Top Document: Axis & Allies FAQ v1.4 Previous Document: 17. Are there any game conventions that include Axis & Allies games? Next Document: 19. Is Axis & Allies available on computer? See reader questions & answers on this topic! - Help others by sharing your knowledge Some tournament rules that work very well are also useful for "fun" single games with your friends, and involve no restrictions on the game as is. If you've seen an interesting or unusual tournament rule or system, let me know. Bidding System I (reported by Will Wible (wodan@genie.geis.com)): Russia can attack, and the Axis aren't given any free weapon developments. Players register with the GM as a team of one or two people, submitting a secret bid for the privilege of playing the Allies. This bid is a number from 0 to 10. Once all the bids are received, the GM then ranks them in order from highest to lowest. The top half are the Allied teams, the bottom the Axis teams. Pairs are highest to highest, and on down. For example, with six teams, bidding as follows: A bids 3, B bids 0, C bids 5, D bids 3, E bids 2, F bids 1 They are ranked: C 5, A 3, D 3, E 2, F 1, B 0. Ties are resolved randomly -- just roll a die. Games are then set up as follows: Allies vs Axis Game 1 -- C vs E Game 2 -- A vs F Game 3 -- D vs B Now, this is just an assignment technique, as good as any, and perhaps better than most. However, where the numbers come in is with economic aid to the Axis players, which they can spend in any way they wish. This is income not represented on the board which cannot be taken away from the Axis players, except through loss of their capital as normal. Each Axis nation receives IPC bonuses equal to the _difference_ in bids between them and their opponent. Using the example above, in Game 1, both Germany and Japan for Team E receive 5 - 2 = 3 extra IPCs _per turn_. At the start of the game, Germany receives 35 IPCs, and Japan receives 28. It's a wonderful system because it has feedback built into it. In addition, it works for a casual game just the same as in a tournament situation. For tournaments, the further selection of the eventual winner is still up to the GM -- the above system doesn't enforce a particular method. Single elimination, double elimination, Swiss and other methods can all be used. Bidding System II (reported by J.C. Hamlin (J.C.Hamlin@born.com)) Like the Bidding System I, this involves 2 players bidding down the Axis economic victory conditions. The player who bids the lowest gets to play the Allies, and the Axis player only needs to get the number bid by the Allied player to win by an economic victory. Conservative bids were in the 76ish range, and aggressive bids were at 71-73. This was used at the A&A World Championships at GenCon. Bidding System III (reported by J.C. Hamlin (J.C.Hamlin@born.com)) A new method introduced at GenCon in 1995 involves bidding up IPCs for Axis initial placements on the board. These IPCs are spent on builds for both Germany and Japan, and are placed on the board anywhere the Axis wants them to *before* the game begins. The highest bidder gets to play the Allies, and the other player must play the Axis but gets to build and place using the other player's IPC bid before the game begins. This leads to a much more balanced and usually longer (>4 hrs) game, and more interesting because the initial setup can be different every game. Increasing Unit Costs: Reid Gagle (reid.gagle@pca.state.mn.us) One idea from the New Crusades that could be used in A&A is that of increasing unit costs. I find it boring when Russia builds all men most turns, Germany all tanks, and the US all aircraft, even though it's often the best strategy. Increasing unit costs means each additional item of one type produced per factory costs one extra. If you have two factories, and want to build 8 men, they cost 6 for the first two, 8 for the second two, 10 for the third two, and 12 for the seventh and eighth men, for a total of 36 rather than 16. If that's too strict, you could have it kick in after 2/factory -- 8 men then costing 12 for the first four and 16 for the second four. This provides incentives to get a mix of forces that would make games more interesting. With these rules in effect, the less expensive items would no longer be available in quantity, and the normally more expensive items would actually become a better value! This is a far-reaching rule that merits at least one attempt! Blind A&A: David Bedno (dbedno@cisco.com) Use 2 boards and a referee, and essentially the Axis and Allies can't see what's in an an area unoccupied by them until they they either fly over it, attack it, or move into it. Planes that get shot down note what's in the space they get shot down in, but not what they saw on the way there. The 2 sides can be separated by a large screen, or they can be in two different rooms, and the referee resolves what is seen. Tournament Award Ideas: Put a country card in a nice frame with non-glare glass and a small plaque at the bottom. It makes a relevant, inexpensive award! *The A&A Multi-Player Mega-Variant has now been removed, and it can be found at the A&A FTP site listed in section 14. User Contributions:Top Document: Axis & Allies FAQ v1.4 Previous Document: 17. Are there any game conventions that include Axis & Allies games? Next Document: 19. Is Axis & Allies available on computer? Single Page [ Usenet FAQs | Web FAQs | Documents | RFC Index ] Send corrections/additions to the FAQ Maintainer: pgoudswa@jumppoint.com
Last Update March 27 2014 @ 02:11 PM
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