ketchupgun
Canada Toronto Ontario
-
My family (and I mean EVERYONE) would sit down to a game of RISK...in hindsight, I have no idea how that happened, seeing how war-themed it is. These days, everyone will play Carcassonne (ie: awesome IMHO).
Mind you, the more niche part of my family will play anything, and we play alot of Arkham Horror, Civilization, Power Grid...anything, you name it...we are the true BGers in the family.
I just noticed this game, and have always wondered about Axis and Allies.
The basic game for $20 seems very appealing...or will I regret it and should just get the deluxe version?
I would love to see everyone playing this, but I'm just not too sure..anyone have any opinions and stories to share?
-
Scott Randolph
United States Arvada Colorado
-
I highly recommend playing "Attack! The Expansion" and we are less than enthusiastic about "Deluxe." This game does need some HR's in our humble opinions. Below are our our HR's (House Rules):
Attack! The Expansion House Rules for Mile High Strategists (“MHS”) 17 March 2009 v10_3.17.09
House Rules
1. Trade Route Auction: House Rule; ALL “Trade Route” Economic cards are turned face-up at the beginning of the game. When any given Player decides to initiate the action of “Trade Route Auction” that Player / Major Power may choose, at their sole discretion, which Trade Route shall be up for auction. The Player winning the auction receives the respective “Trade Route” Economics Card chosen for the auction at the initiation of the “Trade Route Auction” action. 2. Technology Initiative (“Theft”) Political Action Card: House Rule; when this card is played and is used against a player who has successfully developed a new technology, the technology on the card is stolen and copied such that both Players / Major Powers now have this benefit. The Technology card is not lost by the original developing player, the Player/Major Power using the Technology Initiative Political Action card simply receives a duplicate Technology Card taken from the extra Technology Card(s) deck. 3. End-Game Conditions: House Rule; The game cannot end until a complete number of rounds has been played that equals the total number of players who started the game. In addition, once this total number of rounds has been completed, there are two “Sudden Death” instantaneous “game-enders” which are also necessary to end the game. Either of the following two “Sudden Death” “game enders” is sufficient to instantly end the game after the necessary number of completed rounds has been played. First, if any Player / Major Power is eliminated under the normal/written rules, after the required number of complete rounds has been played, the game ends instantly. Secondly, and again only if the required number of full rounds has been played; the “Sudden Death” “game-ender” Eagle Political Action (“PA”) card number is now set to a number of played PA cards that is equal to the number of original Players/Major Powers that started the game. Once this number of Eagle Political Action cards is played that is equal to the total number of original players who started the game, this PA Card played in the ordered number required is the instantaneous “Sudden Death” “game-ender” card. Example: in a five player game, once five full rounds have been completed, if any player is eliminated, the game ends instantly. Alternatively, once five full complete rounds have been completed, when the 5th Eagle PA card is played, the game ends instantly. Either condition alone is sufficient to end the game once the necessary number of full, completed rounds has been played. 4. One-Time-Only Game-Use Political Action cards: House Rule; The below Eagle Political Action Cards may only be played/used once per game, as long as only one Political Action card deck is used, and will not be recycled if the end of the Political Action card deck is reached and the Political Action card deck has to be reshuffled for reuse: (1) “Revolt!” (2) “Embargo” (3) “Technology Initiative” (4) “Leader Assassinated” 5. Technology Development Action: House Rule; If a Player / Major Power successfully develops a new technology under the normal/standard rules, they will draw, randomly, the top three cards from the shuffled Technology Card Deck which are placed face down on the playing table. The Player / Major Power who draws the [3] Technology Cards may then keep the card of their choice, and will then discard the cards that they do not choose, and place them on the bottom of the Technology Card Deck. The card taken remains secret from the other Players/Major Powers (face-down) until used or copied/stolen. Once used, or otherwise revealed, the card remains face-up for the remainder of the game. If stolen/copied when secret (face-down), both Players/Major Powers will keep their respective Technology Cards secret (face-down) until used, if used by either Player/Major Power, both must then turn their card face up for the remainder of the game. 6. Clarification: During any Major Power’s / Player’s “Play Political Action Cards” turn action, they may at their discretion play Eagle Political Action cards, or any others for that matter, which cannot actually be used for or against any other Player, or in any existing situation on the world game board, for the purpose of ending the game, or moving the game closer to conclusion. 7. Government Types: House Rule; in a 5-player game, the 5th player must be either a Democracy or a Communist Major Power government type. In a 6-player game, the 5th and 6th players must be one each of both the Democracy and Communist government types such that there will be two Democracy players, and two Communist players. In a 7-player game, the 5th and 6th players will be one each of the Democracy and Communist government types as in the previous case, while the 7th player will be either a Monarchist or a Fascist government type drawn randomly.
Recent Additions:
A. Strategic Resource territory markers (additional game pieces): (1) “Oil Refineries” = [2] OC’s & the ability to protect One “oil” Economics Card from loss in battle; (2) “Mines & Smelters” = [2] $PP’s and the ability to protect One “minerals” Economics Card from loss in battle; (3) “Rail Hub” = [2] $PP’s and the ability to protect One “railroad” Economics Card from loss in battle, additionally, the “Strategic Move” action cannot be used by any Player / Major Power if they do not possess a territory with a “Rail Hub” marker; (4) “Industrial Center” = [2] $PP’s and the ability to protect One “factory” Economics Card from loss in battle. During initial set-up, only one of these markers can be placed per territory, and may not be placed in the same territory as the Player’s / Major Power’s Capital, and thus one SRTM must be placed outside of the Player’s / Major Power’s beginning territories. The benefits of these Strategic Resource territories are not received unless they are occupied by host forces of the Player / Major Power. Once placed these pieces cannot be moved. B. Production Point (“$PP”) Subsidy Fee: whenever playing a PA card that changes the color of units, or moves one’s own units to support a minor neutral, a Player / Major Power must pay a $PP subsidy fee equal to the original purchase price of those units; this includes even those occasions such as the “Support Minor Neutral” PA card where the units transferred were originally owned by the Player / Major Power playing the “Support Minor Neutral” PA card. If the Player / Major Power does not have the $PP funds in hand, the Player / Major Power may not use this card, or other PA cards of this kind until the Player / Major Power has sufficient $PP funds to pay the Subsidy Fee.
This is a really fun game, too bad it isn't played more often. (SFRR)
-
The Grouch
United States Tucson Arizona
-
Deluxe is a much better game than basic or the original expansion.
-
Ryan Manes
United States Chico California
-
I own the basic and original expansion. Together they are a great "beer & pretzels" war game. Very much in the flavor of crossing Axis & Allies and Risk.
The addition of government types, resource management, political cards, technology, and different unit types makes for a more interesting game than Risk, but it moves much more quickly than Axis & Allies while still having the feeling of late 30's/early 40's warfare.
I should say that we use interleaved turns: Rather than having one person perform all their actions and then the next, we have everyone play one action for one oil, then they can do a second action for two oil, then 3 oil for the third, etc. It decreases downtime and prevents one player from building up a huge army and blowing someone out in one turn.
Also, we haven't really found a satisfactory way to end the game yet. The rules-as-written leave something to be desired for my group.
I can't speak about the Deluxe version, since I don't own it and haven't played it.
I will say that if you hate house rules, it might be best to stay away. However, with the interleaved turns and in spite of not-so-great end game conditions, my group really enjoys this game.
-
|
|