Axis and Allies |
1984 |
MB Gamemaster |
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First produced |
1984 |
Players |
2 to 5 |
Age(s) |
12+ |
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Click |
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1 x 33" x 19.5" fold out game board 5 x colour sets of 55 plastic playing pieces; - 10 tanks, 15 infantry, 3 bombers, 10 fighter planes, 2 aircraft carriers, 6 transport ships, 6 submarines, 3 battleships 12 x anti-aircraft guns 12 x industrial complexes 1 x pack of production certificates 7 x charts; - 5 national reference - 1 national production - 1 attacker / defender 5 x sets of 20 nationality control markers 12 x dice, 6 red and 6 white 60 x plastic chips, 54 white and 6 red 6 x game trays 1 x instruction booklet, 32 pages |
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| A classic war game. Spring 1942, the World is at war. 5 world powers struggle for supremacy. Players control one or more of the Axis powers (Germany and Japan) or Allied powers (UK, USSR and US).
The challenge is to mobilize your country, command your forces and attack the enemy on land, sea and air. Work with your allies. Cooperation and negotiation are as important as conflict.
Initially, the Axis powers have stronger militaries but weaker economies. The Allies have fewer combat forces but combined, have stronger economies. Each territory you gain, increases your income and ability to purchase more combat units. As you play, you'll discover that you must be both a military strategist and a prudent economist. When to strike, where to strike and how hard to strike will be influenced by how many combat units you can afford and where they are. Strategically, the Axis nations should attack swiftly before the Allies can build up their land and sea forces; - the USSR fends off German assaults - the US fights in the Pacific and Europe - the UK attack Germany to prevent a concentrated German attack on the USSR. Allied powers must capture both Axis Capitals to win. Axis powers can win in 2 ways; - a military victory; capture any 2 Allied Capitals - an economic victory; own 84 industrial production certificates after any complete round. View a list of the MB Gamemaster Series. |
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