by offloading land units from transports into that target territory or make a joint attack with both seaborne units that are offloading and other units from one or more neighboring territories.
The sea zone may be either friendly or hostile, but if it is hostile it must be made friendly through sea combat before the amphibious assault can commence. Moving transports and their cargo into a sea zone from which you plan to make an amphibious assault counts as a combat move, even if there are no defending surface warships there and there is no potential for air units to be scrambled.
This is also true of any units that will support the assault. Further, if enemy air units could potentially be scrambled to defend the sea zone, additional units may be moved into the sea zone to combat them in case they are indeed scrambled. During the Conduct Combat phase, you can launch only amphibious assaults that you announced during this phase.
If an amphibious assault involves a sea combat, any air units participating in the assault must move to either the sea zone or the land territory. They will then participate only in the part of the assault to which they have moved. Special Combat Movement A number of units can make special moves during this phase.
These are described in detail below. Any fighters or tactical bombers on an aircraft carrier launch before the carrier moves and move independently of the carrier.
Whether it moves during the Combat Move or Noncombat Move phase, an aircraft carrier allows friendly fighters and tactical bombers to land on it in the sea zone where it finishes its move. Submarines Submarines are capable of moving undetected due to their ability to submerge. For this reason, they have special movement rules. If there are no enemy destroyers present, a submarine can move through a sea zone containing enemy warships without stopping.
However, if a submarine enters a sea zone containing an enemy destroyer during the Combat Move phase, its movement ends immediately and combat will result. In addition, 1 mechanized infantry unit can move along with each blitzing tank. The complete move must occur during the Combat Move phase. The blitzing units establish control of the first territory before they move to the next. Place your control marker on the first territory an d adjust the national production levels as you blitz.
A tank or mechanized infantry that encounters enemy units, including AAA antiaircraft artillery units, or an industrial complex, air base, or naval base, in the first territory it enters must stop there and may not blitz. A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.
If a transport loads land units during the Combat Move phase, it must offload those units to attack a hostile territory as part of an amphibious assault during the Conduct Combat phase, or it must retreat during the sea combat step of the amphibious assault sequence while attempting to do so.
A transport that is part of an amphibious assault must end its movement in a friendly sea zone or one that could become friendly as result of sea combat from which it can conduct the assault. However, a transport is not allowed to offload land units for an amphibious assault in a sea zone containing 1 or more ignored enemy submarines unless at least 1 warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase.
Any land units aboard a transport are considered cargo until they offload. Air Bases When taking off from a territory that has an operative air base, air units gain 1 additional movement point.
Fighters and tactical bombers can now move 5 spaces and strategic bombers can move 7 spaces. Naval Bases All ships beginning their movement from a sea zone serviced by an operative friendly naval base gain 1 additional movement point. Scramble Scrambling is a special movement that the defender can make at the end of this phase.
The attacker may not change any combat movements or attacks after the defender has scrambled. These air units can be scrambled to help friendly units in adjacent sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjacent sea zones, whether or not the territory being assaulted is the territory containing the air base. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present.
Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat.
They are treated as normal defending units in their sea zones. As defenders, they may not retreat. After all combat is completed, each surviving scrambled air unit must return to the territory from which it was scrambled. If the enemy has captured that territory, the unit can move 1 space to land in a friendly territory or on a friendly aircraft carrier.
If no such landing space is available, the unit is lost. Powers Not at War with One Another When two powers on opposite sides are not yet at war with one another, they operate under some special conditions and restrictions. They can occupy the same sea zones. Being at war with no one and having a strict isolationist policy, the United States has especially tight restrictions.
Axis & Allies Rules, Resources, & Downloads
Axis & Allies Game Rules