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Axis & Allies Enhanced Realism Rules Part One

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A set of expansion rules for Milton Bradley's AXIS & ALLIES boardgame. Illustrated by John K. Snyder III. BASIC RULE
Commonsense and realistic revisions to the standard game's rules for aircraft flight ranges, aircraft carriers, income calculation, industrial complexes, creation of new units, retreats, victory conditions, and more.
The standard game's antiaircraft gun rules are the most unrealistic rules in the whole game. The introduction of these simple artillery rules will drastically alter the course of play (for the better). COMBAT
One extremely unrealistic aspect of the standard game is that players get to choose their own losses. So the strongest attack units, the ones that historically did most of the fighting and took higher casualties, are the last ones lost in the standard game. This rule set brings a much needed degree of realism and unpredictability onto the battlefield. ADVANCED WEAPONS
We've eliminated the randomness of the dice in weapons development, allowing players to buy and use the advanced technology they want. HISTORY &
Introducing Air Transports, Airborne Assaults, Alternate Turn Order, the D-Day Option, Greater China, German Submarine Economic Warfare, Russian-Japanese Non-Aggression Pact, Historical Production and more.

60 pages, Paperback

First published May 27, 1999

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R.D. Baker

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