Cards for Axis and Allies 1940


  • Italy
    1.Italian Neutrality: Italy starts the game as a neutral and the allies may only declare war on Italy after the United Kingdom’s third turn, unless Italy strikes first. This card must be played before the first German turn.
    2.Regina Marina:  Italy starts the game with the Improved Shipyards tech. This card must be played before the first German turn.
    3.Italian Social Republic: If Rome is captured then Germany immediately seizes control of all remaining Italian units and territories. Italy’s starting territories are now considered part of Germany’s starting territories (ie germany could build a major on Rome). Italy and all other Italian cards are removed from the game.
    Alternatively, this card may be played before the first German turn with the same effects as above.
    4.Gustav Line: All German and Italian infantry in Northern and Southern Italy defend at 3 or less during the first cycle of combat.
    5. Mountain Fortresses - All Axis units in Northern Italy, Albania, Greece and Yugoslavia are immune to offshore bombardment.
    6. Folgore Parachute Division: Immediately gain the Paratroopers tech. Italian paratroopers attack at a 3 or less during the first cycle of combat.

    ANZAC
    1. ABDA Command: The Anzacs begin the game in control of all Pacific territories marked with a Dutch roundel. Additionally, they receive a free minor industrial complex, naval base, and airbase on Java as well as 4 free infantry to place anywhere in the Dutch East Indies. This card may only be played before the first German turn.
    2. Imperial War Cabinet: The Anzacs move and purchase during the British turn and their income is combined with the UK Pacific Income. Both India and New South Wales count as capitols for the UK in the Pacific. If either falls then the UK pacific income is handed over to the Axis power that captures the territory. However the UK may continue to collect income in the Pacific theater and purchase units as long as one of the two capitols remains under their control. All other Australian cards are discarded. This card may only be played before the first German turn.
    3.Cockatoo Island Shipyard: Gain the Improved Shipyards Tech. This card must be played before the first German turn.
    4.Z Special Unit - Before the combat phase of every Anzac turn, the Anzac player may attempt to sabotage a Japanese air or naval base. The targeted facility must be within 3 spaces of an allied controlled territory. Pay 3 ipcs and pick a single Japanese naval or Airbase. This works like a tac/bomber raid on the facility except without the interception phase. The facility’s garrison may fire at the commandos (in a manner similar to AA guns) and a roll of 1 or 2 stops the raid. If the commandos get through then the normal rules for bombing a facility apply but noextra levels of damage are added.
    5.Brisbane Line - Whenever an Axis Power invades a province on the Australian mainland, the defending ANZAC forces may choose to retreat rather than fight. The attacker automatically seizes control of the province and the ANZAC forces may move to any allied controlled territory on the Australian mainland. If the invaders were conducting an amphibious assault then they get to bombardment the fleeing Anzac
    troops with their battleships and cruisers.
    6.The Australian 1st Armored Division: ANZAC Tanks hit at a 4 or less when defending the Australian mainland.

    France
    1. Maginot Line: Land units may not attack France from West Germany or Northern Italy  This advantage is lost after France falls.  German tanks and mechanized units stationed in West Germany may move through Netherlands-Belgium to attack France.  This card must be played before the first German turn.
    2. Free France: Once France has fallen, you may establish a new capitol in French Equatorial Africa.  This happens on the next French turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex in French Equatorial Africa. Your capitol returns to France after it has been liberated. This card must be played before the first German turn.
    3. Anglo-French Union: After France falls, all French units and territories immediately become British and are treated like British starting territories (minus French units lost via the Vichy France card, though once liberated these territories go to the United Kingdom). France is completely removed from the game and all French cards are discarded. If France is liberated it goes to the United Kingdom. This card must be played before the first German turn.
    4.Philippe Leclerc- French tanks attack at 4 during the first cycle of Combat.
    5.Charles De Gaulle- the British may purchase units for France in the United Kingdom and its adjacent Sea zones.
    6.French Resistance- Once this card is played place 1 French infantry piece on it every French turn. Once the allies attack a territory on the French mainland these units are placed on the attacked territory and  assist in the assault.


  • Rules for using the cards
    1. Cards cost 10 ipcs to purchase. Purchased cards do not have to be revealed until you are ready to play them.
    2. Every Power begins the game with one card of their choosing. After that their deck of cards is shuffled.
    3. The starting card must be revealed. The cards are picked and revealed by players in the opposite order from the normal turn order. So France picks and reveals its starting card first while Germany picks and reveals its starting card last.
    4. Each country has at least a couple cards that must be played before the first German turn. You may only pick one of these per country. the rest are discarded before shuffling your deck.

    Let me know your thoughts. Maybe I’ll get around to making some of these for ya’ll to print out later and use in your games.


  • wow  :-o i really like the what you did with the cards they will defiantly change the game up for any veteran and from reading them they sound pretty balanced, will you be releasing them in card form with maybe pictures in a download.
    do you think there is a chance to adapt these to Tigerman’s Global 1939 board?


  • My friend and I took a quick look at the cards and these are the changes we think should be made

    Germany #4 Hendaye Pact: Spain is a pro-axis. once Spain is brought into the Axis, place a free minor ind, 2 infantry, 1 fighter, and an airbase in Spain. This card must be played before the first German turn.

    USSR #1 Change the noncombat move from +1 to all movement too just a move of 2 for all units because they are all on the same railroad.

    USSR #2 add this :additionally choose one unit to cost one less IPC for the remainder of the game.

    Japan #3 the beginning needs to say “During the first turn that Japan attacks a western Allie not already at war with or the Soviet Union…”.

    Japan #12 Iaoroku Yamamoto: Japanese fighters tac bombers and Navy have a move of +1 when moving in the Pacific (planes not in mainland Asia).

    Japan #15 change the 2 infantry to 1 infantry is purchasable in each Chinese territory.

    U.S. ALL GOOD  8-).

    China #3 needs too be moved to #5 and the restriction about needing to be played before the first German turn removed.

    China #5 needs to be moved to #3 and replaced with Untamed Wilderness- There can be no more than one plane on an inland Chinese territory. Must be played before the first German turn.

    U.K. #2 and #8 switch places and the (must be played before the first German turn) is taken from the old #2 and given to the old #8.

    we also believe that 10 IPC’S is to much per card and that instead the large countries draw one from their deck at the beginning of each round and small countries every two or three rounds after the first round.


  • Thank you for the input. I’ll look more closely into your suggestions tomorrow.


  • I mostly agree with you on the changes you and your friend have suggested. In fact, I think I’m going to implement all of them. I’m on the fence about changes to Isoroku Yamamoto. I’m considering rewording it so that the planes must start their turn on a carrier, but could still be used in a land battle (eg carrier based tacs make a long trip to bomb Pearl Harbor’s naval base).

    The one point where I disagree with you is the proposed change for Soviet 5 year plans. This is simply because that would basically allow you to get the benefits from the Conscripts card as well. However, I do agree that it needs to be beefed up slightly.  I see a few options here:
    1. Exempt infantry from the discount
    2. Instead of a discount let the USSR starts with warbonds
    3. Instead of the discount the USSR may start with either 2 free minor ics or may upgrade a minor ic into a major
    4. We come up with something to replace conscripts.

    Re the price of cards, do you think 5 ipcs is too much?


  • We considered the same option for the Yamamoto card and thought both were good. the reason we put it the way we did is we think the Japanese cards are lacking a little for advantages for its navy
    For the USSR 5 year plan card you could add that they start the game with the Increased Factory Production Tech instead of the discount.
    I think the price is fine at 5 IPC’s but you could leave the option to the players.


  • I like the addition that the U.S.S.R. starts with the war bonds tech as part of their five year plans.


  • but that takes away from Americas lend lease card.


  • This is a very cool concept, certainly adds in another dimension of luck and possibility to the game. A few suggestions for cards or individuals worthy of a card and their place in history.

    General William “Billy” Mitchell

    Was an American air power visionary. Through his experience in WW I, Colonel Mitchell came to understand that the first and second dimensions of warfare (ground and sea) would inevitably yield to the third dimension: air.

    Mitchell clearly saw the future of warfare as airplane-dominated and he sought, with much difficulty, to convince the American government to build its armed forces around the airplane and not around large land armies or cumbersome battleships.

    Even after his planes demonstrated their power (in 1923) by easily sinking a
    captured German battleship, American leadership continued to build costly battleships and to show virtually no interest in building an effective air corps.

    In retrospect, Mitchell’s visions were uncannily accurate. He insisted that war with Japan (for control of Asia) was inevitable. And he insisted that the coming Pacific war would be won primarily with airplanes. For his efforts, Mitchell was charged with gross insubordination and court martialed by the United States military. Had we heeded Mitchell’s advice earlier, the United States would’ve have been vastly more prepared for WW II and specifically for war with Japan in the Pacific theater.  He’s a somewhat forgotten figure in history.

    For more on Bill Mitchell I suggest reading chapter four entitled “The Third Dimension” in the book “Flyboys : A True Story of Courage” by James Bradley.

    The influence of air power on the ability of one nation to impress its will on another in armed contest will be decisive.
    ― Brig Gen William “Billy” Mitchell

    Curtis LeMay

    Another larger-than-life figure that chomped on cigars and advocated a win at any cost mentality. Some may regard him as acting as a war criminal, but he was instrumental in using air power to punish Japanese cities during the war.

    We scorched and boiled and baked to death more people in Tokyo on that night of March 9-10 than went up in vapor at Hiroshima and Nagasaki combined.
    ― General Curtis LeMay


  • @Cryptic:

    Even after his planes demonstrated their power (in 1923) by easily sinking a captured German battleship, American leadership continued to build costly battleships and to show virtually no interest in building an effective air corps.

    Mitchell’s demonstration sinking of the German warship – I think it was called the Ostfriesland – made a valid point about airpower, but in fairness it should be noted that the test was rigged in favour of success.  The ship was sitting at anchor in a calm sea, with no damage control parties aboard, no anti-aircraft gunners, and with all of its watertight doors open. It was the sinking of the Prince of Wales and the Repulse by the Japanese in December 1941 which proved that capital ships – including a modern one like PoW, not WWI leftovers like Repulse and Ostfriesland  – could be sunk by aircraft at sea in actual combat conditions while steaming at full speed and with a complete crew at battle stations.


  • @dannyboy2016:

    @Ghost:

    Great :-D all that sounds good, i love the pic for the GPW. also if you have the time could you post an update list of the card types thanks :lol: and keep asking questions about our thoughts it is appreciated.

    Revised Card Types

    Cabinet Ministers- Cabinet Members range from Civilian, Corporate, and Military figures who will aid the war effort in a variety of ways. Examples would include people like Albert Speer, Molotov, or George Marshall.

    Chief of Staff- The Chief of Staff is a special type of cabinet minister who gives a benefit to the entire military. While you may have many Chief of Staff cards in your hand, only one may be in play at a time. For 5 ipcs you may replace your existing Chief of Staff with another Chief of Staff card from your hand. The dismissed Chief of Staff card is not discarded. Rather, it returns to your hand. You never know if you’ll need to call on his services again.

    Commanders- Commander cards would be able to grant their special bonus to one battle per turn. So, General Chukov’s benefits could be used on both the German and Soviet turns but only during one battle in each of those turns. These cards’ benefits may stack, so you could have multiple commanders giving their unique benefits to a single battle. Commanders will have a skill level and rank for optional rules.

    Corporations- Corporations give various benefits to the war effort but are located in a specific territory. If that territory is captured you no longer gain the corporation’s benefits until you can liberate the territory. Examples would be Krupp, various Soviet Design Bureaus, or Chrysler.

    National Advantages- These cards would represent unique national advantages for the various nations that aren’t covered in the other types. A couple examples would be the Trans Siberian Railroad or Japanese banzai attacks.
    Puppets- These cards represent people like Vidkun Quisling or Pu Yi. They give a onetime bonus to the occupied territory that they are from and are then (usually) discarded.

    Puppets- These cards represent people like Vidkun Quisling or Pu Yi. They (generally) give a onetime bonus to the occupied territory that they are from and are then discarded.

    Special Events- Special Event cards would cover unique events in the war. For example the establishment of the Vichy Regime in France would count as a special event. A few “what if” events would be included, like the proposed Franco-British Union, or German the conquest of the Archangelsk to Astrakan line. Events will require certain parameters to be met before they may be played. After use these cards are discarded.

    we just played a game of the cards you have already put out. i know you didn’t do them the way shown above because it was getting a little big but if you are still interested i would defiantly help to make a set of cards separate from the new ones that are like the ones you talked about before . those I liked more because they seemed like they would make you feel like you were really playing that country and the old type i feel could be balanced easier than the new ones. they could be more than just advantages they would in some respect be you setting up you military and so much more for axis and allies. there are plenty of go war games that have a cards mechanic that is and isn’t complicated.


  • for the new cards i think that you should increase italy, france , china, and anzac card number to 7 so they have three that must be played before the first German turn and four to get every two turns. from playing them i also see that the cards that need to be played first should all be a game changer type cards so that everyone gets one at the begging and the other cards should be general or helpful cards so they are kept even. also i see that the cards are in a way that each of the five have cards that give them techs and cards that give them extra setup stuff like the good neibors policy or the manchira thing, but russia doesn’t get that so they should get a card that turns mongolia proallied


  • I went through and made the changes we talked about and a few new ones. i haven’t play tested them yet so i don’t feel that they are entirely balanced yet but i will soon  :-D.

    Germany
    1. Vichy France:  Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
    2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine, or you may start the game with an aircraft carrier and two Destorreys in sea zone 114.  Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
    3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until it is attacked by Germany or Italy. Additionally, Germany gains an extra 5 ipcs at the end of every turn that it remains at peace with the USSR. This card must be played before the first German turn.
    4.Hendaye Pact: Spain (including their overseas territories Rio de Oro) are pro Axis neutrals. Once Spain is brought into the Axis place a free minor industrial complex, 4 additional infantry, and an airbase on the territory. This card must be played before the first German turn.
    5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
    6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
    7. Heinz Guderian: German tanks attack at a 4 during the first cycle of combat.
    8. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.
    9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
    10. Krupp Steel: German tanks may not be damaged during the first cycle of combat whether you are attacking or defending. You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.
    11. Wernher von Braun: Immediately gain the Rockets Technology. Add +2 to the damage inflicted by rockets.
    12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
    13. Messerschmidt: Immediately gain the Jet Fighters Tech. Discard after use.
    14. Otto Skorzeny: Germany may assassinate any French, American, Soviet, or British character card. Alternatively, Skorzeny may foil an assassination attempt against a German character card. Discard after use.
    15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.

    USSR
    1.Trans Siberian Railroad:  All soviet ground units have a noncombat move of 2 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.
    2. Five Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. Russia gains the Improved Factory production Tech. This card must be played before the first German turn.
    3. Soviet Clients: Mongolia starts the game as a pro-allied Neutral, when brought into the allies place a free minor IC, one artillery, and Mechanized Infantry in Olgiy. Russia gets a 5 ipc bonus while at war with Japan. This card must be played before the first German turn.
    4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
    5. Mobile Factories: The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.
    6. General Winter: Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, no Axis armor, mechanized infantry, or artillery may move, and, furthermore, Axis planes are limited to noncombat moves. These modifiers only apply in starting Soviet territories.
    7. Partisans: If Soviet Infantry survive at least one round of combat when defending against a European Axis attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Axis occupy the province and, on the next Soviet turn, the Russian units are back in play. The Russian player must either have these units attack the territory or move on to another territory. These units may chose to attack provinces behind enemy lines, causing chaos in the rear. Furthermore, Soviet infantry may move through the Pripyet marshes.
    8. Sharashka : The USSR gets one free tech dice to roll each turn.
    9. Tankograd: Tanks cost 1 ipc less.
    10. Katyusha Rockets: Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.
    11. Soviet Spy Rings: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers.
    12. Georgy Zhukov: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.
    13. Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
    14. Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
    15. Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.


  • JAPAN

    1. Yokosuka Naval Arsenal- Japan begins the game with the Improved Shipyards tech. This card must be played before the first German turn.
    2. America First Committee - America may not declare war on the axis powers until it is attacked or the United Kingdom, New South Wales, or India is captured by an Axis power. This card must be played before the first German turn.
    3. Sneak Attack- During the first turn that Japan attacks a Western Ally its not at war with or the Soviet Union, Japan attacks in a normal fashion, but the attacked units may defend only with a roll of 1 (units without a defensive value do not get to roll). This power may only be used once, and it can only affect forces of the Western Powers (British Pacific/India, France, ANZAC, and the USA) or the USSR. If Japan declares war on both the USSR and the Western Powers in the same turns then both factions� units defend at a 1. This card must be played before the first German turn.
    4. Manchukuo- Japan begins the game with a major industrial complex, airbase, and 6 additional infantry on Manchuria. This card must be played before the first German turn.
    5. Indian National Army - Whenever Japan captures one of the following British controlled territories (West India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, Japan may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.
    6.Skilled Pilots � During the first cycle of a naval combat where Japan is attacking, the Japanese player may determine which enemy units are hit by its Fighters and Tactical aircraft. Only enemy naval vessels (besides submarines and transports) may be chosen in this manner.
    7. Combined Fleet - The defense values for Japanese Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the sea zone being attacked.
    8. Island Defenders- During the first cycle of any combat where Japanese forces are defending an island (including Japan but excluding New Zealand) Japanese casualties are halved (rounded up).
    9. Special Naval Landing Forces - Japanese infantry taking part in naval assaults hit at 2 or less during each round of combat (3 or less if supported by artillery).
    10. Tokyo Express- Japanese destroyers may transport one infantry unit. When loading or unloading an infantry unit Japanese destroyers follow the same rules as transport ships. A Japanese destroyer that lands a unit during an Amphibious Assault may participate in a naval battle prior to the Amphibious Assault being made.
    11. Co-Prosperity Sphere- Japan may build one infantry per turn on each of the following territories without the presence of an industrial complex: West India, India, Burma, Shan State, Ceylon, Malaya, Borneo, Philippines, Sumatra, Java, Celebes, Siam, French Indo China, Dutch
    New Guinea, and New Guinea.
    12. Isoroku Yamamoto- Japanese fighters and Tacs have a move of +1 when traveling through Pacific sea zones. This power stacks with the long range aircraft tech.
    13. Tomoyuki Yamashita- Japanese infantry attack at +1 during the first cycle of combat in any territory on Mainland Asia (defined as the mainland Asian portion of the Pacific board plus West India)
    14. Special Attack Units- Japan may purchase additional Kamikazi tokens at the cost of 3 ipcs per token. They may only have a max of 6 Kamikazi tokens at any given time.
    15. Wang Jingwei regime- Japan may purchase up to 1 infantry in any Chinese territory that it occupies without the presence of an industrial complex. Additionally, Japan gains +5 ipcs at the end of every turn that it occupies the entirety of China.

    United States of America

    1. Lend Lease- All other allied powers immediately gain the warbonds tech once they are at war with an axis power. This card must be played before the first German turn.
    2. Arsenal of Democracy- The West Coast territory�s ipc value jumps from 10 ipcs to 50 ipcs once the US enters the war. The US may no longer benefit from its national objectives. Additionally, the 50 ipcs is considered to be physically present in the West coast, so an axis player that captured the territory would see their income increase by +50 ipcs rather than + 10. This card must be played before the first German turn.
    3. Good Neighbor Policy- The US begins the game in control of all neutral South American territories and their units. Additionally, it gets free minor industrial complexes on Mexico, Venezuela, Brazil, Argentina, and Chile (that can only build infantry, fighters, transports, and destroyers). Furthermore, it gets a free airbase and naval base on Brazil. This card must be played before the first German turn.
    4. Selective Training and Service Act of 1940- All US factories begin as majors and the US gets 8 free infantry to place on any starting US territories (including pacific Islands). This card must be played before the first German turn.
    5. Ogdensburg Agreement- If the United Kingdom falls then all territories with Canadian roundels become US territories and are treated as if they were starting US territories. They remain under US control until the end of the game. This card may only be played with the consent of the British player.
    6. Atomic Bomb � Once America has researched all techs it is considered to have developed the Atomic bomb. There is no longer a limit to the amount of damage that the United States may do to facilities during bombing raids.
    7. Seabees - American planes may land on island territories that were captured during the American turn. Additionally, the United States may build minor industrial complexes on Islands worth at least 2 ipcs.
    8. Superfortresses - US bombers are immune to anti aircraft fire.
    9. Marines -American infantry attack at a 3 (4 when supported by artillery) during the first cycle of the land combat portion of an amphibious assault.
    10. Liberty Ships- The US player receives one free transport to place at the end of the purchase units phase of every US turn.
    11. Operation Vengeance-The United States may assassinate any Axis character card. Discard after use.
    12. Mechanized Army - Your infantry and artillery have a move of 2 and may blitz when paired with a tank or mechanized infantry. Mechanized infantry may blitz without an attached tank.
    13. George Patton- American tanks attack and defend at 4 during the first cycle of combat.
    14. Chester Nimitz- American naval units have a move of 3 during the noncombat phase of the US turn (4 if they start at a naval base).
    15. Curtis  LeMay- Add 2 damage to targets of American strategic bombings.


  • CHINA
    1. Operation Matterhorn- China or the US may build facilities in China. Any facilities built in Chinese territory by the Japanese are retained rather than destroyed if captured by the allies. China may build fighters, artillery, and armor at any industrial complex under its control. This card must be played before the first German turn.
    2.Operation Zet - China may build fighters and AA guns as long as it has a land link between Szechwan and the USSR. The max number of fighters that China may field at any given time is 3. Every third Chinese infantry costs 1 less. Furthermore, Soviet and  Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war. This card must be played before the first German turn.
    3.Untamed Wilderness: No more than one plane may land on an inland Chinese territory, tanks and mechanized infantry cannot blitz in an inland Chinese territory either. This card must be played before the first German turn.
    4.Eight Route Army - If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
    5. “Vinegar” Joe Stilwell - Chinese infantry hit at a three or less during the first cycle of combat when defending a Burma Road territory. Additionally, Chinese forces may enter any territory on the mainland Pacific board.
    6. The United Front - Once per game the Chinese player may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.
    7. Burma Road - In addition to normal rules involving the Road, the US or the United Kingdom may purchase 1 artillery unit for China on every turn that the road remains in allied hands. This unit must be placed on Szechwan.

    United Kingdom

    1.Cripps Mission: The UK�s Pacific and European incomes are combined. Both India and the United Kingdom count as capitols for the UK. If either falls then half the UK�s income is handed over to the Axis power that captures the territory. However the UK may continue to collect
    income and purchase units as long as one of the two capitols remains under their control. However, the clamor of Indian nationalists for immediate independence results in widespread strikes. Thus, the factory in India starts with 10 levels of damage on it. This card may
    only be played before the first German turn.
    2.Canadian industry: Gain a free minor Industrial complex in British Columbia (even though the territory couldn’t normally support one). Gain a free major complex in Ontario. Additionally, you receive an airbase and naval base on British Columbia as well as five free infantry to place on any territory marked with a Canadian roundel. This card may only be played before the first German turn.
    3.RAF Fighter Command: Start the game with the Radar tech and 2 extra Anti aircraft guns and 2 extra fighters on the United Kingdom. This card may only be played before the first German turn.
    4.Combined Chiefs of Staff: The UK and the United States take their turns simultaneously. In combats where both sides attack a target, both players must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. This card may only be played before the first German turn.
    5.Chindits: Your infantry may perform attacks for one round and immediately retreat to an adjacent allied owned territory. Japanese defenders do not fire back. This ability may only be used in mainland Asia.
    6.Jewel of the Empire: India�s capitol is moved to West India. West India receives a free major industrial complex (even though it normally couldn�t build one there) plus a free airbase and naval base.
    7.Night bombing: Axis aircraft may not intercept your bombers during strategic bombing raids. However, the bombers may still be shot down by anti aircraft fire. The damage done by British night bombing raids are halved. The player may decide whether they wish to engage in a
    nighttime bombing raid or not.
    8.Enigma Decoded: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
    9.Harland and Wolff: Immediately gain the improved Shipyards tech.
    10. Bernard Montgomery- British tanks on the Europe board attack at a 4 during the first cycle of combat.
    11. Operation Anthropoid- Assassinate one German character Card. Discard after use.
    12. Special Operations Executive- Britain may finance partisan movements in Europe. Once you play this card you may purchase infantry that are placed on the card. During any subsequent UK turn you may order these infantry attack a German occupied territory of your choosing (you may not play this card in West Germany, Germany, Greater Southern Germany, Hungary Slovakia, Finland, or Romania). You may only purchase 4 infantry per ipc level of the territory. If the territory is occupied Soviet territory the units become Soviet units. If the territory is France then the Units are considered to be French. All other territories fall under UK control if captured. You may only finance one uprising per game. Discard this card after the uprising.
    13. Illustrious class Aircraft Carriers- Aircraft may land on and be launched from damaged British Aircraft Carriers.
    14. Arthur Travers Harris- Add an extra two levels of damage to the enemy after a successful Strategic Bombing raid.
    15. Anglo-American technological cooperation: For a fee of 10 ipcs the United Kingdom may gain any tech already known by the United States.


  • Italy
    1.Italian Neutrality: Italy starts the game as a neutral and the allies may only declare war on Italy after the United Kingdom’s third turn, unless Italy strikes first. This card must be played before the first German turn.
    2.Regina Marina:  Italy starts the game with the Improved Shipyards tech. This card must be played before the first German turn.
    3.Italian Social Republic: If Rome is captured then Germany immediately seizes control of all remaining Italian units, territories, and the ipcs are split between the capturing power and Germany. Italy’s starting territories are now considered part of Germany’s starting territories (ie germany could build a major on Rome). Italy and all other Italian cards are removed from the game.
    Alternatively, this card may be played before the first German turn with the same effects as above.
    4.Gustav Line: All German and Italian infantry in Northern and Southern Italy defend at 3 or less during the first cycle of combat.
    5. Mountain Fortresses - All Axis units in Northern Italy, Albania, Greece and Yugoslavia are immune to offshore bombardment.
    6. Folgore Parachute Division: Immediately gain the Paratroopers tech. Italian paratroopers attack at a 3 or less during the first cycle of combat.
    7. Axis Cooperation - German and Italian units may disembark from friendly transports during either powers non-combat move phase as long as they are in the Mediterranean. Also, Germany and Italy can mobilize one unit at one of the other powers factories during the place units phase.

    ANZAC
    1. ABDA Command: The UK Pacific begin the game in control of all Pacific territories marked with a Dutch roundel except Dutch new Guinea which goes to ANZAC . Additionally the UK receive a free minor industrial complex, naval base, and airbase on Java. ANZAC as well gets one free infantry to place on each island in the Dutch East Indies, Borneo, and Burma. This card may only be played before the first German turn.
    2. Imperial War Cabinet: The Anzacs move and purchase during the British turn and their income is combined with the UK Pacific Income. Both India and New South Wales count as capitols for the UK in the Pacific. If either falls then the UK pacific income is handed over to the Axis power that captures the territory. However the UK may continue to collect income in the Pacific theater and purchase units as long as one of the two capitols remains under their control. All other Australian cards are discarded. This card may only be played before the first German turn.
    3.Bushwhackers - ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there. This card must be played before the first German turn.
    4.Z Special Unit - Before the combat phase of every Anzac turn, the Anzac player may attempt to sabotage a Japanese air or naval base. The targeted facility must be within 3 spaces of an allied controlled territory. Pay 3 ipcs and pick a single Japanese naval or Airbase. This works like a tac/bomber raid on the facility except without the interception phase. The facility’s garrison may fire at the commandos (in a manner similar to AA guns) and a roll of 1 or 2 stops the raid. If the commandos get through then the normal rules for bombing a facility apply but noextra levels of damage are added.
    5.Brisbane Line - Whenever an Axis Power invades a province on the Australian mainland, the defending ANZAC forces may choose to retreat rather than fight. The attacker automatically seizes control of the province and the ANZAC forces may move to any allied controlled territory on the Australian mainland. If the invaders were conducting an amphibious assault then they get to bombardment the fleeing Anzac
    troops with their battleships and cruisers.
    6.The Australian 1st Armored Division: ANZAC Tanks hit at a 4 or less when defending the Australian mainland.
    7.Cockatoo Island Shipyard: Gain the Improved Shipyards Tech.

    France
    1. Maginot Line: Land units may not attack France from West Germany or Northern Italy  This advantage is lost after France falls.  German tanks and mechanized units stationed in West Germany may move through Netherlands-Belgium to attack France.  This card must be played before the first German turn.
    2. Free France: Once France has fallen, you may establish a new capitol in French Equatorial Africa.  This happens on the next French turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex and one infanrty in French Equatorial Africa. Your capitol returns to France after it has been liberated. This card must be played before the first German turn.
    3. Anglo-French Union: After France falls, all French units and territories immediately become British and are treated like British starting territories (minus French units lost via the Vichy France card, though once liberated these territories go to the United Kingdom). France is completely removed from the game and all French cards are discarded. If France is liberated it goes to the United Kingdom. Frances NO’s become the UKs. This card must be played before the first German turn.
    4.Philippe Leclerc- French tanks attack at 4 during the first cycle of Combat.
    5.Charles De Gaulle- the British may purchase units for France in the United Kingdom and its adjacent Sea zones.
    6.French Resistance- Once this card is played place 1 French infantry piece on it every French turn. Once the allies attack a territory on the French mainland these units are placed on the attacked territory and  assist in the assault.
    7. Le Fantasque class destroyer - French destroyers roll at the same time as submarines. Any unit that they kill is immediately removed from play and does not get an opportunity to roll their attack or defense.


  • anybody there? :?


  • ill change the cards posted above with revisions in the next week or two when my test game is over.


  • I played another test game with the cards and found some more problems. i hopefully will have the time to make the changes soon and post them

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