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Axis & Allies/Classic

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Axis & Allies Classic is the original version of Axis and Allies. Released in 1984 by Milton Bradley as the first game of its Gamemaster series, the game laid down many of the conventions of the Axis & Allies series, which later games would expand and revise on. Classic would also receive a computer game adaptation in 1998. Objective Axis & Allies Classic can be thought of as a more complex version of Risk. Set against the backdrop of World War II (more specifically spring 1942), the game is played with between two and five players, each of whom assumes command of the five major players of the war - the Soviet Union, Nazi Germany, the United Kingdom, Imperial Japan and the United States. The nations are split between two alliances - the Axis consist of Germany and Japan, whilst the Allies consist of the Soviet Union, the UK and the US. There are three different ways to win the game: For the Allies to win the game they must control both of the Axis capital cities - Berlin and Tokyo. For the Axis to win, they must achieve one of two objectives - either they must capture two of the three Allied capitals of London, Moscow and Washington D.C. for a military victory, or they must capture enough territories that their combined I.P.C. value reaches or exceeds 84 (we will learn more about this later) for an economic victory. Game Equipment Axis & Allies Classic comes with the following equipment: The board. 299 plastic playing pieces. These include 55 coloured military units for each player and 24 non-coloured units nor directly owned by any power. 12 dice. A battle board, which all combat is resolved on. The National Production Chart. This chart is used to track the incomes of the five powers as well as weapons research. Five reference charts, one for each power. These detail how that power's units are set up at game start and provide basic instructions for gameplay. A set of plastic chips, used to denote more than one of a unit on a given territory. A money deck of Industrial Production Certificates (I.P.C.s), the game's currency. The deck includes 1, 5 and 10 bills. 100 control markers, 20 for each player, used to denote who owns a given territory. 12 dice. 6 game trays - one for each power and one for the non-colour coded units. Board Anatomy Before we can learn how to play the game, it is worth taking a look at the board, which is shown below: center|frameless|1045x1045px|The Axis & Allies Classic game board. The board of Axis and Allies Classic depicts a (somewhat warped) map of the world, centred on the Old World. The board is divided into areas of land and sea, which are further divided into land territories and sea zones. The board wraps around, which means that certain land territories on the left edge of the board are adjacent to certain other land territories on the right edge of the board. So for example Western Canada and Eastern Canada are adjacent. Land territories and sea zones are considered adjacent if they share a common border. So for example Caucasus and Ukraine S.S.R. are considered adjacent, but Caucasus and Eastern Europe are NOT adjacent. Also, the two spaces must actually share a border - they cannot simply be touching. So for example the Western Mediterranean sea zone and Libya do touch each other, but they are not considered adjacent as they do not share a length of border. Each of the land territories is given a colour denoting who owns that territory at game start: The Soviet Union is red-orange, Germany is grey, the United Kingdom is tan, Japan is yellow, and the United States is green. Each of the land territories has its name written on it or somewhere nearby, and most non-neutral territories also have a number assigned to them. This number represents the territory's value in Industrial Production Certificates (I.P.C.s), which are the currency of the game. The I.P.C. number is higher for industrialised territories than for more rural ones - for example, the Germany territory is worth 10 IPCs, whilst Evenki National Okrug in the Soviet Union is only worth 2 I.P.C.s. Some small territories, such as Gibraltar or the Solomon Islands, are worth zero IPCs. The capital territories of each of the powers (the Eastern U.S.A., the United Kingdom, Germany, Russia and Japan) are each denoted by that country's icon. There are also a number of territories coloured in light beige, such as Spain, Peru or Turkey - these territories are neutral, are not controlled by any player and do not have an IPC value. There are also two sea canals on the board: the Panama Canal, which connects the Gulf of Mexico with the Pacific Ocean, and the Suez Canal, which connects the Mediterranean Sea with the Red Sea. The canals allow naval units to move between the sea zones surrounding them, under certain conditions: If a player wants to use the Panama Canal, that player or their allies must control Panama at the beginning of that player's turn. If a player wants to use the Suez Canal, that player or their allies must control both Anglo-Egypt Sudan and Syria Iraq at the beginning of that player's turn. Keep in mind that despite the canal Anglo-Egypt Sudan and Syria Iraq are considered adjacent and land units may move between the two territories. Along the top edge of the board, and at the bottom-right corner, one can find a number of zoomed-in views of specific territories on the board. These are used to reduce clutter by providing additional room to place units, as well as to provide clarity over whether a unit is on the given territory or in the sea zone surrounding it. Setup As already stated Axis & Allies Classic is played with between two and five players. Before the game begins each player must decide which power they want to control, as follows: In a two-player game, one player controls the Axis and the other player controls the Allies. In a three-player game, the first player controls all three Allies, the second player controls Germany and the third player controls Japan. In a four-player game, the first player controls the Soviet Union and the United States, the second player controls the United Kingdom, the third player controls Germany and the fourth player controls Japan. In a five-player game, each player controls one power. To set up the game: The board is laid out on the playing surface. The National Production Chart is laid on the table somewhere where all the players can see it. Each player is given a reference chart, which details how their units are set up at game start and basic instructions for gameplay. Using each reference chart as a guide, each player's units are set up on the board. Each player is given a tray to hold left-over military units. The I.P.C. money deck is separated into its 1, 5 and 10 denominations, and each player is given starting number of IPCs - the Soviet Union gets 24, Germany gets 32, the United Kingdom gets 30, Japan gets 25 and the United States gets 36. The remaining I.P.C. money deck is set aside as the Bank. One player is appointed as the Banker - they are responsible for managing the IPCs and paying players their income at the end of their turn. The Banker must keep their personal IPCs Each player is given their power's 20 control markers. One control marker for each power is placed on the National Production Chart, corresponding to that power's starting IPC income. Basic Gameplay A game of Axis & Allies Classic is split into rounds. In each round the five countries will each take a turn to move their military units, attack their opponents' territories and defend their own territories. The five countries take turns in a strict turn order - first the Soviets, then Germany, then the UK, then Japan and finally the US. Each turn is divided into six phases: Roll for Research / Purchase Units Combat Moves Conduct Combat Non-Combat Moves Mobilise New Units Collect Income Types of Units The military units in Axis and Allies Classic come in ten different types: two types of land units, two types of air units, four types of naval units and two special units. Each unit (aside from the industrial complexes) is assigned an attack, defence and movement number that will affect how the units can move and perform in combat. Most units belong to a specific power, but the special units do not and instead belong to whichever power controls the territory they are located in at that point in time. +Types of units:Unit typeIPC costAttackDefenceMovementLand unitsInfantry3121Armour5322Naval unitsBattleship24442Aircraft carrier18132Submarine8222Transport8N/A12Air unitsFighter12344Bomber15414Special unitsAntiaircraft guns5011Industrial complex12N/A An Axis & Allies Classic set also comes with chips, small plastic tokens that can be used to denote more than one of a given unit. They come in two colours - grey and red - and with a unit placed on top, a grey chip denotes one additional unit of that type and a red chip five additional units of that type. Unit Types in Detail Infantry IPC cost: 3 Attacks on: 1 Defends on: 2 Can move: 1 territory Infantry are the cheapest unit in the game. They can attack and defend on land territories, but not in sea zones. However they can be transported across sea zones via transport ships. Armor IPC cost: 5 Attacks on: 3 Defends on: 2 Can move: 2 territories Like infantry, armor units can attack and defend only on land territories, and they can be transported across sea zones by transport ships. Armor units have the ability to blitz through unoccupied enemy territories - this is done by first moving the armor unit into an unoccupied enemy territory, capturing it in the process, before moving it into an occupied enemy territory to engage in combat. Battleships IPC cost: 24 Attacks on: 4 Defends on: 4 Can move: 2 sea zones Battleships are the most expensive unit in the game. They attack and defend in sea zones but not land territories, having the highest attack and defence of all naval units. They can also be used to support an amphibious assault with a special one-shot support attack. Aircraft carriers IPC cost: 18 Attacks on: 1 Defends on: 3 Can move: 2 sea zones Aircraft carriers attack and defend in sea zones but not land territories. These ships are equipped with a special deck which fighters can take off from and land on - up to two fighters can occupy a carrier at any given time. Submarines IPC cost: 8 Attacks on: 2 Defends on: 2 Can move: 2 sea zones Submarines attack and defend in sea zones but not land territories. They are the wolves of the sea - they have access to two powerful abilities - they can start a battle by launching a "first shot attack" that instantly destroys enemy units and can submerge to retreat from battle. However submarines cannot fire at air units. Transports IPC cost: 8 Attacks on: 0 Defends on: 1 Can move: 2 sea zones Transports are ships that have the ability to carry land units across oceans. Each transport has two cargo slots which can be occupied by up to two infantry, an infantry and armor unit or an infantry and AA gun. When using a transport, a player may load cargo onto the transport, move the transport and its cargo and then unload the cargo onto another land territory all in the same move. A transport does not necessarily have to unload its cargo in same turn said cargo is loaded, but once a transport unloads its cargo its move is over. Additionally, one must keep in mind that transports cannot attack, only defend, and if a loaded transport is destroyed in battle its cargo is lost too. Fighters IPC cost: 12 Attacks on: 3 Defends on: 4 Can move: 4 territories or sea zones Fighters are air units that can attack and defend in both land territories and sea zones. They have the ability to land on aircraft carriers. Bombers IPC cost: 15 Attacks on: 4 Defends on: 1 Can move: 4 territories or sea zones Like fighters, bombers can attack and defend in both land territories and sea zones. Unlike fighters, bombers cannot land on aircraft carriers. They can conduct strategic bombing raids on enemy industrial complexes to destroy enemy I.P.C.s. Antiaircraft gun IPC cost: 5 Attacks on: 0 Defends on: 1 Can move: 1 territory Antiaircraft artillery are special land units that have the ability to fire at attacking aircraft during battle and bombing raids. They can also be moved over sea zones via transport ships. Keep in mind there can only be one antiaircraft gun per territory. Industrial complexes IPC cost: 12 Industrial complexes are special units that serve as the point of entry for all units purchased during a player's turn. Unlike most other units they do not take part in any form of combat, but they can be damaged by bombing raids. There are three important rules concerning industrial complexes: If a player wants to use a given industrial complex to enter new units, they must have controlled the given territory from the beginning of their turn. If a player purchases a new industrial complex, they may only place it on a territory that they controlled from the beginning of their turn. All original industrial complexes present on the board at game start may enter an unlimited number of units. Any new ones purchased during the game may only enter a limited number of units equal to that territory's I.P.C. value. Gameplay in Detail As already stated, each player's turn is divided into seven phases: Phase One: Roll for Research / Purchase Units In this phase the player will be allowed to spend the I.P.C.s they have on hand to attempt to research new technologies. If a player wants to attempt research they must purchase dice to do so - each research die costs 5 I.P.C.s. Once the I.P.C.s have been spent each research die is rolled - if a six is rolled that player's country makes a technological breakthrough. Otherwise the player has failed in their research and must wait until their next turn to try again. After the research dice are rolled any dice that rolled six are rolled again - this determines what new technology the player acquires (these will be explained later). If when rolling to determine the technology acquired a number comes up for an already-researched technology, the die is rolled again. Once a technology is acquired it will remain in the player's possession for the remainder of the game. Also researched technologies are an individual benefit and players cannot share technologies with their allies. The player will then use the remaining IPCs they have on hand to purchase new units for their military. The player is allowed to spend these IPCs any way they like, and they do not necessarily have to spend all of their IPCs. Once the units have been purchased the IPCs are returned to the bank and the purchased units are placed just off the board, to be placed on the board later. Phase Two: Combat Moves In the second phase the player will move their military forces into adjacent hostile territories, and only hostile territories, to engage in combat. The player may move as many units as they like in whatever manner they'd like, paying attention to to that unit type's movement number, which determines how many territories that unit may move per turn. The player may engage in as many battle as they like on their turn. If a player moves their units into an enemy land territory without any enemy units, said enemy territory is automatically captured without a battle. A player may also move their land units into a neutral territory to take control of it, if they so want. However doing this will violate the territory's neutrality and incur a one-time penalty of three I.P.C.s. Once a neutral territory has been violated for the first time it is no longer considered neutral and may be battled over and captured just like any other territory. Phase Three: Conduct Combat In the third phase the player will fight all of the battles they have initiated. The details behind combat will be explained in the next section of the wikibook. Phase Four: Non-Combat Moves In the fourth phase the player will move military units in non-combat ways to reinforce their hold on their empire. They may only move units that have not already been moved in the Combat Moves phase, and units may only be moved onto friendly territories controlled by that player or their allies. In addition, any air units that took part in combat will need to be landed during this phase by moving them to a friendly territory or aircraft carrier. If an air unit finds itself in a situation where it cannot reach a safe landing point, the air unit crashes and is lost. Phase Five: Mobilise New Units In the fifth phase the player will place all the units they purchased in turn one on the board. Land and air units may only be placed on territories with an industrial complex, and sea units may only be placed on a sea zone adjacent to a territory with an industrial complex provided no enemy units are in said sea zone. A player may not use an ally's industrial complexes to enter new units - only their own. In addition if the rare situation comes up where a player cannot place a given unit (e.g. the player buys an AA gun, but all their territories with industrial complexes already have an AA gun), the player loses that unit, wasting the I.P.C.s. Phase Six: Collect Income In the sixth phase the player will collect I.P.C. income, equal to the combined value of all their controlled territories, from the banker. Once this phase is complete the player's turn is over and the next player takes their turn. Note that a player cannot loan I.P.C.s to an ally. Combat in Detail right|frameless|307x307px Combat in Axis & Allies involves the attacker and defender taking turns firing at each other, using dice rolls to determine hits. There are two main combat sequences used in the game: one for land combat and one for naval combat. Note that all of a player's combat moves must be resolved before any combat is undertaken. Most combat is conducted on the battle board, shown at right. The battle board has two main sections - one for the attacker and one for the defender. Each section has four columns that sort the units according to their attack and defence values, and a casualties zone at the back where hit units are placed. Land Combat To begin a land battle all of the units involved are set up on the battle board, attacking units on the "ATTACKER" side and defending units on the "DEFENDER" side, each unit being placed on its matching silhouette. The number in each column indicates the number that unit needs to roll on the dice to score a hit on the enemy. The land battle can now begin, using the following sequence of actions: Step 1 - AA Guns Fire: If the defender has an AA gun in the territory and the attacker has air units present, the defender will use their AA gun. The defender rolls a single die for each of the attacker's air units, and if any of the dice roll a one, one of the attacker's air units is shot down and immediately removed from the battle without the opportunity to counterattack. After this phase the AA gun is returned to the board and plays no further part in the battle. Step 2 - Attacking Units Fire: The attacker rolls a single die for each of their units. If a unit rolls a number equal to or less than its attack value, that unit scores a hit, otherwise it misses. For example fighters have an attack value of three, so if an attacking fighter rolled a three or lower it would score a hit, otherwise it would miss. Step 3 - Defender Allocates Hits: For each hit the attacker scores the defender must choose one of their units to be destroyed. These units are placed in the casualties zone at the back of their side of the battle board, but are not removed just yet. Step 4 - Defending Units Fire: The defender rolls a die for each of their units (including units in the casualties zone). A defending unit scores a hit if it rolls a number equal to or less than its defence value, otherwise it misses. Note that many units have different attack and defence value - for example infantry have an attack value of one and a defence value of two. Step 5 - Attacker Allocates Hits: For each hit the defender scores the attacker choses a unit to be destroyed. Step 6 - Remove Casualties: All of the hit units on both sides are removed from play and placed back in the players' trays. Step 7 - Attacker Retreats?: The attacker is now given a choice - they may continue the battle or retreat. If the attacker chooses to continue the battle, a new round of the battle is played, repeating steps two through six. If the attacker chooses to retreat, they must move all of their units back to any one of the territories from which their units came. The attacker cannot withdraw to any territory only to a territory where at least one attacking unit began - so for example if the Soviet Union attacks Manchuria using units from the Soviet Far East and the Yakut S.S.R., they could only retreat to either the Yakut S.S.R. or the Soviet Far East, not to, say, China. A land battle will continue until one of the following happens: The attacker retreats. All of the attacker's units are destroyed - the defender wins. All units involved are destroyed - the defender wins. All of the defender's units are destroyed - the attacker wins. Note that if units from multiple allied powers are in the same territory, they can defend the territory together, but not attack together. When a multiple-power force is attacked the attacker fires first as usual, and if they score hits the defenders must mutually agree which unit to lose (if they cannot agree, the attacker chooses). Naval Combat Naval combat uses a similar sequence of actions to land combat. First the units are arranged on the battle board. Transports do not have an attack value, so if the attacker has transports present in the battle the transports and their cargo are placed in the attacker's casualties zone and no dice are rolled for them. Then: Step 1 - Submarine First Shot: If the attacker has submarines present in the battle, said submarines use their special first shot ability to launch a sneaky surprise attack. The attacker rolls a single die for each of their submarines. Submarines have an attack value of two. Step 2 - Remove First Shot Casualties: Any defending units hit the the submarines' first shot attack are removed from play immediately without getting the opportunity to counterattack. Step 3 - Attacking Units Fire Step 4 - Defender Allocates Hits Step 5 - Defending Units Fire Step 6 - Attacker Allocates Hits Step 7 - Remove Casualties: If any transports with cargo are destroyed in a naval battle, the cargo is lost along with the ship. Step 8 - Submarines Submerge?: Submarines have the special ability to withdraw from a battle by submerging. If the attacker has submarines present in the battle, they are now given the option to submerge the submarine and remove it from the battle. If the attacker decides to do this, the submarine withdraws to any adjacent sea zone where the attacker's units came from, and will play no further part in the battle. The defender is then given the same choice. Step 9 - Attacker Retreats?: Same choice as with land combat. If submarines has previously been submerged, the attacker do not have to withdraw the rest of their units to the same sea zone. If the attacker chooses to continue the battle, repeat steps one through nine. Amphibious Assaults A player can launch an amphibious assault by using a transport to transport land units across a sea zone and then unloading the land units an an enemy coastal territory. Note that if there are enemy naval units in the sea zone adjacent to the target territory, the enemy units in question must be destroyed in a naval battle before the amphibious assault may commence. If a transport taking part in an amphibious assault is destroyed in this preliminary naval battle, its cargo is lost and may not take part in the amphibious assault. Amphibious assaults work in a similar way to land battles, as follows: Step 1 - Battleship One-Shot Support Attack: If the attacker has a battleship in the sea zone adjacent to the territory being fought for, the battleship may fire on the defending units once as a one-shot support attack before the main battle begins. One die is rolled for the battleship, which has an attack value of four. Defending units hit this way are considered standard casualties may still return fire once before being removed. After the battleship has used this one-shot support attack it is returned to the sea zone adjacent to the target territory and plays no further part in the battle. Note that if the battleship was previously involved in a naval battle it may not use its one-shot support attack. Step 2 - Unload Transport Cargo: The transports' cargo is unloaded on the target territory, and the transports themselves are returned to the sea zone adjacent to the target territory. Then the units involved in the amphibious assault are arranged on the battle board. Step 3 - Attacking Units Fire Step 4 - Defender Allocates Hits Step 5 - Defending Units Fire Step 6 - Attacker Allocates Hits Step 7 - Remove Casualties Unlike in standard land combat, in an amphibious assault the attacker is not given the choice to continue or retreat after casualties have been removed - the attacker must continue the battle until either their units or the defending units have been destroyed. Battle Results After a naval battle concludes, the sea zone does not change hands but the fleets involved will be diminished. The fleets involved are returned to the sea zone the battle took place on. After a land battle concludes, what happens to the land territory depends on who won the battle: If the defender won, either through the attacker retreating or being destroyed, the defender retains control of the territory and their surviving units are returned to the territory. This is also the case if no units survive the battle. If the attacker won and has at least one land unit surviving, the attacker captures the territory. The attacker places their surviving units on the territory and then places one of their control markers on the territory to designate that they control it. The markers on the National Production Chart are updated accordingly, with the attacker's national production level increased by the I.P.C. value of the captured territory and the defender's production level decreasing by the same amount. If the captured territory has an AA gun or an industrial complex, these units are seized by the attacker, but the attacker may not start using the industrial complex until their next turn. If the attacker won but only has air units remaining, they do NOT capture the territory, since their air units will need to land elsewhere in the non-combat phase of their move. If the attacker captures a territory that was originally owned by one of their allies but is occupied by the enemy, the attacker liberates the allied territory. The territory in question reverts to the control of its original owner, who can then earn the income value of the territory. However, if the ally's capital is under enemy occupation, then the attacker takes direct control of the liberated territory until the ally's capital has been liberated, at which point they regain control of the territory. Strategic Bombing Raids A player can use bombers to launch strategic bombing raids on enemy industrial complexes to destroy enemy I.P.C.s and weaken their opponent economically. If a player wishes to conduct a strategic bombing raid, then they must announce this during the combat move of their turn, then move the bomber to the territory containing the industrial complex they wish to target. Then the raid can begin. Note that the battle board is not used for a strategic bomb raid. The sequence of actions is: Step 1 - AA Guns Fire: If the defender has an AA gun in the territory, they use it to defend against the bombing raid. The defender rolls one die for each bomber involved in the raid, and if any of these dice roll a one, one of the attacker's bombers is shot down and immediately removed from play without the opportunity to counterattack. Step 2 - Bombers Fire: For each bomber that survived step 1 the attacker rolls one die. Step 3 - Defender Returns I.P.C.s: All of the dice are added up, and the defender must return that many I.P.C.s to the bank. If they do not have enough I.P.C.s to cover the full cost, they return all of their I.P.C.s. Note that the industrial complex is never destroyed or removed from the board during a bombing raid. After step 3 the raid is over. The attacker must land their bomber during the non-combat phase of their turn. Other Rules Technology Effects As already stated there are six technologies a player can potentially research during phase one of their turn. These are as follows: Die rollTechnologyWhat the technology does1Jet PowerThe player's fighters have their defence value permanently boosted from four to five.2RocketsThe player's AA guns gain the ability to fire rockets at enemy industrial complexes. Once per turn, during the combat phase, the player may use an AA gun to fire one rocket at any enemy industrial complex that it at most three spaces away from the firing AA gun. Then the player rolls one die and whatever number comes up, the enemy must return that many I.P.C.s to the bank. Unlike strategic bombing raids, rocket attacks cannot be countered by enemy AA guns.3Super SubmarinesThe player's submarines have their attack value permanently boosted from two to three.4Long Range AircraftThe player's air units have their movement values permanently boosted - their fighters can move six spaces instead of four and their bombers can move eight spaces instead of six.5Industrial TechnologyThe player is given a permanent 1 I.P.C. discount on the purchase of new units.6Heavy BombersWhenever the player's bombers take part in combat or a strategic bombing raid, each bomber rolls three dice insread of one. Capturing Enemy Capitals If a player manages to capture the capital territory of an enemy power, then in addition to the normal benefits of capturing the territory the enemy must immediately turn over all of their I.P.C.s to the player who captured their capital. The player who lost their capital is still in the game, but they cannot collect income or purchase new units until either the game ends or their capital is liberated. If the player who lost their capital has lost all of their military units, their turn will be skipped. Wining the Game Allied Victory Conditions The Allies will win the game if, at the end of a player's turn, they control both of the Axis capital states of Germany and Japan. Axis Victory Conditions The Axis can win the game by fulfilling one of two conditions: Military Victory: The Axis will win the game if, at the end of a player's turn, they control two of the three Allied capital states of Russia, the United Kingdom and the Eastern United States. Economic Victory: The Axis will win the game if, at the end of the United States player's turn, the combined I.P.C. value of the territories controlled by the Axis is equal to or over 84. Individual Winner Although Axis & Allies is a team game, if the winning alliance wants to they can determine an individual winner for the game by calculating which power has increased their production the most as a percentage from their starting total, according to the following tables: +Income percentage table - AlliesSoviet Union - Starting income 24United Kingdom - Starting income 30United States - Starting income 36Current incomePercentage increaseCurrent incomePercentage increaseCurrent incomePercentage increase254.1%313.3%372.7%268.3%326.6%385.5%2712.5%3310%398.3%2816.6%3413.3%4011.1%2920.8%3516.6%4113.8%3025%3620%4216.6%3129.1%3723.3%4319.4%3233.3%3826.6%4422.2%3337.5%3930%4525%3441.6%4033.3%4627.7%3545.8%4136.6%4730.5%3650%4240%4833.3%3754.1%4343.3%4936.1%3858.3%4446.6%5038.8%3962.5%4550%5141.6%4066.6%4653.3%5244.4%4170.8%4756.6%5347.2%4275%4860%5450%4379.1%4963.3%5552.7%4483.3%5066.6%5655.5%4587.5%5170%5758.3%4691.6%5273.3%5861.1%4795.8%5376.6%5963.8%48100%5480%6066.6%5583.3%6169.4%5686.6%6272.2%5790%6375%5893.3%6477.7%5996.6%6580.5%60100%6683.3%6786.1%6888.8%6991.6%7094.4%7197.2%72100% +Income percentage table - AxisGermany - Starting income 32Japan - Starting income 25Current incomePercentage increaseCurrent incomePercentage increase333.1%264%346.2%278%359.3%2812%3612.5%2916%3715.6%3020%3818.7%3124%3921.8%3228%4025%3332%4128.1%3436%4231.2%3540%4334.3%3644%4437.5%3748%4540.6%3852%4643.7%3956%4746.8%4060%4850%4164%4953.1%4268%5056.2%4372%5159.3%4476%5262.5%4580%5365.6%4684%5468.7%4788%5571.8%4892%5675%4996%5778.1%50100%5881.2%5984.3%6087.5%6190.6%6293.7%6396.8%64100% Amongst the winning team, the player who has increased their income the most compared to their starting income is the game's overall winner. Optional Rules There are a number of optional rules that may be incorporated into the game if all players agree to them: Total Military Victory: If this rule is active, a team cannot obtain a military victory if any of their team's capital states are under enemy occupation. Placing Naval Units in Enemy-Occupied Sea Zones: Normally when a player mobilises naval units they can be placed in any sea zone adjacent to an industrial complex, provided there are no enemy units in said sea zone. With this optional rule the latter restriction is lifted and the player may place their units in a sea zone occupied by enemy units. The player controlling said enemy units must either retreat from the sea zone during the combat movement phase or attack the newly-placed units during the combat phase. Axis Advantage: Germany begins the game with Jet Power researched, and Japan begins with Super Submarines researched. USSR Restricted: The Soviet Union must wait until their second turn before they may launch any attacks. No New Complexes: No new industrial complexes can be purchased - only those present on the board at game start can be used.