I think a good idea for 1914 would be to require at least 1 infantry to be stationed in every territory by the end of a power’s turn (the infantry must be from the power controlling. If they don’t, they won’t get the IPCs from this territory. Not only does it potentially make the game more historically accurate (to symbolize the need to keep civilian populations under control during wartime), but it probably also makes the game more balanced, as the Allies will probably be more burdened with this (since they have substantially larger colonial possessions).
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.





