@midnight_reaper that’s a cool idea and I might have to try it. However I don’t like the idea of getting advancements for free, which is why I like some sort of facility to buy. Since the G40 R&D board seems to have the better advances on one side I’d say you have to roll a 1-4 to get the 1 column, and 5-6 to get the second. Maybe even through in an added cost to get 1-3 & 4-6. But again with that, I think countries should have to build the facilities in their capitol instead of anywhere and starting with them.
1914 - Advanced rules
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Advanced rules for 1914. SEE ATTACHED .TXT FILE One rule requires new territory inserts; Darfur, Armenia, and Khiva Khanate. Darfur is southern part of Anglo-Egyptian Sudan (borders Fr-Eq-Africa and Congo). Armenia northern part Mesopotamia (borders Persia, Ankara, and Sev). Khiva southern tip of Kazakhstan (borders Afgh. & Persia). All are minor-aligned, Darfur and Armenia with Ottomans, Khiva with Russia.
Questions welcomed.
1914_adv_rules.txt -
I like the idea of neutral Italy, and railroad movement is a good change. But I’m generally not a fan of things like convoluted dice modifiers and things that have to be tracked in secret on a separate piece of paper. I think the game is complex enough as it is. And if I were going to redesign the board, I’d scrap Africa entirely rather than add territories to it. My group forgets to move in Africa so often it became a running joke.
Just my opinion. I’m sure others will disagree.
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The rules are a menu - you can pick and choose which ones you want to use. I believe the basic game is…. well… too basic - but that’s the A&A way. My rules are intended to make it more complex - which hopefully adds to a closer re-creation of some of the aspects of WWI.
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Attached text file with rules updated today. 1/21/16
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If there’s an Axis & Allies game that needs solid house rules… it’s definitely 1914.