Easiest way to teach this game to someone?


  • I play the live board game with a friend about once a week… though we’ve wanted to bring in more players to try and get a full game, I find this to be very difficult to try and teach to someone who’s brand new to the game. Is the easiest way to teach it to let the new player play Russia since they don’t really have to deal with navy and air force too much? Or is there another way you folks find easier?

  • '19 '18 '17 '16 '15

    One dilemma is although Russia is easier to play, for 42 2E if it let new player to play Allies is doomed to fail quickly…  (Actually it applies to any of Allies …  :lol:)
    I personally would suggest the new player to use Germany or Japan, or let them use Russia or US but give the new player some additional advantage like additional bids to buy stuff (extra starting units), or some forms of NA.

    Possibly the better way now is to let them learn 41 edition which is easier to pick up, and transit to 42 2E if they like it.

    My 2 cents…
    Cheers,

  • Official Q&A

    Japan is a good power for beginners, as it doesn’t face a lot of direct pressure and it gives them an opportunity to experience using all types of units.


  • Let them watch the game for 1-2 turns, and play as an Axis player along with his ally for a couple of turns. And always give him advice. End the game in turn 10 or so, and start over on his own.

  • 2024 '22 '21 '19 '15 '14

    I agree with Krieghund, let them start with Japan. If you are playing with 3, splitting the Axis is better, since they don’t have to coordinate as much in the opening rounds.

    I have to do this quite frequently since (much to my disappointment) fewer people play these days, and so many new boards have come out in the past couple years, that there’s a good chance even veterans from back in the day won’t know the new map or the latest roster. So if you want to play, you have to train opponents.

    The best reason to start a new player off with Japan, is that they can observe Russia and Germany, get a feel for how the game phases work, and see how combat works, as well as non-com and placement. Then on Britain’s turn, there is a chance they might see some limited play on defense, before beginning in earnest.

    The main goal should be to get them excited and interested in playing, so you don’t want to overload them with info at the outset. You could run a couple sample battles using the battleboard, just so they can see some of the values and get a feel for the way the dice and casualties work.

    Play the Allies with no bid, clearly. (It will take too long to explain what a bid is, and just suggesting that the boxed game needs a bid for balance adjustment is a good way to lose new players right away.)

    Don’t preset the pieces on the board. Even though it takes a good half hour, it’s good for the new player to place the pieces, and familiarize themselves with the unit types and the map.

    If possible (if you have an older board) use the paper money! Removing the paper money from this game was just the stupidest decision ever from the perspective of teaching new players. At least if they have the bills in hand, then there is less mental math and numbers crunching going on, and it is simpler for them to plan their purchases and track their overall progress.

    Prebag, or separate the units for Japan into unit types. For example, one ziplock bag of all ground units, and a second ziplock bag for sea/air units. This will save more time than you think, as new players don’t have to spend precious minutes each round digging around for their units.

    Give good advice and explain the available options, but don’t go too far with it. You can guide them away from really foolish attacks or purchases, but it’s best to let them learn how to play without too much direction.

    Don’t expect to be able to finish the game in a night. Even the stripped down 42 sec ed is probably a two session game. Better to play the opening rounds and let them develop a feel for the board.

    Just like in chess, the endgame advantage goes to the player who holds the center of the board. I think you have to explain this up front, otherwise the new player may not develop an appreciation for how to actually win an A&A game.

    Encourage world war 2 banter, and glory in the plastic pieces. Getting excited to play with little plastic tanks and fighters is the best way to hook a new player. Don’t judge their strategy too much, just respond to their crazy moves in the way that seems best to you and let the dice roll.

    Hopefully they stick around. We need more people to play this board.

  • Customizer

    I agree with Black Elk and Kreinghund. Japan is versatile and you get a good feel for the units.

    If you have a copy of 41 that can be a good start too. As they get playing a few games or so you can begin adding other units to the game and then to bigger boards as well.

  • '12

    Have them review a series of saved games that have been played here.


  • I like them to start with Russia. Tanks and infantry are much easier to deal with than with all the units like Japan.

    Start them off by saying, “Bill is your ally. You really need to listen to him until you get a feel for things. And that will take about 2 games.” The first game is always a wash. Always tell the new guy that the first game is just for fun. Because, really, they need to get through it to get an idea of the end game.

    Also, I like to play 2 rounds and then reset. Then play Russia for at least 2 games, but preferably 3. It’s up to them at that point.

    And it’s important to guide them while letting them make decisions. Keep things simple. New guys don’t need to know the intracacies of every unit type during the first turn. Set them up for the standard buy, and move on with life. Tell them what moves to make and let them roll the dice (because until they understand how combat works, they can’t understand what units to commit to battle, or buy, or even where to place them).

    But again, I think it’s important to keep things simple. Don’t explain EVERY battle the other players fight. Of course, use the other battles as teaching moments. Show them the rule book and show them how the rules apply. “See, it says here that enemy subs can be ignored if there are no enemy surface ships.” And, “See how fighters start their movement independent of their carrier. See how they can move three spaces, fight, and then back one, and land on their carrier?” Just don’t pile on rule after rule.

    And for several games at least, don’t let them make stupid mistakes. It’s no fun to win because they didn’t understand that bombers can fligh across the US and attack un-escorted carriers in the middle of the Pacific.

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