Subject: Axis & Allies Double Blind Referee Rules Tracy Johnson wrote in message <3B5DBB59.C9FA50AB@exis.net>... The following are some rules I cooked up for an A&A Double-Blind I'll be running this weekend: Axis & Allies Double Blind Referee Rules ======================================== Options ------- The referee offers the following to all all Players and all Players must agree: Option 1: All Players get one free technology determined randomly. All players must forfeit 5 I.P.s The technology is secret until used. Option 2: I.P. Normalization. Players starting countries are rearranged so that starting I.P.s are normalized at 29 or 30 I.P.s If this is allowed either side may win an economic victory by obtaining 50% more than the combined value of their starting points. If Players agree, countries are normalized as follows: U.S.S.R. gains Sinkiang, China and Alaska +6 I.P. 30 U.S. loses Sinkiang, China, Alaska and Hawaii -7 I.P. 29 U.K. loses Australia and N.Z., gains Norway -1 I.P. 29 Japan gains Australia, N.Z., and Hawaii +4 I.P. 29 Germany loses Norway, - 2 I.P. 30 Option 3: Free for all, players may switch sides at the beginning if Option 2 is chosen. Players must even out between 3 and 2 Player teams. Victory conditions per Option 2. One player from the 3 Player team may switch sides in the middle of the game. If this happens both teams must recalculate their victory conditions. The referee offers the Players the following options individually, one-at-a-time: Option 4: Free set up. The player may put units in any area desired regardless of the set up rules. A Player who chooses this option may also choose Option 4. Option 5: Players may substitute starting forces with other forces of equal point value. This also assumes Option 4. The starting point values for each of the countries are as follows: U.K. 196 U.S. 207 U.S.S.R. 157 Japan 247 Germany 283 Option 6: Time limit and standard alliance. Time is calculated as 1 turn equal to 3 months historical time from Jan 1942 onward. Therefore the game terminates after 14 turns. If the allies don't win by then, (Summer 1945) they lose. Limited Intelligence -------------------- Players do not know the disposition of the pieces of the opposing side. Players are only informed of the location of pieces in an area they attack. Players move area by area inquiring the referee whether an area is occupied prior to moving. The referee in turn gets on the radio and asks the other referee if an area moved into is occupied. For sea areas, since they have no names, use descriptive nouns, such as "the sea area surrounding Eastern Canada" or "the sea area between Midway and Japan. Espionage --------- Players may conduct espionage on an area. The Player rolls a die. The result is the number of I.P.s given to the opponent owning the area spied upon. This simulates funds spend on traitors and spies. Traitors and spies are in turn, assumed to be spending their hard earned cash on the economy. Regardless of the money spent, the Player is informed of the dispostion all Allied or Axis units in the area in question. (Some spies are cheaper than others, and provide the same information.) -- BT NNNN Tracy Johnson Justin Thyme Productions Sponsors Free Multiuser Wargaming on the WEB at: http://hp3000.empireclassic.com/