From: Matt Smith Subject: Great web page + Another way to play It's a version of every man for himself. Very simple, and tested for simplicity with a crop of 5th to 8th grade kids with average abilities. They picked up on the rules and everything quickly, (Although they had aleady known how to play the origianal version) It took a bunch of us at the Universuity of Missouri to perfect it, and I think that we got it. I would appreciate it if you tried it, and let me know. Thanks, Ingman One of the reasons that it's kinda cool is it's simplicity, as ther are a few changes. The weaker the power is, the more units the get added to this version. It's pretty fun and I have played it with a lot of different people. At first we had to make a few changes, but eventually we got all the bugs worked out. Let me know what you think. - matt Smith (Ingman) Every man for himself "Axis and "Allies" -Developed by the MU at Columbia Education School. 1992 Before you do anything with this version, set up the game as it is for your normal, run of the mill A&A game. Then, make the additions mentioned below. Each Country starts the game with a few new things. There is no use of the tech. chart, as it is easy for one player to become complacent and roll for technology while the others fight it out. There is also nothing about historical accuracy that comes into play here. (Our inspiration was Succession Wars, A great game if you have ever heard of it.) There are only three rules changes: 1. Factories; A. New factories cost $20. To repair a damaged factory, the cost is $10 B. If the combined attack force into a region is between 25-49, then the factory is damaged. each armor has an attack factor of three, each inf. of one, bmr of four, etc.) We put a factory on it's side to designate the fact that it is damaged. C. If the combined attack force is 50 and above, the factory is destroyed and removed from the game. This applies for damaged factories also. If a damaged factory has an attack of 40, for example, then the factory is already destroyed, and so nothing happens to it. 2. Each country can have at any one time, one "SUPER TRANSPORT." The super transport costs $14, and it can carry double what a normal transport can. Each country can have only one on the board at any given time. The super transport has no defensive capabilities, but can be used as a casualty. (This really helps to speed up play) 3. A country can "Sell" Units to the highest bidder. The seller has to move the unit(s) to a of the prurchsing county's factory, and they are the property of the seller until the buyers turn, and at the construction phase of thier turn, the units become the property of the buyer. (A frequently sold item is the Rus. Atlantic Fleet) That is it. (simplicity was a goal here) First, set the game up as normal, and then add the following units Each country gets new units as well as free set up units. Each county's additions are as follows: Navy units do not have to be placed on the coast of country. Remember that before Russia's first turn, go in order of play, and take turns setting up. (Exept US, who does not get to set up thier free set up until >AFTER thier first turn) Russia; 2 inf in Kazakh 2 inf in Novos. 1 factory in Soviet far east 2 inf in Soviet Far East 1 ftr in Soviet Far East 1 sub, 2trans, and 1 btlship in Soviet Far East 1 btlship in Karelia SZ 1 trans in Black Sea Free set up (may be placed anywhere in thier country, before the game starts) 2 inf 2 ftr 3 arm *Rus. gets a bonus of 6 IPCs for the first three turns. That, combined with the additional units makes Rus. the powerhouse that it needs to be to make this version work Germany; 1 inf in every country (Ger, Southern Europe, Algeria, etc.) 1 btlship in Battleship in Ger. SZ Free set up; (Same rules apply for Ger. with regard to free set up as for Rus) 2 sub. 1 arm 1 ftr UK; 1 factory, 2 inf, and 1 ftr in Eastern Canada 1 factory, 4 inf in India 1 Transport in Australia 1 inf in Persia 1 btlship, 1 trans. in Red Sea SZ Free set up (same rules apply as for Russia and Ger.) 8 inf 2 trans 1 battleship 1 sub *If Africa is completely taken over by another power, then UK gets 3 extra IPCS Per turn untill they get down to below 15 IPCS Japan; 1 factory, 1 ftr, 3 inf in Manchuria 2 inf in French INdochina Burma 2 inf in Sinkiang Free set up; (same rules as for GB, etc.) 1 ac (with1 ftr on it) 3 sub US; 2 inf in Eastern and 2 inf in Western US 1 arm, 2 inf in Sinkiang 2 inf, 1 arm in China 1 inf in Brazil *The Chinese ftr is to be on the Hawaii AC, not in China Free set up; (For the US, the free set up may not be placed untill AFTER the US turn) 2 ACs, each with 2 ftrs 1 battleship 1 transport 1 Supertransport 6 inf *Special Notice* The UK and US may not fight each other utill the second round. Rus. and Japan may not fight each other until the second round. If the Asian territories are not taken in the first round, then thier value is raised to 6 each, and only have that value for the US. If they are taken, then obviously the US cannot put thier free set up their. This really helps the US get involved in the game more, and encourages them (as well as the others) to engage in diplomacy. It is very common to have several campaigns going on at the sam time for each power (Jap, UK, & US in North America; Germany, UK, and Russia in Europe; Russia, Jap, and US in Asia; Ger, US and UK in Africa; some examples. It is very hard to be specific in you conquests, as you will have to let other areas go, and an enemy will get to powerful. Let me stress that the goal here was to have an even match, and treaties can be made and broken at anytime. If any units enter a territory where there is another countries unit, they have to fight it out. We tried this several times, and this is about as even as you can get. It must be stated that week players will go down quickly, and you must constantly pay attention to what your enemies are doing. If you do not, then the balance of power will quickly be disrupted. You really have to make every thing you have a point. Treaties may be made and broken at any time. Try it. Play it. It's a murderous fistfight. ENJOY! -Mizzou College of Ed.