Axis & Allies Anniversary Edition

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Overview

Axis & Allies Anniversary Edition is a grand-scale World War II strategy game for 2-6 players. The game features 6 powers: Germany, Japan, and Italy (Axis) vs. United States, United Kingdom, and Soviet Union (Allies), with China as a sub-power controlled by the US player. Players manage military production, movement, and combat across a global map. The game includes two scenarios (1941 and 1942) and introduces national objectives for bonus income. Victory is achieved by controlling a target number of the 18 victory cities.

Components

Setup

  1. Place the 3-part game board in the centre. Allies sit at the top (north), Axis at the bottom (south).
  2. Choose a scenario (1941 or 1942). For 1942, place control markers per setup charts to update the map.
  3. Each player takes the setup chart, control markers, and pieces for their power(s).
  4. Place units per setup chart instructions.
  5. Distribute starting IPCs and victory city tokens per scenario.
  6. Choose one player as banker.

Scenarios:

Turn Structure

Each power’s turn has 7 phases in fixed order:

Phase Description
1. Research & Development (Optional) Buy researchers, roll for breakthroughs
2. Purchase Units Spend IPCs to buy units (placed later in Phase 6)
3. Combat Move Move units into hostile territories/sea zones
4. Conduct Combat Resolve all battles
5. Noncombat Move Move remaining units that did not fight
6. Mobilize New Units Place purchased units at your industrial complexes
7. Collect Income Receive IPCs equal to total IPC value of controlled territories + national objective bonuses

After the US player’s turn, check for victory. If neither side has won, start a new round.

Actions

Unit Types and Combat Values

Unit Cost Attack Defense Move Special
Infantry 3 1 2 1 +1 attack when paired with artillery
Artillery 4 2 2 1 Supports 1 infantry to attack at 2
Tank 5 3 3 2 Blitz through empty territories
Fighter 10 3 4 4 Must land on friendly territory
Bomber 12 4 1 6 Strategic bombing raids
Battleship 20 4 4 2 Takes 2 hits to sink; shore bombardment
Aircraft Carrier 16 1 2 2 Carries 2 fighters
Cruiser 12 3 3 2 Shore bombardment
Destroyer 8 2 2 2 Negates enemy submarine abilities
Submarine 6 2 1 2 Surprise strike; can submerge
Transport 7 0 0 2 Carries 1 infantry + 1 other land unit
AA Gun 5 - - 1 Fires at up to 3 aircraft per territory
Industrial Complex 15 - - - Required to mobilize new units

Combat Resolution

  1. Attacker rolls dice: 1 die per unit. Hits on rolls equal to or less than the unit’s attack value.
  2. Defender rolls dice: Hits on rolls equal to or less than defense value.
  3. Both sides remove casualties simultaneously.
  4. Attacker may retreat all surviving units after any round of combat.
  5. Combat continues until one side is eliminated or the attacker retreats.

Special Combat Rules

Blitzing

Tanks may move through an empty hostile territory during combat movement (first territory becomes friendly).

Canals

Scoring / Victory Conditions

National Objectives (Bonus Income)

Each power has specific historical objectives printed on the back of their setup chart. Achieving these objectives during the Collect Income phase grants bonus IPCs (typically +5 IPCs each).

Special Rules & Edge Cases

China Rules

Research & Development (Optional)

Capital Capture

Neutral Territories

Liberation

Player Reference

Turn Order (1941): Germany → USSR → Japan → UK → Italy → USA

Turn Phases: R&D → Purchase → Combat Move → Combat → Noncombat Move → Mobilize → Collect Income

Victory: 15 victory cities (standard)

Combat: Roll ≤ attack/defense value = hit. Casualties simultaneous. Attacker may retreat.

Key Costs: Infantry 3 Artillery 4 Tank 5 Fighter 10 Bomber 12 Destroyer 8 Submarine 6 Cruiser 12 Carrier 16 Battleship 20 Transport 7 AA Gun 5 Factory 15

China: 1 infantry per 2 territories, no IPCs, restricted movement