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42 of 46 people found the following review helpful:
5.0 out of 5 stars You will regret not buying this one!!!
Enhanced Realism is the best game-expansion book I have ever purchased. This book creates such a level of realism it would amaze any World War II buff. I have played more than 500 games of Axis & Allies and this book will have me starting on another 500.

A new turn order in the game allows the US to start in a crushing manner, but Germany, following, then...

Published on August 12, 2000 by Five-Time Mom

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42 of 47 people found the following review helpful:
1.0 out of 5 stars So not worth it...
I'm a huge Axis and Allies fan, and I was expecting some great new things to come out of this book. I got it, and I was sorely disappointed. For example, it talks about each country and what they produced such as Germany and subs, America and bombers, etc., and tells you that each country will get free units based on that at the end of each turn. A good idea, but everyone...
Published on September 2, 2001 by Eric P. Rodawig


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42 of 46 people found the following review helpful:
5.0 out of 5 stars You will regret not buying this one!!!, August 12, 2000
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Five-Time Mom (Raleigh, NC, United States) - See all my reviews
This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
Enhanced Realism is the best game-expansion book I have ever purchased. This book creates such a level of realism it would amaze any World War II buff. I have played more than 500 games of Axis & Allies and this book will have me starting on another 500.

A new turn order in the game allows the US to start in a crushing manner, but Germany, following, then sends the Russians back on their heels. Limiting flight ranges over land and sea makes maintaining a fleet a lot easier and creates new naval stratagies. Artillery become a huge part of the game by being able to fire at all units. Factories are preplaced on the board now with limited unit placement, which becomes a huge challenge. Everyone will enjoy the extra units each country receives at the end of each turn - with all the pieces you can bring in, strategy and game variation will be immense. Still, I have no doubt that anyone not choosing to check out this book will miss out on hours of strategic challenges and fun. You will not regret buying this one.

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42 of 47 people found the following review helpful:
1.0 out of 5 stars So not worth it..., September 2, 2001
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This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
I'm a huge Axis and Allies fan, and I was expecting some great new things to come out of this book. I got it, and I was sorely disappointed. For example, it talks about each country and what they produced such as Germany and subs, America and bombers, etc., and tells you that each country will get free units based on that at the end of each turn. A good idea, but everyone gets almost exactly the same thing! It makes no sense... It goes so far as to include a "Reduced Soviet Effectiveness" rule making all Russian units -1/-1! Infantry that hits on a 0 attacking? Yeah, that's a good one... Sure, the Soviet units were of a lower quality in the war, but they had masses and masses of them to make up for it, which doesn't happen in this game.

This book is frankly just not worth it. You can find thousands of new rules on the internet, and they won't cost you anything...

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19 of 20 people found the following review helpful:
5.0 out of 5 stars Taking Strategy to a New Level, July 18, 2003
This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
This is an excellent enhancement to a great strategy game. There are a lot of new rules in this book, but if you phase them in a few new rules per game it works out great. Gibraltar controls naval movement out of the Mediterranean. Fighters are allowed to intercept and defend navies. Flight ranges are limited to one sea zone in combat, which makes carriers very valuable in the Pacific. German subs in the high seas (outside of the Baltic or the three Mediterranean sea zones) reduce the income of U.S. and Britain. American and British troops are not allowed in Russian territories as long as Russia is in the game... These are just some of the rules that make the game much more realistic. It's a great book! You'll never want to go back to the original rules.
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17 of 21 people found the following review helpful:
5.0 out of 5 stars Very interesting., December 27, 2001
This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
A well-thought-out adaptation of the classic Axis & Allies board game. Standard rules and units are slightly modified in some cases to nudge the game closer to historical accuaracy. Other rules create realistic geographical limits on movement and combat. Then there are the political considerations: Will Stalin let the Western Allies camp in his territory? Will the Japanese and Germans be truly able to co-operate like the Allies do? Another neat feature is you can pick and choose from the various rules in three rules sets to match your interests and create an unlimited variety of different opening moves.
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This product

Axis & Allies Enhanced Realism Rules Part One
Axis & Allies Enhanced Realism Rules Part One by R. D. Baker (Paperback - May 27, 1999)
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