Axis & Allies

Played on a board depicting a Spring 1942 political map of Earth divided by territories, players take the role of one or more of the five major belligerents of World War II: the Axis powers of Germany and Japan; and the Allied powers of the Soviet Union, the United Kingdom, and the United States.

Turns rotate among these belligerents, who control armies of playing pieces with which they attempt to capture enemy territories, with results determined by dice rolls.

Some of these editions are revised versions of the classic game, while others depict a specific theater, campaign or battle of World War II.

In earlier editions, this was done by capturing and holding until the end of a round of play certain territories where the opposing alliance's capital cities are located.

In the original Milton Bradley edition, A&A: Classic, the Axis powers could also win by capturing and holding until the end of a round of play enough territories to gain an economic advantage.

When each power takes its turn, they must first declare how they are to spend the IPCs (Industrial Production Certificates, an abstract currency representing one million man-hours of labor) in their possession: this may go into buying new units, improving units through research, or repairing damaged structures (in later editions).

In each round, attackers and defenders roll dice to determine which of their units deal hits on the opposing side.

Due to the success of Axis & Allies: Classic, as of 2021, there are thirteen[a] spin-off games in the A&A franchise using more or less the same mechanics.

In 1999, Axis & Allies: Europe was released, with slightly updated rules and a focus on the European theater of World War II; this was followed in 2001 by Axis & Allies: Pacific with similar rules and focus shifted to the Pacific theater.

Axis & Allies is not a strict historical wargame, due to its streamlining for ease of play and balancing so that both sides have a chance to win.

For instance, the economic model is simplistic, with each territory producing a number of Industrial Production Certificates (IPCs) for the purchase of new units.

For example, in the original Classic version, the game is supposed to start in the spring of 1942, but Japan is immediately in position to attack Hawaii again, while Germany is pressed well into the Soviet Union with an initially superior force.

Revisions would follow shortly after the game release as the rules didn't always produce results which made sense in the context of the historical setting.

There is also a newer video game, Axis & Allies: RTS released in 2004, a departure from the original A&A: Classic world map and introducing several tactical battle scenarios.

The first major revision to the rules was designed by Larry Harris and Mike Selinker (who would later develop the board game Attack!

based on the experiences learned working with Harris), who tried to address many of the Milton Bradley version's shortcomings, including removing the Axis economic victory condition and the requirement of capturing enemy capitals in favor of victory cities, which has been used in every revision since.

The variety of land and sea units was increased by introducing artillery and destroyers from A&A: Europe and A&A: Pacific to A&A: Revised edition.

Artillery increased the effectiveness of infantry in attacks, while destroyers limited the usefulness of submarines and acted as a lower-cost substitute for the expensive battleship.

While destroyers continue to limit the usefulness of submarines, the stronger cruisers now act as lower cost battleships.

Until the revised edition, strategic bombing caused opposing players to lose the IPCs they had on hand.

Another feature that was implemented but was later dropped was the revised edition's "National Advantages", which represented tactics and technologies used by a specific power during the war.

The 10th board game in the A&A series, A&AP 1940 introduced the ANZAC forces as a playable power, along with two new unit types, mechanized infantry and tactical bombers.

Warren Spector reviewed the 1984 Milton Bradley version of Axis & Allies in Space Gamer No.

It's simple to learn, easy to play, requires lots of thought, and has immense replay value (since each country has unique goals, resources, and geography).

"[20] Axis & Allies was declared the best-selling physical wargame in August 1996, having eclipsed the 275,000 copies sold by PanzerBlitz, the second-highest seller in the genre.

[22] In a review of Axis & Allies in Black Gate, M Harold Page said "Its big advantage is that its historical setting can draw in less geeky players.

Axis & Allies: Iron Blitz released as an updated version in 1999 with minor additional rules and features marines, paratroopers, destroyers, and kamikazes.

Axis & Allies: RTS by TimeGate Studios released in 2004 and is primarily based on real-time strategy gameplay.

[24] In 2008, Wizards of the Coast created an online version of Axis & Allies as part of their Gleemax game site.

TripleA is an open source adaptation of Axis & Allies, available for Windows, Mac, and Linux operating systems.

Troops in Asia (Axis & Allies: Revised 2004)