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on May 23, 2011
The Axis nations (Germany and Japan) were strong enough to have beaten the non-US Allied nations (mainly Britain and Russia) in World War II without American intervention. Then they could have come after the United States with their new found power. Given the timely intervention of the U.S.A., it was a different story: the Allies won "hands down."

The game clearly illustrates these points, which gives it educational value. But unlike the "real life" version, the Axis do have a chance to win, because the U.S. is "hobbled." For instance, Germany starts the game with 32 Industrial Production certificates (IPCs) and Japan with 25, versus 30 for Britain and 24 for Russia. (These are based on the territories each country controls, and are used to build military units.) The US player has 36 IPCs, barely more than Germany, of which 25 are from "American" territories and 11 from assorted minor Allies in Latin America and China.

(In "real life," American industrial power was more like 75, which would have given the US player 86 IPCs, counting minor Allies. In fact, American industrial capacity was equal to that of Germany, Britain and the Soviet Union put together, meaning that if Germany had conquered the other two Allies, Japan would have held the balance of power, and America would have had to conquer it in turn to survive.)

With the U.S. "constrained," the game is reasonably balanced. The Axis are still underdogs but no longer prohibitively so. As a practical matter, they can win if they capture territories with least 17 more IPCs, giving them a majority of the world's productive capacity (74 vs, 73), unless the Allies were ahead in technology (which they might be, given their greater starting IPCs and research capabilities). The game's victory condition of 84 IPCs for the Axis reflects this possibility, while the real-world victory condition would be 99 IPCs for the Axis (assuming America at full strength).

The Axis can also win by capturing two Allied capitals (most likely London England, and Moscow, Russia), while the Allies win by capturing the two Axis capitals ((Berlin, Germany, and Tokyo, Japan). One version of the game has it that the winning side must have retained all their capitals; Germany doesn't win by conquering London and Moscow if Tokyo is under American occupation. As a practical matter, the Axis will likely fulfill the IPC victory condition if they capture even ONE Allied capital.

The Axis have to win the war as quickly as possible with their initial advantage in military units and board position to compensate for their inferior industrial capacity. One way is for the Germans to "blitz" through Africa, which is rich in IPCs (the tank unit in Libya under Rommel should not attack Egypt but rather make for South Africa, which it may reach in two turns). Meanwhile Japan might "pick off" weakly defended British allies in India, Australia, and New Zealand, increasing its industrial capacity, and reducing Britain's. Alternatively, the Axis could "gang up" on Russia, two on one, and hope to knock her out of the war and take over her industry before the Anglo-Americans are fully ready to attack. Either way, the two Axis powers should agree to make an all-out attack on ONE common enemy, while defending against the other two.

Perhaps offsetting the Axis advantage in board position is the Allies' ability to build industrial complexes halfway around the world (unless players agree not to use this rule). But these "factories" are expensive (costing half of Britain's 30 IPCs plus a turn), and alert Axis players will try to capture factories in India or South Africa after they're built but before they come into production, making them AXIS assets.

(There's NO WAY that the Americans should be allowed to build a factory in landlocked Chinese territories; it's hard enough in "real life" to build them on the coast without moving the materials inland. But an alert Japan would capture this one as well.)

Although the odds are somewhat against them, the game is balanced enough that the Axis can win if 1) they are lucky with the dice or 2) they are the better players, meaning that they can offset Allied advantages with greater skill. The Allies do win if both luck and skill are equal.

The game can be played with as few as two players (one plays the Axis, the other the Allies), or as many as five (one player for each major country). Typically the better players will play the Axis countries or Russia, and the weakest player gets to play the U.S., at least partly offsetting the advantage provided by that country's industrial capacity.
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on April 21, 2010
I own this game ever since it first arrived here. Now i own all the other ones that followed it to.

The manual is a must read before u start, and once u start should be kept close at hand. Its most enjoyable with more then 2 players. And some rounds go from a hour and half to more then 3 hours. Just depends on how u play it and how lucky you get with the dice in the game.

Some of the pieces like the infantry men are a little breakable, specially the weapons might break off over time. But over all its a sturdy game board with good pieces.

I enjoyed this game a lot, and still is in pretty good shape for such a old game.

The value of it? Well it has gone out of production a while ago and was replaced by a newer version. So if u collecting this it might be worth a lot to u. Just look around a while there bound to be cheaper ones around :).
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on April 25, 2016
This is the first Axis and Allies. I first played this one. The others' aren't quite as good. I am not downplaying other editions like Pacific, or Europe, but the first edition by comparison and even the second change the game entirely to about rolls. This doesn't happen in the first edition where good strategy and logistics will win the game despite poor rolls. IE indonesia, russia, and use became bottlenecks in order to shorten the game-time instead of figuring an original method.

Even if someone can't get the actual board game. I suggest getting the board ITSELF it's far superior to the newer versions in many manners.

Pros more countries that are worth points.
Far more fun
Far more accessible and easy to pick up.
More action not less.

Cons
There's a lot of cons I will admit but they aren't deal breakers.
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on May 28, 2012
I was looking for a replacement after my dog ate part of my Axis and Allies game. He was so jealous of this game.

At first I was skeptical. $200 plus $7.49 shipping. That was a ridiculous price I thought. When I original bought mine years ago at a local game store I paid $19. But I finally caved after realizing the countless hours of joy spent playing this game with my friends instead of my previous talent of drinking my homemade moonshine and hanging out at the local 7-eleven trying to get laid. Speaking of getting laid rolling 6's to get heavy bombers during technology development is way better than getting laid. The look on your friends eyes when those dice land is priceless.

After waiting 2 weeks I totally had forgotten I had ordered this. I'm the security guard team leader at the local mall (just got promoted last week) and after a hard day dealing with Jeff the local schizophrenic who keeps showing his wiener to the old WW2 vets in the food court I was overjoyed to see the box sitting there waiting to be de-virginized. It comes with the standard board, plastic pieces for each country, factories, AA guns, chits, dice, money, etc...but the best thing is that it comes with its own home uranium enrichment kit. This is why it costs so much. Gas centrifuges are so easy to make with the included instructions. Iran eat your heart out.
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on December 31, 2013
I grew up playing this with my dad. I loved it. Now I have this myself and play it with my girlfriend. It is the ORIGINAL game, not one of the remakes. The one I got was BRAND NEW. Still had the mail in papers too. This is so raw that it's practically a collector's item now.
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on June 14, 2015
Fine game. One the first games i ever played. Milton Bradley was the second company to print this game. The first company was actually Avalon Hill and the game pcs was of card board. The game is historical recount of world war 2 where players can recreate history or change it. It plays well with 2, 4 or 5 players. Not very good with 3. The bad aspect of this game is it's luck of the die literally. If you have a bad time in rolling the dice in a single defense or attack your game could be over that quickly. Strategy it has it but not as much as other well drafted out war games. It's not really a family game but it really not for the aggressive hard core gamer. Id say this is a nice introduction game to war games. I played it at 10 years of age id suggest it to any 10 year old who can read well. The game was reprinted by Avalon Hill and Hasbro. The pcs are of the same quality however the boards have changed a lot in each reprinting. Over all it's a fine game it's what made he game master series a hit for Milton Bradley. I wouldn't say the game better then Shogun/Ikusa or Fortress of America or even Conquest of the Empire. It's the worse in that series but it was the most popular for Milton Bradley.
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on August 14, 2009
You can get this version of the game for about $40.00 new at any board game store. Don't pay more.
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on October 22, 2015
Love the game it was sent and packaged the exact way i was told so no problem there
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on November 28, 2011
Great balance between realism and FUN. Replayable factor is huge. Luck plays the perfect role, encouraging some go for it tactics with great risk and reward.

Can't say enough good about this game.
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on July 2, 2015
Pieces missing
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