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| Axis & Allies
Card
& Token Expansions
GOW #1 GeoPolitics, TheWeather, SupplyTokens |
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GOW #1 consists of three separate game expansions. You need Milton Bradley's Axis&Allies game to play with these expansions. They can be played individually or in combination * GeoPolitics a deck of 68 cards |
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This is a deck of 68 cards. Each card has two parts, Global Effects and Regional Effect, except for the special *Officer Cards. Global Effects: This card is played at the beginning of each player's turn and effects all five players. Global effects consist of events like Strikes, Elections, Uprisings, Harvests, Supply, Neutral Aid, Neutral Allies, Partisans, Propaganda, Peace, League of Nations, Lend Lease, Economic Gains, Inflation, and Market Flux. Example:
Regional Effects: This part of the card is used during combat. During any round of combat an Attacker can play one of his cards. The GeoPolitical effects do not take effect. The Regional Effects are: Hospital, Support, Support + 2 IPCs, Support + Infantry, Espionage, and Propaganda. Espionage has four types: UnClassified, Counter Espionage, Turn Scientist, Resistance and Sabotage. Propoganda effects the different nations differently. Example:
* Officer Cards: These are the wildcards in the deck. They consist of the Admiral, General, Air Marshall, Banker, Field Marshall, Sergeant, Spy Master and Scientist. Each of these cards will give the holder the ability to play it during combat and get some advantage then and also after it has been played it remains part of the player's nation, Face Up, and has effects each turn. Example:
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Lets
say the UK player had these two cards in his hand (has two more but lets
just look at these) and must play one at the start of his turn and will
use the other in battle.
The Global Effect is either Extra Supply or Lend Lease. As the Axis cannot make use of Lend Lease there is an advantage to the Allies to use it. The Extra Supply also is advantageous for the Allies as they receive 9 IPCs while the Axis only get 7 IPCs. But the UK does not like the idea of Germany getting any extra IPCs so uses the Lend Lease card. At this point the UK spends 7 IPCs and the USSR receives 5 IPCs. The USA spends 12 IPCs and gives the UK 10 IPCs. The USA and USSR players agree to this. During the UK turn it does one attack. A Strategic Bombing Run on Berlin. With this attack he plays the Espionage Resistance card. This is the Combat Effect. The Support part of the Lend Lease card is no longer available. When the UK played that card, that particular combat effect ended up in the discard pile. Espionage Resistance allows an attacker (UK in this case) the ability to place an Infantry on one of its territories that is currently under German control but not occupied by German forces. Say Germany had done well in Africa and captured Egypt and other African territories. If Egypt was unoccupied the UK could now place 1 Infantry there, and the German control marker is removed. The UK ups its IPC income by 2 and reduces the German income by 2 IPCs. If India was under Japan's control and was unoccupied the UK could not use the card against Japan and take back India. It could not do so this turn as its only battle was with Germany with the SBR on Berlin. |
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Another set of cards, 54 in total. Has Seasonal Effects and Battle (Forecast) Effects. The weather does effect the course of battles and sometimes the course of a war. In World War II the Allies needed clear weather to invade France during Overlord. Storms off the Atlantice were threatening to delay the invasion for a few weeks but a forecast of two good days allowed Eisenhower to lauch the invasion. When the Germans were advancing into the heart of the USSR the Autumn rains slowed down their progress and then the harshest Winter in 100 years hit them before they got to Moscow. If they had taken Moscow the psychological effect might have caused the defeat of the Soviets. Seasons: The Season is set each game turn. Before the USSR player starts one card is flipped to give the season: Summer/Dry, Winter/Storm, or Spring/Rain. Each Season has its own effects on the units. Summer increases the range of most ships (Transports not included). Spring shortens the range of aircraft, increases the power of Submarines. Winter lowers the attack strength of Armour and attack and defense of aircraft. Forecasts: Regional Weather: The cards are played like they are in GeoPolitics but here an attacker's or defender's card can be countered with a remedy card. For instance the attacker throws a Storm card which would normally eliminate your aircraft from the battle and hold off your attack or defense capability for one round of battle. The cure for this is the Wind card which blows the storm away. Example:
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At
the start of the USSR turn the Season is set. If one
of these two cards was turned up then it would be the Summer
/ Dry season.
In the Summer all ships have a range of 3 sea zones except the Transport which still only has 2. Submarines are easier to spot and do badly in combat. As such they attack and defend on a roll of 1. Super Subs attack at 2 and defend at 1. Regional Weather is given in the other part of the card. The Change of Wind card would stop another player's Storm card. There are 16 remedy cards and 38 other cards. There are 4 Change of Wind cards and 10 cards that the Wind will stop. The Winter Sea card could not be played in the Summer. But say it is the Winter/Storm season and
say the Japan player uses this card against a big USA Pacific fleet.
Effectively it is Japan's 4 Submarines, 3 Transports, 1 Aircraft Carrier, 2 Fighters, 2 Battleships, and 1 Bomber. |
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This I think is my greatest contribution to the game. These are another form of economic wealth in the game. I looked at Axis & Allies and saw that the UK and Japan had foreign colonies and worldwide sources of income. But in the real war these nations relied on a merchant marine to deliver this wealth. The game still uses IPCs from each territory to reflect the industrial output of these colonies adn territories under the nation's control. But SupplyTokens is an attempt to get the resource flow from the colonies to the mother country where the supplies could be used to fight the war. Supply Tokens are produced on each territory that has an IPC value greater than 1. The ST produced is usually 1 less than the IPC value except on the big territoes where it is limited to 3. Factories also produce 1 ST per turn automatically. ST can also be purchased up to a maximum of the IPC value of the Factory territory minus the 1 automatically produced at a cost of 1 IPC per ST. ST are produced at the beginning of a player's turn unlike IPCs which are produced at the end. List of Production:
Supply Tokens can be carried by ship or by Bomber. They can also move by themselves over land. Supply Tokens can be Strategically Bombed. When moved into combat they undergo some effects. Each ST must roll a die. Depending on how it is moved it can be deflected, make it through, be lost or dropped on the enemy (who then gets to keep it). When used in combat they will take hits for the units they represent. 1 ST can take a hit for 1 Infantry and allow the Infantry to survive to the next turn. It requires 2 ST to supply an Armour, 3 ST for a Fighter, 4 for a Bomber, 2 for a Transport, 2 for a Submarine, 4 for an Aircraft Carrier, and 6 for a Battleship. Supply Tokens can not retreat. Example Turn:
In this example the ST are moved by land, sea
and air into a combat situation.
If in this example the USSR only had 1 Infantry but had 3 ST on the Ukraine, Germany would have, with its two hits on the first round of combat, killed the Infantry and 1 ST the Infantry used for support and the remaining 2 ST would have been captured! For naval battles there are some more effects and situations. Safe Harbours allow a Ship by the coast to receive ST via the port during a battle. Ships are limited to the number of ST each can carry. Submarines (and other ships) can transport ST and give them up to Infantry (or other land units) during combat and non-combat movement. Simulates the Japanese reinforcement of island bound troops. Defenders can also move ST to help defend. 1 ST per battle from a non embattled neighbouring territory. With the Supply Tokens I feel that the units purchased can go a lot further. they do not die so quickly in the battles and that allows for more rolling and I feel this gives the dice a better chance of being honest (the calculated odds come closer to what is actually thrown), but then again if you are on a hot streak you can win big without losing your wealth in units. The African colonies of Egypt and South Africa produce 1 ST each and every turn during the game, and can accumulate a small stack over time. The UK player will try to move these away from where Germany can get them (probably down towards S.Africa). This stack represent wealth on the board that can be captured. The Pacific islands of East Indies and Philippines also build up ST, the Philippines at 2 per turn. These ST the Japanese player wants to keep and must send a Transport to fill up with them and return to the mainland or to Japan's home island. If Japan fails to do this the US player will try to get them. The territory of Brazil is finally brought into the game as it too produces 2 ST per turn. The US will have to send a transport to get these or a Bomber to relay them back. |
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These
are two of the larger denominations for Supply Tokens. There are
90 x 1 ST, 72 x 2 ST, 52 x 5 ST and 24 x 10 ST = 238 tokens worth 734 ST.
Supply can be purchased at a Factory and can also be sold at a Factory
for IPCs.
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Included with the GOW #1 expansions:
1 Deck of 68 Geopolitics Cards |
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