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
- 3 Game boards (forming a global map)
- 1 Battle board
- 6 National setup charts
- 1 National Production/Research & Development chart
- 120 National control markers
- 22 Damaged factory markers
- 18 Researcher tokens
- 18 Victory city tokens
- 14 Dice (7 black, 7 red)
- 80 Plastic chips (70 gray = +1 unit, 10 red = +5 units)
- 90 IPC bills (1s, 5s, 10s)
- 672 Plastic miniatures across all powers (Infantry, Artillery, Tanks, Fighters, Bombers, Battleships, Aircraft Carriers, Cruisers, Destroyers, Submarines, Transports, AA Guns, Industrial Complexes)
Setup
- Place the 3-part game board in the centre. Allies sit at the top (north), Axis at the bottom (south).
- Choose a scenario (1941 or 1942). For 1942, place control markers per setup charts to update the map.
- Each player takes the setup chart, control markers, and pieces for their power(s).
- Place units per setup chart instructions.
- Distribute starting IPCs and victory city tokens per scenario.
- Choose one player as banker.
Scenarios:
- 1941: Axis start with 6 victory cities, Allies with 12. Turn order: Germany, USSR, Japan, UK, Italy, USA.
- 1942: Axis start with 8, Allies with 10. Turn order: Japan, USSR, Germany, UK, Italy, USA.
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
- Attacker rolls dice: 1 die per unit. Hits on rolls equal to or less than the unit’s attack value.
- Defender rolls dice: Hits on rolls equal to or less than defense value.
- Both sides remove casualties simultaneously.
- Attacker may retreat all surviving units after any round of combat.
- Combat continues until one side is eliminated or the attacker retreats.
Special Combat Rules
- Submarines: Get a surprise strike (roll first; hits removed before other units fire). Can submerge to avoid further combat. Abilities negated by enemy destroyers.
- AA Guns: Fire at attacking aircraft before combat. Roll 1 die per aircraft (max 3 per AA gun). Hit on 1. Hits remove aircraft immediately.
- Strategic Bombing Raids: Bombers attack enemy industrial complexes. Damage = 1d6 per bomber (max damage = territory IPC value). Damaged factories must be repaired (1 IPC per damage point) before producing.
- Shore Bombardment: Battleships and cruisers can support amphibious assaults. Each ship fires once at its attack value.
- Amphibious Assaults: Transport units from sea to land during combat move. Defenders fire AA before landing.
Blitzing
Tanks may move through an empty hostile territory during combat movement (first territory becomes friendly).
Canals
- Panama Canal: controlled by whoever holds Panama.
- Suez Canal: controlled by whoever holds both Egypt and Trans-Jordan.
- Sea units need canal control at start of turn to pass through.
Scoring / Victory Conditions
- Standard Victory: A side holds 15 victory city tokens at the end of a complete round.
- Short Game: Play to 13 victory cities.
- Total Victory: Play to all 18 victory cities.
- 18 Victory Cities: Washington, San Francisco, Honolulu, Manila, London, Calcutta, Sydney, Hong Kong, Ottawa, Moscow, Stalingrad, Leningrad, Berlin, Paris, Warsaw, Tokyo, Shanghai, Rome.
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
- Controlled by the US player but treated as a separate power.
- Does not receive or use IPCs. Gets 1 free infantry per 2 Chinese territories not under Axis control (rounded down).
- Chinese units restricted to Chinese territories only (exception: Kwangtung).
- Has a US fighter unit (Flying Tigers) that acts as a Chinese unit; cannot leave Chinese territory range; not replaceable if destroyed.
- Chinese units cannot be loaded onto transports.
Research & Development (Optional)
- Buy researcher tokens at 5 IPCs each.
- Roll 1 die per researcher; a 6 = breakthrough.
- Choose Breakthrough Chart 1 or 2; roll to determine which advance.
- Technologies include: Advanced Artillery, Rockets, Paratroopers, Increased Factory Production, War Bonds, Mechanized Infantry, Super Submarines, Jet Fighters, Improved Shipyards, Radar, Long-Range Aircraft, Heavy Bombers.
Capital Capture
- When a capital (territory containing an industrial complex marked on the setup chart) is captured, the conquering player takes all of the defeated power’s IPCs.
- The conquered power cannot collect income until their capital is liberated.
Neutral Territories
- Cannot be attacked, moved through, or flown over. Impassable.
Liberation
- If an ally liberates a territory originally controlled by another ally, control reverts to the original controller.
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