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Axis & Allies (Revised Edition) Board Game

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Axis & Allies (Revised Edition)
designed by Larry Harris, published by Avalon Hill / Hasbro

$36.95      Add Game to Shopping Cart
Save $8.05 off list price of $45.00!
3-4 hours for 2 to 5 players ages 12 to adult    Availability Info
Condition: New

Game Expansions and Accessories for Axis & Allies (Revised Edition)
The World at War 2005 (Axis & Allies Variant)  $38.95  buy

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Game Contents
1 game board (20" x 33"), 366 playing pieces, industrial production certificates, 1 40-page rulebook, 8 information charts, 10 marshaling cards, markers (control, marshaling and aircraft), 12 dice, plastic chips, all in a box approximately 16" x 10" x 3.0"

Box Description
Spring, 1942: The world is at war. Five major powers struggle for supremacy: Germany and Japan are aligned against the United Kingdom, the Soviet Union, and the United States. Designed for 2-5 players, Axis and Allies places the military and economic destiny of the globe in your hands. Victory goes not only to the side that conquers its opponents on the field of battle, but also to the individual player who seizes the most enemy territory. Change the course of history in a few short hours!

366 Playing Pieces - Now with artillery and destroyer pieces.
  • 40 Artillery
  • 75 Infantry
  • 46 Tanks
  • 16 Bombers
  • 50 Fighters
  • 13 Aircraft Carriers
  • 14 Battleships
  • 26 Destroyers
  • 33 Submarines
  • 29 Transports
  • 12 Antiaircraft Guns
  • 12 Industrial Complexes


Games in a Box Notes
From the Avalon Hill / Hasbro website...

First and foremost, Axis and Allies is a game about World War II. With the exception of starting position and IPCs, however, all the powers have the same options throughout the game. Over the years, dedicated players have created thousands of optional rules to highlight individual aspects of the war. With the advent of the internet, websites became a communal repository for these caches of home rules.

The new Axis and Allies learned from this revolution. To reflect the fascinating flavor of the war and to increase the variety of the play experience, Axis and Allies has as many optional rules as we could put in the game.

Appendix 3 of the new Operations Manual contains thirty 'national advantages' for you to try out. They're called national advantages because only one power can use each one. You can roll them randomly (there are six for each power) or choose which ones you want to use. They're nice balancing tools, so if one player isn't as experienced as another, give the newbie a couple of national advantages to level the playing field.

Each country gets a particular flavor of rules. Many derive from the new concept that territories have 'color'. The Germans may be stretched all over but certain of these advantages only work in 'gray territories'. That means they don't work in territories the Germans take but they do work in territories that the Germans have to take back.

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