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These are shown as markers of 0.75" x 0.75" (2cm x 2cm).
They come in denominations of 1, 2, 5 and 10.
Here are the 5 and 10:

5 ST would be able to support 5 Infantry, or 1 Infantry and 2 Armour, or 1 Fighter and 1 Armour, or 1 Infantry and 1 Bomber. Support allows a unit to take two hits before being removed as a casualty - i.e. the ST take the first hit and the unit takes the second.
There are 68 cards in this deck.
The cards are 2"x3" (5cm x 8 cm).
60 cards are dual global effects and combat effects, 8 are officers (wild
cards).
Here are two:

Espionage Resistance is a Combat or Regional Effect that is used by
the owner of this card during a battle. Only an Attacker can throw this
and it effects one territory that is part of the Attacker's original territory.
It places one Infantry on an unoccupied territory.
Example: The UK removes Germany from the African continent, and then leaves
Algeria and Libya unoccupied. If Germany played this card then 1 german
Infantry could be placed on either of these two territories.
Extra Supply is a Global Effect which gives each of the powers the amount of IPCs or ST immediately upon playing this card.
Support is a Combat Effect that is played like one or more Supply Tokens. It will support any unit for one round of battle. Very effective for battles where a Battleship must fight alone against an onslaught of aircraft, in this case the Battleship may get to fight a few rounds instead of only one.
Lend Lease is a Global Effect which allows the powers to give IPCs to an ally but for a price. So the USA can give 5 IPCs to the UK and must return 2 IPCs to the bank (total cost of 7 IPCs).
Only one part of the card is used at one time. So for Global Effects the Extra Supply is used but the Espionage Resistance is not applied to any battle. Likewise the Support could be used during combat but the Lend Lease is not applied.
There are 54 cards in this deck.
The cards are 2"x3" (5cm x 8 cm).
All cards have a season and a combat effect.
Here are two:

Summer/Dry is one of the seasons. Summer/Dry, Spring/Rainy and Winter/Storm.
These are set before the USSR turn.
Summer allows Battleships, Aircraft Carriers, and Submarines to travel
a range of 3.
Submarines attack and defend at 1 during this season.
Change of Wind [All Seasons] is a card that is played during combat. It can be played in Summer, Winter or Spring. It is a remedy card which means it counters the effects of an opponent's weather card if that card is a High Wind, Clear Skies, or Storm card.
Winter Sea [Winter Only] is a card that is played by a defender or attacker
when he is in a battle at sea. This card will split the enemy fleet.
Example: The USA attacks Japan with 1 Battleship, 2 Aircraft Carriers,
4 Fighters, 4 Submarines and 3 Transports. By playing this card the Japanese
player forces the US to split his fleet. So now the US attacks the Japanese
fleet with 1 Battleship, 1 Aircraft Carrier, 2 Subs and 2 Transports
for the first round. The second half of this fleet joins in after the first
round of battle.
If the US player throws a Sun card (a remedy) then his 4 Fighters will
stay with his forward fleet for all rounds of battle.
The next set of Pictures for the Map Expansions
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