Played 1941 a few times now and have added a few house rules.
- Cost is 20 IPCs. The standard 16 it seemed too cheap and it is 20 in other Axis and Allies versions.
- Damaged battleships must move back to a sea zone beside your factory and are repaired for free at the start of your next turn.
- Damgaed battleships can only move 1 space. Gives the enemy a chance to hunt them down.
- Each tank makes a single infantry attack with 2 instead of the usual 1. It essentially makes the tank like the artillery piece that exists in other versions (1941 has no artillery pieces).
This was done to reduce the infantry push mechanic, which I have read a lot about.
A standard pack of cards is shuffled. Each nation recieves one card. The types of purchase nations can make at the start of their turn is determined by the suit of their card.
Diamonds - land units
Hearts - air units
Spades - naval units
Clubs - one unit type only. e.g. only infantry or only fighters
If you don’t like the card you have, you can choose to discard it and draw another. You now cannot buy anything till next turn. You can also trade the card with an ally (if they let you) instead of discarding it.
If we want to keep the game short then when there are no more cards to draw the game stops. The side with the most IPCs is declared the winner.
We play with cards because it:
- speeds up purchasing decisions each round.
- stops players carrying out the exact same purchase choices on the same turn every game, which can get stale.
- makes players plan ahead.
- makes it easier to exploit an enemies weak point as they cannot always buy what they want straighty away in response.
- reduces the availability of infantry which in turn reduces the infantry push mechanic. It does not reduce it enough to break the game however.
Well that is how we play. Let me know what you think and if you have any other house rules for 1941 I would like to hear them.