I have played quite a few games of the original A&A, but not as many as I’d like to have played. Not sure if my game is some type of 2nd edition as it’s not nearby. I’ve only recently played Pacific, on my third game all against the same guy who had never played before. He did Japan first and it was over early. I did Japan and won, but there were touchy moments. I’m about to lose as the Allies after making a bad choice. So far I see some decent possibilities for variation in games. Just as in the original version I think that if a few critical battles and/or just different losses go one way or another then the actions by both sides often are forced to change. The reason I like A&A so much is the variation in what happens, so different from Risk which I’ve played tonnes of growing up, but not overly complex that a novice can’t have a good go at it and fun the first game. In all the games of original A&A I’ve played while there has been the natural similarities one gets with playing on the same board with the same victory conditions, I can honestly say I’ve never played a game that was the same as another. Always something different happened to make that game a little special. I hope Pacific works out that way, and I can see that happening, especially with more than one enemy player. So far I’m enjoying it.
Ideas for Pacific
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While doing some research on Larry Harris’ sight, I came across a very interesting topic about house rules to balance the game and keep it more in line historically. Krieghund had these suggestions in 2007:
1. Count the Japanese victory points at the end of the US’ turn (that way Japan has to take and hold a territory to get credit).
2. Japan can win only on victory points - not on capital capture.
3. No substalling allowed (attacking subs must fight one round before submerging).
4. Kamikaze may not be used until “activated” - they are activated on the first turn Japan collects less than 30 IPCs of income (this makes them more of a game-saving “desperation weapon” than an advantage for Japan).Thoughts? Anyone try these?
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I like these rules! The sub stalling has always bothered me. I would keep the victory points at 22 because of #1 and give Allies a little extra ipcs in the beginning. Time to dust off Pacific.
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Rule number 1 does look like it might be good to include.