• Fixed typos, rules and other stuff…… 😄 😄 🙂 🙂


    Objective:  If playing on Europe board: If you control 12 VCs for one whole turn.
    Pacific Board: if own 8 VCs for one round.
    Global: if own 18 VCs for one round.
    OR kill every nation.

    choose a VC as your capital. Then place 6 Infantry, 3 Mech. Infantry, 2 Artillery, 1 Tank, 2 Fighters, 1 Tac. Bomber, 1 AA gun, 1 Major Complex, Air base, and a Navy Base (if not a coastal territory then get +1 AA Gun).

    If your VC is in Phillipines, United Kingdom, New south whales, Japan, Hawaii, Malay, or Sweden place 1 transport in a sea zone next to it, but remove 2 Infantry.

    NEW VCs:
    Sweden, Brazil, Spain, Malay, and Turkey now have VCs in them.

    Every nation starts with 15 IPCs, then in round 2 every nation collects it’s income.

    You can make temporary alliances, but you can not move units into the same space.

    What board to use:
    If you have 4 or less players then play on one board. If 5 or more play with global board

    If your capital is captured, the player who captured it gets all of the IPCs that the player had.
    Then the next round the player can collect it’s income.

    Puppet states:
    When a capital is captured, the player who captured it rolls a dice. On 3 or less the player can install a puppet state. Roll a dice for each territory that the player who got his capital captured. On a 2 or less the territory is given to the player that captured the capital. The Units in that are in it become his too. Same with sea zones.
    This rule can be optional.


    Empire Bonuses on global board:

    Mediterranean Empire: +9 IPCs if own all of these territories: N. Italy, S. Italy, S. France, Spain, Turkey, Greece, Egypt, Syria and Algeria.

    European Empire: + 12 IPCs if own all of these territories: Spain, Normandy, S. France, France, Holland/Belgium, Western Germany, Greater southern Germany, Germany, Poland, Yugoslavia, Albania, and Hungary/slovakia.

    New Mongol Empire: +17 IPCs if own all of Chinese territories, Mongolia Territories, Korea, and Persian Territories.

    American Empire: + 7 IPCs if own W. US, Central US, Eastern US, South West  Mexico, Mexico, venezuela, Peru, and Ontario.

    New Persia: + 8 IPCs if own Greece, Turkey, Syria, Israel, Iraq, Persian territories, Caucasus, and Egypt.

    For Europe board:

    Baltica: + 5 IPCs if own Sweden, norway, Finland, vyborg, Baltic states, Denmark, and Poland.

    Europa: +9 IPCs if own Normandy, France, s. France, Germany, w. Germany, holland, Denmark, Poland , Switzerland, and greater s. Germany.

    South American federation: + 7 IPCs if own south American territories, Mexico and Central America.

    Arab nation: + 12 IPCs if own morocco, Algeria, libya, Tobruk, Alexandria, Egypt, Syria, Iraq and Saudi Arabia.

    Pacific board:

    China: + 12 IPCs if own all Chinese territories.

    Russia: +7 IPCs if own all Russian territories.

    Indonesian empire: +8 IPCs if own Malay,  Sumatra, celebs, boreo, Java, and Siam.

    Pacifica: + 10 IPCs if own Guam, Hawaii, Okinawa, Carolina islands, phillipines, wake and midway.

    VC Bonuses:

    +5 IPCs if own 5 VCs

    • 8 IPCs if own 7 VCs
      +12 IPCs if own 12 VCs

    Convoys: every convoy on the board is worth 1 IPC. To capture you must have units go into the sea zone.  Place a marker to show you own it.

    The combat system and other rules are the same as Global 1940.

    To know who goes first, roll a dice, who ever gets the highest goes first, then go clockwise.

    Minor ICs can be built in territories that are worth 2 or less, but not Territories that have no value.
    Major ICs can be built in place that are worth 3 or more, but can be built in a territory that is worth 2 AND contains a VC.

    Territory Value Changes:
    West USA: 7
    Central US: 5
    East US: 10
    Russia: 4
    Volgograd: 3
    Ukraine: 3

    An optional rule is to place these “Rebels” in each of these territories if not picked as a capital. Use Chinese Infantry for rebels.

    Germany: 3 Rebels
    France: 1 Rebel
    Russia: 3 Rebels
    E. US: 3 Rebels
    Egypt: 1 Rebel
    Iraq: 2 Rebels
    Japan: 3 Rebels
    Quebec: 1 Rebel
    Union of South Africa: 1 Rebel
    New south wales: 1 Rebel
    Amur: 1 Rebel
    Yunnan: 2 Rebels
    India: 2 Rebels
    S. Italy: 1 Rebel
    Greece: 1 Rebel
    Spain: 2 Rebels
    Poland: 1 Rebel
    Norway: 1 rebel
    Brazil: 1 Rebel
    West USA: 2 Rebels


  • ok tried it and……

    Round 1
    Taking territories

    Round 2
    Sweden Blizting into Russia
    Turkey going into russia
    Borders are reached @ Turkish owned Yugoslavia and French owned North Ital

    Round 3
    Sweden and Turkey are close to bordering
    Turkey lands in South Italy, cuasing France to split forces

    Round 4
    major fail battle for the Turkey, Turkish fleet attacks French fleet
    Sweden meets Turkish
    Sweden lands in Poland

    Round 5
    France retreats due to massive forces of Sweden and Turkey
    Turkey rebuilt its fleet and destroyed the French fleet

    Round 6
    Sweden attacks Paris, but fails. 😮
    Turkey attacks Paris, and wins 😄
    France is gone… 😞

    Round 7
    Sweden attacks Turkey in Russia, Turkey won, but had only 2 or 3 units left.

    Then just like 3 rounds of Turkey marching up to sweden.
    Then on round 11 or 12, turkey took sweden and WON!!! 😄 😄 😄 😄 😄

Log in to reply

20th Anniversary Give Away

In January 2000 this site came to life and now we're celebrating our 20th Anniversary with a prize giveaway of 30+ prizes. See this link for the list of prizes and winners.
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys
T-shirts, Hats, and More

Suggested Topics

  • 7
  • 1
  • 59
  • 6
  • 1
  • 7
  • 30
  • 9
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys