Axis & Allies 1941 Preview: Rules Differences

| June 15, 2012 | 7 Comments

In this preview of Axis & Allies 1941 we take a look at the rules of the game and how they differ from other versions of Axis & Allies. The rules are basically the same as Axis & Allies 1942 (first edition). There are, however, some exceptions that work well with this abbreviated version of the game.

Turn Order and Phases

Turn order is the same as Classic, Revised, and 1942:

  1. Soviet Union
  2. Germany
  3. United Kingdom
  4. Japan
  5. United States
Turn phases are also the same as always:
  1. Purchase Units
  2. Combat Move
  3. Combat
    1. Submarine surprise attack or submerge
    2. Attacking units fire – defending units choose casualties
    3. Defending units fire – remove attacker units
    4. Remove defender casualties
    5. Press attack or retreat
  4. Noncombat Move
  5. Mobilize New Units
  6. Collect Income

Victory Conditions

For the regular version of the game, you must capture 2 capitals (which are marked on the map like A&A 1942 victory cities) and hold them until the end of the round (end of Japan’s turn for the Allies or end of USA’s turn for the Axis). The optional shorter game only requires one capital for a victory.


We already went over the differences in the units in the Axis & Allies 1941 Units Preview.

To recap:

  • Battleships do not have offshore bombardment
  • Strategic bombing has been removed
  • No anti-aircraft guns
  • No artillery
  • No Cruisers

More Details

Here are a few other notes about the rules that you might be interested in.

  • Naval units cannot move into or out of the Black Sea (sea zone 18) but aircraft can.
  • Battleships can take two hits. Hit battleships are restored to normal at the end of the battle.
  • Industrial complexes produce only as manu units as the IPC value of the territory on which it is printed.
  • You cannot produce new industrial complexes.
  • Even though they are printed on the map, industrial complexes are consider units and as such stop a tank’s blitz.
  • The game does not come with money. Record your income on a piece of paper or by other means.
Some things that have not changed over A&A 1942.
  • Aircraft carriers are sunk with 1 hit.
  • You can build fighters on newly your aircraft carriers.
  • You can land fighters in a sea zone where you are about to build an aircraft carrier.
  • Subs work the same as A&A 1942.
  • Cannot attack neutral territories.

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Category: Axis & Allies 1941, News

About the Author (Author Profile)

David Jensen has been operating Axis and since 2000 and writing about Axis & Allies since 1997.

Comments (7)

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  1. Most Holy says:

    Thanks for the review. I can’t wait to get my hands on this game and hopefully get my son into this sick addiction of mine. Looks like a great game for beginners.

  2. seatowninvt says:

    This game seams nice for beginners, but the huge world edition with the combo is still the standard of exellence. Need a completely different landscape if u ask me.

  3. Evil Garden Gnome says:

    I envision buying a lot of fighters. Glad I have other editions to fill out the pieces, but I may have to invest in after-markets after all.

  4. Tavenier says:

    I am amazed to see the IP values on the map. 1 for India, none for most African terr, etc. Small purchases I presume.

  5. Gessepy says:

    Ok so now I figured out why I couldn’t win. A “new” set of rules was introduced and crippled me everytime.

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