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Board Game:
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Marten Tjaart Raadsveld
Netherlands

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Jan 21, 2012
A&A 42 7 Nations.doc (41 KB) (Log in or Register to download.)
We always end up with Japan placing an industry in Asia, buying loads of tanks and conquering Moscow. I came up with this variant to prevent this unrealistic strategy. Italy and China are added as seperate powers and some changes regarding production and politics. All in all, it is much more realistic (I think) and offers some additional challenges for both sides. Try it out!
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TheBeast TheBeast


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Very neat job of making the game more realistic with only a few spare new rules.

I always thought this game would be more fun if a 3-way cut-throat version could be devised, with USSR as an independent power, and with the game starting pre-Barbarossa. It would need eight new Victory Cities so the USSR, Axis and Japan could win without fighting each other--if they could trust each other.


20 Start Victory Cities:
USSR (3): Leningrad, Moscow, Baku (Caucasus).
Axis (3): Berlin, Paris, Rome
Britain (5): London, Delhi, Capetown, Sydney, Cairo. .
Japan (2): Tokyo, Shanghai Seoul.
America-China (6): Washington, San Francisco. Honolulu, Rio de Janeiro, Manilla, Anchorage (Alaska).
Neutral: Istanbul (Turkey),

Victory Conditions
(Note: Capture of an enemy Capital (Moscow, London, Washington, Berlin, Tokyo is worth 2 VC. If the British player is solo, he gets 2 VC for capture of Paris.)

A one-power Player wins with a net gain of +4 Victory Cities at the end of a complete turn, after all five powers had a chance to play, or,

A two-power or three-power Player wins with a net gain of +6 Victory Cities at the end of a complete turn.

If no Player has achieved his victory condition, the tie is broken in favor of the Player who has come closest to achieving his victory condition. Example: if Japan has a net gain of +2 victory cities, and America-China/Britain have a net gain of +2 victory cities, at game end, then Japan wins because it is within only 2 victory cities of its victory condition, whereas America-China/Britain is within 4 victory cities of achieving its victory condition. .

If two Players have both achieved their victory condition at the end of the game, or are equally close to achieving their victory conditions at the end of the game, the tie is broken in favor of the Player that is earlier in the order of play, An Axis/Japan Player completes his move with Japan's, and an America-China/Britain Player completes his move with America-China's for purposes of this rule.

This makes it possible for Germany and USSR to win without fighting each other, or for Japan and USSR to win without fighting each other. Theoretically in this version, Britain or America could win in part by seizing USSR Victory Cities. The USSR could win by seizing some Western Allied Victory Cities.

Examples: a player can win with holding all at-start Victory Cities, and gaining

For Axis/Japan : Cairo, Capetown, Delhi, Manilla, Sydney, Istanbul.

For USA-China/Britain: Tokyo (2), Paris, Rome, Shanghai, Seoul.

For America-China: Shanghai, Tokyo (2), Seoul, Rome, Paris.

For USSR: Istanbul, Seoul, Shanghai, and Delhi. .

For Axis Britain (2), Cairo, and either Capetown or Rio de Janeiro.

For Japan: Philippines, Delhi, and two of these four: Anchorage, Honolulu, Sydney, Cape Town.

For Britain: Paris (2), Berlin (2).



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  • Edited Fri Jan 27, 2012 12:35 pm
  • Posted Fri Jan 27, 2012 5:14 am
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Nathan Martin
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These are some pretty sweeping changes. Lots of new rules and extensive setup modifications.

Have you ever played Pact Of Steel (the Triple A variant that includes Italy [and China, in some cases])? It underwent months of deep playtesting by numerous top-level A&A players, and makes only the minimum required changes to the actual board and setup. Balance and play-testing are crucial for even the slightest of board changes, and the game was nearly perfectly balanced as it was in Revised. How extensively have you playtested this variant?

Additionally, I don't think it makes sense to place arbitrary restrictions on the major powers, like limiting Japan's tank production, because they of how they did or did not take some action historically. Historically, Japan also lost the war— should the game require that the Japanese player also lose?

EDIT: I should clarify that I like what you're trying to do and enjoy added complexity and 'mixing it up' a good deal. As someone who has to spend hours teaching new players an already complicated game, I just like to err on the side of conservatism.
 
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  • Edited Thu Mar 22, 2012 7:11 pm
  • Posted Thu Mar 22, 2012 6:58 pm
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Marten Tjaart Raadsveld
Netherlands

I tried to keep the modifications as small as possible, but I can see you don't want to try this with someone new to A&A. My main goal was to bring in more realism and to get rid of the 'obvious' strategies, give both sides something new to think about.

I didn't playtest it except for a solo practice run. It appears to make things a bit harder for the Axis, so if you do playtest it I would give the more experienced player the Axis side.
 
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  • Posted Tue May 15, 2012 12:41 pm
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