Hasbro Axis AND Allies
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Axis & Allies Board Game: Europe 1940WOC25524 Europe 1940 Axis and Allies Board Game by Wizards of the Coast Axis and Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. Axis & Allies Europe 1940 features an oversized board that measures 35in wide by 32in high. With over 550 combat units, deluxe... Read more
Details
Brand: Avalon Hill
Part Numbers: 25524, 5511560, WOC 25524, WOC25524, WOC255240000
UPC: 653569478225
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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(English)Hasbro Axis AND Allies, size: 6.3 MB |
Related manuals Hasbro Axis AND Allies Europe Hasbro Axis AND Allies Pacific Hasbro Axis AND Allies Pacific 2000 |
Hasbro Axis AND Allies
Video review
Axis and Allies (Hasbro Version) Intro (1998, Hasbro Interactive)
User reviews and opinions
| rwaldron |
7:44pm on Thursday, July 29th, 2010 ![]() |
| This game has it all, excellent combat play, interesting role playing, lots of options to replay continuously, have yet to beat the game. | |
| Ben Young |
8:47am on Saturday, June 12th, 2010 ![]() |
| i was very happy with Blizzard for creating this masterpiece. As with WarCraft, its flawless. The grphics are great even though the its 2003. | |
| troublshootr |
5:07pm on Saturday, June 5th, 2010 ![]() |
| Heavy metal FAKK2 is surely the most impressive game I have played in a long time. And one of the few full-on action adventures I have ever played. | |
| priyanick |
2:54pm on Tuesday, June 1st, 2010 ![]() |
| I had a few problems with wireless dropping signal in my first week of use. I have read several reviews that mention similar. | |
| useuy |
2:34pm on Monday, May 31st, 2010 ![]() |
| The first thing youre gonna notice when you start playing FAKK2 is how incredibly sexist it is. | |
| ooounohu |
12:13pm on Thursday, May 20th, 2010 ![]() |
| Stop working this baby with the stock firm ware. Nothing will get connect nor it will give me anything out. | |
| Cenesio |
4:27am on Tuesday, May 4th, 2010 ![]() |
| TP-Link makes excellent products at reasonable prices. Most routers I have had over the years seem to burn out after one to two years. bought this cause i have a wireless adapter from tplink and it works great . | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents
GAME COMPONENTS
1 Game Board 1 Rulebook 1 Storage Tray 1 Battle Box 12 Dice 2 Base Cards (Rabaul and New Caledonia) 2 Reference Charts 1 First-Player Token 2 Victory Point Markers 6 Control Markers 9 Aireld Markers 20 Supply Tokens 16 Advantage Tokens 85 Plastic Chips (10 red, 75 grey) 85 Total Allies Playing Pieces (green): 6 Battleships 10 Destroyers 8 Cruisers 10 Transports 8 Fighters 7 Bombers 10 Infantry 7 Artillery 6 Antiaircraft Guns 5 Aircraft Carriers 8 Submarines
GAME COMPONENTS (continued)
87 Total Axis Playing Pieces (brown): 6 Battleships 10 Destroyers 8 Cruisers 10 Transports 8 Fighters 7 Bombers 12 Infantry 7 Artillery 6 Antiaircraft Guns 5 Aircraft Carriers 8 Submarines
Game Board
The game board is a map of the Solomon Islands in the South Pacic.
Base Cards (Rabaul and New Caledonia)
These serve as each countrys launching point for the Solomon Islands campaign. Each card represents a base that is much further away than a normal sea zone, but moving from its sea zone to its connecting route-tobase sea zone on the board takes just 1 movement. Your base also houses damaged units for repair and is where you place your reinforcements when you purchase them.
Route to Base
The United States and Japan have route-to-base zones on opposite ends of the game board. These sea zones connect with the waters on the appropriate base card.
Aireld Markers
If you control the airelds, you control the war. Each undamaged aireld can hold up to 2 aircraft and is worth 1 victory point per turn.
Supply Tokens
Use these for building and repairing airelds, repairing damaged sea units, and for expediting the deployment of reinforcements. They can be carried on destroyers and transports. Spent supply tokens are returned to the game box.
Battle Box and Dice
Use the battle box to determine the results of combat. Place the 12 dice in the neck of the battle box, and then slide it in.
Control Markers
Use these during the nal phase of each turn to indicate control of the island zones.
Plastic Chips
Use these to save space in overcrowded zones. Putting a grey chip under a unit shows that there is an additional unit of that unit type in the zone. Putting a red chip under a unit shows that there are an additional ve units of that unit type in the hex. Example: A destroyer with 1 grey chip under it counts as 2 destroyers. An infantry with 1 grey and 1 red chip under it counts as 7 infantry.
First-Player Token
The player who has this will move each type of unit rst and will choose the order of zones when resolving combat.
1st Player
Advantage Tokens
Use these for optional rules to add a twist to game play. (See page 24.)
Sea Zone
These are marked with the letters A through M for reference. Sea and air units can enter sea zones. Land units can enter sea zones only if theyre being carried by destroyers or transports.
Island Zone
Each of these has a name and an aireld capacity. For example, up to 2 airelds can be put on Guadalcanal. Controlling island zones will grant you more reinforcement points.
1 infantry unit 1 destroyer unit grey chip (1 unit) red chip (5 units) grey chip (1 unit)
Victory Track 6
The rst player to reach 15 victory points wins. You earn victory points by controlling airelds and destroying capital ships.
2 Destroyers
7 Infantry
GAME SETUP
Decide who will play the Axis and who will play the Allies. Sit on the appropriate side of the board. Give the Axis player the rstplayer token. Put your base card adjacent to your route-to-base zone(s). Put the victory-track markers on the victory tracks. Put 1 aireld marker on Guadalcanal and 1 on Bougainville. The Allies player controls the aireld on Guadalcanal and the Axis player controls the aireld on Bougainville. Put an Allies control marker on Guadalcanal and Axis control markers on the other islands. Put units on the board as indicated by the printed silhouettes, using plastic chips as needed. Put the 12 dice into the battle box.
This section includes detailed information for each unit in the game. Keep any units you arent using in your game box. Whenever a unit gets destroyed, put it back into the game box. There are three categories of units in the game: land, sea, and air. Each unit type is dened by the following characteristics: Cost: This number is the units cost in reinforcement points. Attack: This is how many dice a unit contributes to an attack against the indicated unit category (land, sea, and air). Also, land attack power is used to determine control of island zones. Special Abilities: Some units have special abilities.
Land Units
Land units can attack only when in an island zone. They can be carried by transport or destroyer across sea zones.
Infantry
Axis: Japan
Allies: United States
Infantry is the basic land unit of war. They are not effective against air and naval units but are key in capturing and controlling the disputed islands. It is easy to deploy a large number of infantry onto the battleeld. Cost: 1
1 Cruiser
Air Attack: 0 Sea Attack: 0 Land Attack: 1
2 Transports
Artillery
Axis: 70mm Howitzer
Allies: 105mm Howitzer
Artillery is the most powerful land unit in the Solomon Islands campaign. It can inuence the tide of battle both on land and at sea. Cost: 2 Air Attack: 0 Sea Attack: 1 Land Attack: 1
Special Abilities
Ranged Fire: May attack into 1 adjacent sea zone each turn during the Attack Sea Units step of combat.
UNITS (continued)
Antiaircraft Guns
Torpedo Attack: After moving (or deciding not to move), a submarine makes a 1-die attack on the target of your choice in the same sea zone. This special attack happens during the movement phase, so a unit damaged or destroyed by this attack will be removed from the zone before it can attack.
Antiaircraft guns provide a powerful umbrella that helps protect your airelds and land units from aircraft assaults. Cost: 2 Air Attack: 3 Sea Attack: 0 Land Attack: 0
Destroyer
Axis: Fubuki class
Allies: Johnston class
Sea Units
Each sea unit can move 1 sea zone per movement phase. They can never move into island zones.
A naval task force with a good ratio of destroyers will always prove to be a deadly force. Intentionally limited in both land and air attack abilitiesjobs best left to the cruisers and battleshipsdestroyers are the infantry in a world where the oceans are the battleelds. Cost: 5 Air Attack: 1 Sea Attack: 1 Land Attack: 0
Transport
Axis: Hakusan Maru class
Allies: Liberty Ship
Island warfare is all about the transports. Land troops cant maneuver between islands without them. All the other ships and planes are there to make sure these key units can carry the war to the enemy. Cost: 2 Air Attack: 0 Sea Attack: 0 Land Attack: 0 Makeshift Transport: A destroyer has 1 space for transporting a land unit or supply token. Resilience: Damaged instead of destroyed on a hit roll of 2.
Cruiser
Transportation: A transport has 2 spaces for transporting land units and supplies. Each unit or supply token takes up 1 space.
Axis: Takao class
Allies: Portland class
With the ability to participate in land, sea, and air battles, these warships will have a lasting impact on all three dimensions of this struggle. Cost: 7 Air Attack: 1 Sea Attack: 2
Submarine
Axis: I class
Allies: Ray class
Land Attack: 1
This unit has its own particular way of conducting war. These lone wolves can target specic ships and cause great problems for an unsuspecting target. Cost: 4 Air Attack: 0 Sea Attack: 0 Land Attack: 0
Ranged Fire: May attack into 1 adjacent island zone each turn during the Attack Land Units step of combat. Resilience: Damaged instead of destroyed on a hit roll of 2.
Aircraft Carrier (Capital Ship)
Air Units
Fighters and bombers can move into and attack island zones or sea zones. They can land on airelds you control and on the land zone of your base card. Fighters can also land on your aircraft carriers.
Axis: Shinano class
Allies: Wasp class
Bomber
Capable of transporting ghter aircraft to any island or sea zone on the battleeld, these capital ships are indeed the heart and soul of the eet. Protect them well! Cost: 7 Air Attack: 0 Sea Attack: 0 Land Attack: 0 Axis: G4M2E Model 24J Betty Allies: B-17
Flight Deck: Up to 2 ghters can land on a friendly aircraft carrier.
Transporting powerful payloads over great distances, bombers can turn the tide of any battlebe it on land, sea, or air. They will be your powerful st ready to strike where and when they are needed. Cost: 5
Capital Ship: Your opponent earns 1 victory point for destroying a capital ship. Resilience: Damaged instead of destroyed on a hit roll of 2.
Air Attack: 1 Sea Attack: 2 Land Attack: 2
Battleship (Capital Ship)
Range 3: Can move up to 3 zones during movement and 3 zones during regroup.
Fighter
Axis: Yamato class Allies: Iowa class
These capital war ships are the cornerstones of power. The presence of a battleship in a given sea zone will always signal the ultimate effort and center of activity. Axis: A6M2 Zero-Sen Zero Cost: 12 Air Attack: 1 Sea Attack: 3 Land Attack: 2 Land-based or ying off the decks of carriers, these weapons will dictate the terms of any engagement. In the end, these machines replaced ships as the dominant weapons of the time. Cost: 3 Air Attack: 2 Sea Attack: 1 Land Attack: 1 Heavy Armor: Ignore the rst hit on a battleship each turn (a roll of 1 or 2). Allies: Carrier Based Fighter
Ranged Fire: May attack into 1 adjacent island zone each turn during the Attack Land Units step of combat.
Capital Ship: Your opponent earns 1 victory point for destroying a capital ship. Resilience: Damaged instead of destroyed on a hit roll of 2. Range 2: Can move up to 2 zones during movement and 2 zones during regroup.
SEQUENCE OF PLAY
Axis & Allies: Guadalcanal is played in turns. A turn consists of 3 phases, followed in order. Turn Order Phase 1: Movement Phase 2: Combat Phase 3: Regroup
SEQUENCE OF PLAY (continued)
Movement Sequence
1. Load and move transports 2. Move battleships 3. Move aircraft carriers 4. Move cruisers 5. Load and move destroyers 6. Move and attack with submarines 7. Move bombers 8. Move ghters For each step of the movement sequence, the rst player completes that step for his or her own units, and then the other player does the same. Then go to the next step of the sequence. When you nish a given step, let your opponent know it is his or her turn. 1. Load and Move Transports You may load land units and supplies from adjacent island zones onto transports. Each transport has 2 spaces for transporting land units and supplies. Each unit or supply token takes up 1 space. Put the units you wish to load on a transport into the sea zone next to the transport. If youre loading multiple transports in the same sea zone, indicate exactly how youre splitting up the units and supplies among the transports. This is important in case any of the transports are destroyed and you need to determine which cargo is lost. When you move a loaded transport to a different sea zone, keep the loaded units next to the transport. 2. Move Battleships Battleships dont have any special movement rules. They can simply move 1 sea zone. 3. Move Aircraft Carriers Any ghters that are loaded on the carrier move along with the carrier for free into the new zone it moves into. 4. Move Cruisers Cruisers dont have any special movement rules. They can simply move 1 sea zone. 5. Load and Move Destroyers Load and move destroyers like you did transports, except destroyers have less space. Each destroyer has only 1 space for transporting a land unit or supply token. This battleship cant move through New Georgia from sea zone I to sea zone G, because the island zone is between those zones. Likewise, a sea unit couldnt move from sea zone C to sea zone H.
Examples of Sea Movement
This cruiser moves 1 zone from the U.S. base card to sea zone J.
Phase 1: Movement
In this phase, the players alternate moving their units by unit type. How an individual unit moves depends on whether its a sea, air, or land unit. Sea unit: May move 1 sea zone. Air unit: May move multiple zones and can move into sea and island zones. Land unit: May only be moved by transport or destroyer. The sea zone on your base card is one move away from the routeto-base sea zone(s) indicated on the board.
6. Move and Attack with Submarines A submarine attack is a special 1-die attack on a sea unit of your choice in the zone the submarine is in. The submarine may make this attack even if it does not move, but it happens after you move, or declare that youre not moving, the submarine. Choose a sea unit in the zone and roll the dice in the battle box. Apply the result of the rst die in the box to the target you chose. Read more about attacks and how they work on page 16. 7. Move Bombers A bomber moves up to 3 zones. 8. Move Fighters A ghter moves up to 2 zones.
Example of Air Movement
You have a ghter on New Caledonia and you want to move it onto the game board. The rst move is into the sea zone on the New Caledonia card, and the second is into sea zone J. Later in the turn, during the regroup phase, the ghter can move another 2 zones to land, allowing it to land on your Guadalcanal aireld.
Phase 2: Combat
In this phase, resolve combat in each zone that contains opposing units. 2. Attack Sea Units Do what you did for air units in step 1, but this time for each sea zone in which sea units can be red upon. Also, some sea units can be damaged instead of destroyed. Put them on the damaged area of their base cards at the same time you remove destroyed sea units. Each artillery may re into only 1 adjacent sea zone each turn. The attacker must declare if the artillery is part of the attack for each sea zone adjacent to it. Once declared as part of an attack on a sea zone, an artillery cant attack another sea zone this turn. 3. Unload Transports and Destroyers The rst player may unload units and supply tokens from transports and destroyers onto adjacent island zones. The other player then does the same. 4. Attack Land Units and/or Airelds Do what you did for air and sea units in steps 1 and 2, but this time for each island zone in which land units and/or airelds can be red upon. For each of your air units and sea units participating in the attack (not land units), decide whether it will attack the enemys land units or airelds. It cant attack both. When attacking airelds, the attack is made with the combined attack power of each unit chosen to attack the airelds in the island zone. Ignore the unit types listed on the neck of the battle box when attacking airelds. Simply look at a number of dice in a row starting with the outside tip of the neckequal to the attack power. For every 2 hits scored on those dice (a roll of 1 or 2) damage one enemy-controlled aireld in the zone. Flip the aireld marker over to indicate that it is damaged. Each cruiser or battleship may re into only 1 adjacent island zone each turn. The attacker must declare if the cruiser or battleship is part of the attack for each island zone adjacent to it. Once declared it as part of an attack on a island zone, a cruiser or battleship cant attack another island zone this turn.
How to Attack
Use the following sequence for resolving attacks against each category of unitair, sea, and land: 1. Determine Total Attack Power 2. Roll Dice in the Battle Box 3. Declare Your Hits 1. Determine Total Attack Power Add up all the attack powers of the attacking units. That is your total attack power and determines how many dice you will be rolling for that attack. Each unit has 3 attack numbers. Each number tells you how many dice it rolls against the indicated category of unitland, sea, and air. Example: A battleship has an air attack power of 1. This means it will add 1 die to your air attack against all the enemy air units in the same zone as the battleship. The battleship also has a sea attack power of 3, so it will also add 3 dice to your attack against the enemy sea units in the same zone. Finally, the battleship has a land attack power of 2, so when it is time to attack land units in an adjacent island zone, you may add its 2 dice to your attack in that zone. A battleship or cruiser may add its land attack power to an attack on 1 adjacent island zone per turn. Similarly, an artillery may add its sea attack power to an attack on 1 adjacent sea zone per turn. Other units add their attack powers only to attacks in their own zones.
Combat Sequence
1. Attack air units 2. Attack sea units 3. Unload transports and destroyers 4. Attack land units and/or airelds For each step of the combat sequence, the rst player chooses the order in which zones are resolved. For details on how attacks are resolved, see How to Attack on the next page. 1. Attack Air Units The rst player attacks the opposing air units in the zone of his or her choice. Then the other player attacks the opposing air units in that zone. After both players have rolled their attacks, then remove the destroyed air units from the board. Repeat this process for each zone in which air units can be red upon.
2. Roll Dice in the Battle Box Make sure all 12 dice are in the battle box and the neck is fully inserted. Shake the box to randomize the dice, tilt the box slightly downward, and then pull the neck out. The dice will come out in a straight line in the neck. If you have an attack of greater than 12 dice, youll need to use the box again until you have rolled enough dice.
3. Declare Your Hits Starting with the rst die at the tip of the neck, check a number of dice in a row equal to the power of the attack. Each die result of 1 or 2 is a hit. The inside of the neck of the box is numbered to make this easier. Tell your opponent which specic unit types are hit by reading them off from slot 1 and counting up. To do this, look at the outside portion of the neck of the box where your hit is positioned. Then read off the unit type indicated on that slot for the category of unit you are attacking (air, sea, or land).
Example: You are attacking sea units with 12 dice, and your opponent has 2 destroyers, 1 cruiser, and 1 battleship in the zone youre attacking. You score a hit on a transport, which your opponent doesnt have in that zone. This hit will go to a destroyer, because its the rst unit type listed on the neck of the box that your opponent has.
Hitting Units the Enemy Doesnt Have
During an attack, its possible youll hit a unit type your opponent doesnt have in that zone or a type for which all units in that zone have already been destroyed. In that case, the hit still counts, but it will hit a different unit type in that category. To nd out what it hits, look at the unit types listed on the neck of the battle box. Starting with the unit listed for slot 1, look to see if there is an undestroyed enemy unit of that type present in the zone. If so, the hit goes to that unit. Keep reading up the neck from slot to slot until you reach a type of unit in that zone that can take the hit.
Battle Box Example Loss of Cargo
Lets say you attack with a total attack power of 8, and you are ring at air units. You get this roll: If a transport or destroyer gets hit, the units and supply tokens it was carrying are destroyed. If a carrier gets hit, the ghters that were on it are not destroyed. They stay in that sea zone but will need to nd a new place to land during the regroup phase. When assigning hits, on a result of a 2 the defender chooses which unit of the appropriate type actually takes the hit. On a 1, the attacker chooses. This is important in cases involving multiple transports or destroyers carrying different units. Example: You make an attack and roll a 1 in the transport slot of the dice box. Your opponent has 2 transports in the zone. One of them has no units on it, and the other has 2 supplies. You can now choose to assign the hit to the one with 2 supplies because you rolled a 1. If it was a 2, the opponent could have it go to the empty transport. instead of being destroyed, they are damaged. When a unit is damaged, instead of returning it to the game box when you are removing casualties, place it on the damaged area of your home base card. This represents the ship returning for repairs. The ship will remain there until you spend 1 supply token during the regroup phase to repair it. When a unit is damaged in combat, it is still possible for it to be destroyed during the same attack. If the damaged unit is hit with a second hit (be it 2 or 1), then it is destroyed. Hits are applied to undamaged units before damaged ones, so this will only happen when all the other units of the same type as the damaged unit have also been damaged or destroyed.
Example: The Allies player unloads 5 infantry into Axis-controlled New Georgia, where the Axis player controls an aireld and 4 infantry.
Okay, nice rolling! Lets assign these hits. Start from the rst slot and make your way up, only counting the rst 10 dice. Slot 1: 2 Damage a destroyer. Your opponent chooses which one because you rolled a 2. He chooses the one without the infantry, since the infantry would be destroyed otherwise. Slot 2: 1 Destroy the cruiser! Slot 3: 1 Hit the battleship, but due to its special ability of ignoring the rst hit per turn, this hit is ignored. Slot 4: 1 This hit would destroy an aircraft carrier, but there isnt one, so the hit is assigned to the rst unit available listed from left to right on the battle box neck, starting with the unit listed for slot 1. It hits the undamaged destroyer and destroys it because it was a roll of a 1. This also destroys the infantry on it. Slot 5: 2 Hit and destroy a transport of the defenders choice. He chooses the one with nothing in it.
Slot 6: 3 Miss. Slot 7: 2 This hits the damaged destroyer, because it is the only destroyer left, destroying it! Slot 8: 6 Miss. Slot 9: 3 Miss. Slot 10: 2 This would hit and damage an aircraft carrier, but there isnt one, so the hit is assigned to the rst unit available listed from left to right on the battle box neck, starting with slot 1. The rst listed unit available is found in slot 3 the battleship. The battleship is damaged. The end result is that you damaged a battleship, sending it home for repairs, and destroyed everything else except a lone transport delivering an artillery and supply.
After combat, the Allies player has 4 infantry remaining, and the Axis player has 2. The Axis player loses control of the island zone, but retains control of the aireld because there are still Axis units on the island.
2. Land Air Units
Fighters and bombers must land now. Bombers may move up to 3 zones and can land only on their home base or on any controlled aireld. Fighters may move up to 2 zones and can land on their home base, a controlled aireld, or on a friendly aircraft carrier. Any air unit that cant land is destroyed. An aircraft cant land on a damaged aireld, even if it didnt move from that island zone this turn. Landing Capacities Home Base (Rabaul or New Caledonia): Any number of air units Aireld: 2 air units per aireld marker Aircraft Carrier: 2 ghters (no bombers)
Reinforcement Costs
Unit Type Cost Repair Starting with the rst player, each player may repair airelds and sea units. You may spend 1 supply token at your home base to repair a damaged sea unit there. Put the repaired unit into the sea zone on your base card. You may do this for each damaged sea unit you control. You may spend 1 supply token on an island zone to repair a damaged aireld you control on that island. Flip the aireld marker over to the undamaged side. You may do this for each damaged aireld you control. Deploy Starting with the rst player, players may deploy their sea units from their base cards directly onto the game board by spending supply tokens at the home base. The sea zones on the sides of the board have deployment numbers on them. You may deploy a sea unit from your home base card to one of those zones on your side of the board by spending a number of supply tokens equal to the deployment number in that zone. Any units loaded on that sea unit move with it at no extra supply cost. This can be an effective way for getting troops or ghters into combat where they otherwise wouldnt reach.
4. Reinforce, Repair, and Deploy
In this step, players will bolster their forces, repair their damaged units, and stage their attack for the following turn. Reinforce Each player gets 5 reinforcement points to spend each turn plus 2 points per island he or she controls. Thus, a player controlling 3 islands would get 11 reinforcement points. Starting with the rst player, spend reinforcement points. Put any reinforcements bought onto the appropriate base card, with land units, air units, and supply tokens going on the land zone and sea units going in the sea zone. If you buy a transport, destroyer, or aircraft carrier, you may immediately load units onto it from your base card.
5. Score Victory Points and Check for Victory
Each player scores 1 victory point for each undamaged aireld he or she controls. Adjust the victory tracks accordingly. When a player reaches 15 victory points during this step, that player wins the game. (If a player goes to 15 points or above during the combat phase because he or she destroyed a capital ship, that player doesnt win the game until this step.) If both players reach 15 victory points in the same turn, the player with more victory points wins the game. If they are tied, the game continues until the tie is broken.
Infantry..1 Artillery..2 Antiaircraft Gun.2 Transport..2 Submarine..4 Destroyer..5 Cruiser.7 Aircraft Carrier.7 Battleship..12 Bomber..5 Fighter.3 Supply Token..2
Any reinforcement points you do not spend are lost. Spend them wisely!
6. Pass the First-Player Marker
Example: You have 1 battleship, 1 transport, and 3 supply tokens at your base at New Caledonia. Your transport is loaded with 2 infantry. You decide to spend 1 supply token to put the transport (with its cargo) into sea zone J, and then spend another 2 supplies to put the battleship into sea zone I. The player with the rst-player marker passes it to the other player. That player is now the rst player. Start the next turn of the game.
3. Build Airelds
Starting with the rst player, players may build airelds. To build an aireld, spend 3 supply tokens you control on an island zone that has an empty aireld slot. Place an aireld marker on that island zone. You control the aireld you build, even if you dont control that island. Guadalcanal, Bougainville, and New Georgia can each have up to 2 airelds. Santa Isabel, Malaita, and Choseul can each have no more than 1 aireld. On each island that can hold 2 aireld markers, its possible for each player to control an aireld marker on the same island.
Land Zone
Air and Land Units, Supply Tokens
APPENDIX 1: OPTIONAL RULES
Once youve played a few games, you may want to try out one or both of the two optional rules: advantages and hidden movement. Banzai Charge 1 token When used: During combat, before the land combat step begins. Effect: Choose an island zone. Each 3 you roll against land units counts as a hit in that zone this turn. Night Fighting 2 tokens When used: During combat, before the sea combat step begins. Effect: Choose a sea zone. Each 2 you roll against sea units in that zone this turn counts as a destroy hit, just like rolling a 1. Quick Drop 2 tokens 1 token When used: At the beginning of combat before any attacks are made. Effect: Choose a zone and choose air, sea, or land. After both players make their attacks against the chosen category of unit in the chosen zone and take casualties, both players attack again against that unit category in that zone. When used: At the end of the movement phase. Effect: Choose a sea zone. You may unload all your destroyers and transports in that zone onto an adjacent island zone. Superior Fighters 2 tokens When used: During movement, before you move your ghters. Effect: Your ghters may move 3 zones during movement and regroup this turn instead of 2.
APPENDIX 1: OPTIONAL RULES (continued)
Allies Tokens
Command Decision 1 token When used: Use at the beginning of a combat phase before any attacks are made. Effect: Choose a zone and choose air, sea, or land. After both players make their attacks against the chosen category of unit in the chosen zone and take casualties, both players attack again against that unit category in that zone. Good Logistics Coast Watchers 1 token 2 tokens When used: During regroup, before you buy reinforcements. Effect: Whenever you buy a supply or artillery this turn, get a second one of the same type free. Amphibious Assault 2 tokens When used: During combat, after unloading but before land combat. Effect: Make an attack against the land units in 1 island zone of your choice with each unit you unloaded there this turn. Resolve the effects of this extra attack immediately, without the enemy returning re. When used: During movement, before moving a specic unit type of your choice. Effect: You do not move that unit type until all other units have moved this turn. 2. Hidden Sea Movement Both players secretly write down the movements of their sea units on paper by indicating the letter of the sea zone the units originated from, and the letter of the sea zone they are moving to. If you want to split up a force in one zone and have it move to two separate places, simply write the units that are splitting off and their new destination. PT Boats 2 tokens When used: During combat, before sea combat begins. Effect: Place this token in a sea zone where you have at least one unit. This token counts as a sea unita PT boatthat has 1 sea attack power. If your opponent attacks your sea units in the zone with your PT boat and hits a type of unit you dont have there, your PT boat takes that hit and is destroyed. (This token stays in play until hit.)
Hidden Movement
A factor to consider in World War II naval warfare was that often unit movements went undetected. Smart commanders could keep the enemy second guessing about their true objectives. If youd like to simulate this effect, replace the steps of the movement phase with the following steps: 1. Load Transports and Destroyers Starting with the rst player, each player loads his or her transports and destroyers.
Once both players are done, reveal your plans and move your units as you pre-determined. 3. Move Bombers Starting with the rst player, each player moves his or her bombers. 4. Move Fighters Starting with the rst player, each player moves his or her ghters.
Advantages
Axis & Allies: Guadalcanal comes with 16 advantage tokens8 per playerthat you may use to add a twist to your games. You can spend an advantage token at the appropriate time to generate the effect of the advantage. Once expended, the token cant be used again for the rest of the game. You may choose to include all the advantages in a single game, or use only some of them. Each player should get the same number of tokens, though.
Axis Advantages
Command Decision
APPENDIX 2: BATTLE BOX RESULTS CHART
For reference, the slot lineup on the neck of the battle box is:
APPENDIX 3: DESIGNERS NOTES
A Guadalcanal Diary
Some of you know that my father was an infantryman in the South Pacic and fought in the Solomon Islands as well as New Guinea and the Philippines. I usually dont miss an opportunity to write or talk about this whenever I have an audience. Im sure my pride in my dad comes shining through each time. On the surface, the South Pacic was nothing short of paradise. Think of what it must have been like. An 18-year-old kid from New England, back in the 1940s when the world was a much bigger place, was getting a tropical vacation all paid for by Uncle Sam. All the transportation, food, and ammo you would need would be provided. There were white sandy beaches, palm trees, and lush jungles. It was just like in the movies. It must have been confusing when the enemy artillery and bombs began to fall. My father kept a wartime diary of his experiences. His diary was just a small book with probably two hundred or so, now yellowed pages. Nonetheless, it is a big book in so many other ways. It is amazing that it has survived after so much and for so long. Many of the pages show wear. On a couple of them, rain drops that fell many years ago formed blue spots where the ink and water met. They serve as a testimony of a rainy day on Guadalcanal. This small book is now one of my most cherished possessions. Axis & Allies: Guadalcanal is indeed a very special game to me. It of course takes on a deeper meaning. The islands and the names on the map take on more signicance than usual. They now have a more personal context. Guadalcanal is a place where Japanese war ships and planes bombarded my fathers position. A quote from his diary: At night and especially under the full moon, the bombers came over and dropped their bombs and the Jap destroyers came down the slot and poured their huge shells into us. A shell coming in sounded just like a freight train. The island of Rendova and the town of Munda, both part of the New Georgia Islands group, were places where Corporal Harris made two of what would prove to be many beachheads. It was dawn when we went over the side of our transport, down the landing nets, and into our Higgins boats. Before we headed in, our ships bombarded the beach with 16-inch shells and scores of rockets. Our planes were swarming in over our heads strang the beach. The thoughts running through my head were: This is it. When that ramp goes down, youll probably run right into a Jap machine gun nest. If you live through today, nothing can ever worry you again, because you will be living on borrowed time. Being bombed by enemy aircraft is always, Im sure, a terrifying experience. For the Americans, new to the war in the Pacic, this happened with a certain painful regularity. The Guadalcanal and Solomon Islands campaigns were among the few campaigns in which the two opposing forces could be considered on an equal par. After this battle the Japanese would never again be equal to the American air force, but for the moment the contest for air supremacy had not yet been resolved. I was looking up to what was thought to be low-ying American bombers. Suddenly I spotted the Jap rising sun markings. Thats when all hell broke loose. The bombers came ying in low, hopping over a small mountain that hid their approach. The planes were strang and bombing our beachhead. They were doing a devastating job of blowing up
APPENDIX 3: DESIGNERS NOTES (continued)
everything. In addition to the blast of the bombs, the stacks of ammunition and shells were exploding. The drums of gasoline were bursting into aming liquid, shooting high into the air. Hundreds of men were running every which way and being cut down by the explosions. Manning the jungle perimeter during the rainy season, when the nights were so black that one could not see his own hand in front of his face, the sounds of the killing were mufed by the falling rain and everything seemed to move in slow motion. We tied the empty ration cans together and strung them out and around our foxholes so if the Japs were moving around us in the dark they would rattle the cans and then we could open up with our ries and machine guns. This happened almost every night because the Japs were strongly entrenched in the jungle and were all around us. They tried to inltrate our perimeter at night and bayonet our men. You could swear that every bush around you was moving with a Jap behind it. The diary also speaks of more uplifting events. It talks about when his troop train crossed the country from the east coast to the west coast and how at every small town and railroad crossing local people came out to wave at the soldiers. how they tossed cases of cold beer and cola onto the slow passing train. how there were more cookies and cakes then they could eat and more books and magazines they could ever read. The diary talks about crossing the Pacic on an unescorted troop ship lled to capacity with 5,000 people and tons of equipment badly needed on Guadalcanal. Upon entering a channel to the island of Espiritu Santo the ship suddenly shuddered and shook. Not once but twice. The ship had hit two mines in the harbor and sunk within minutes. With but a handful of casualties, 5,000 U.S. Army troops found themselves shipwrecked with no equipment and late for their scheduled appointment at Guadalcanal to join the Marines already ghting there. Axis & Allies: Guadalcanal and the other games in the Axis & Allies series are what could be called an artistic interpretation of the historical battles they represent. I use the word artistic because Im a designer and sincerely see games to be an art form. If these games were paintings they would have been painted with a broad brush indeed. Nonetheless, they bring information and often shine a bright light on the subject. All the games are a result of a sincere effort on my part to recapture the signicance and meaning of the struggles they portray. It is my hope that they honor your friends and relatives that may have participated in these epic events. It is my hope that once you have played Axis & Allies: Guadalcanal, you will have a better understanding and appreciation for what occurred on that great battleeld of ocean and jungle. I think this game offers something different from the written text of a dedicated book on the subject. When such a text is combined with the playing of this game, a greater insight of the subject can be had. Historical games permit you to be in the drivers seat and steer the events. You can experiment with them. You can study what ifs. You are in charge! I for one have learned much about the struggle for the Solomon Islands while designing this game. This has been a personal voyage of discovery as well. Being better informed, I walk away from this project even more proud of my father then I was before. How could that be possible? Enjoy!
Technical specifications
Full description
WOC25524 Europe 1940 Axis and Allies Board Game by Wizards of the Coast Axis and Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. Axis & Allies Europe 1940 features an oversized board that measures 35in wide by 32in high. With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. Finally, this deluxe theater-level game is designed to play together with Axis & Allies Pacific 1940. Together these two games will create the greatest experience to date. Both games are designed to play alone or together.
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