Club Rulings


Milton Bradley Rules Clarifications

Milton Bradley Rules Clarifications - This is an electronic copy of Milton Bradley's Rules Clarifications Sheet for those players who bought their copy of Axis and Allies before MB began including the sheet in the game. This copy only contains the rules clarifications and not the rules, to play Axis and Allies you MUST own the game itself.


Official Club Rulings

The following is a copy of the Club's rules and rulings.

AXIS AND ALLIES

CLUB RULES V3.1

for AMERICA ONLINE



BACKGROUND

****************

The America Online Axis & Allies Club supports the e-mail and live play of the Axis & Allies board game developed and marketed by Milton Bradley. Ownership of the boardgame is necessary to play. The game can be purchased at most gaming hobby shops and at Toys 'R' Us stores. The Club is responsible for overall administrative support and policy of game play.

JOINING

**********

NEW PLAYERS:

It's never too late to get involved. Please take a look at one or two of the ongoing games to see how it's played. MAKE SURE YOU HAVE 2ND EDITION RULES WITH YOUR AA GAME! ALSO MAKE SURE YOU HAVE THE "CLASSIFIED" RULES CLARIFICATIONS THAT COME WITH RECENTLY PURCHASED GAMES .

In order for new players to begin play:

1. Must contact the club President and Club Minister of Recruiting via E-mail and inform them when you will be ready to play.

2. Must have A&A game, 2nd edition rules and "classified" rules clarifications that come with game.

3. Must be willing to sign on frequently and be willing to GM at least one game after initial game.

For players that who have never played via computer before, they should look closely at ongoing games being played via the boards in the club gaming area. It is located at America Online Keyword: A&A We will be posting all games on the boards for the sake of others and to generate interest.

NEW GAMES & CHALLENGING

*********************

New players will be assigned their first game. After that, a player may seek opponents through the Player Pool or the "Challenges" folder on the News & Discussions Board. After finding an opponent in this manner, e-mail Minister of War and he will set up your GM and give you a game number.

GENERAL RULES

**********************

SECOND EDITION:

We play by 2nd edition rules and the "classified" rules clarifications with the exception of club rules changes necessary for e-mail play format. The optional rules on page 31 are not used. Two people will play per game, one being the Axis the other the Allies. The player submits his move via e-mail, a GM rolls and posts the results in the game folder and sends copies to the players via e-mail. Then the next player makes his move. When submitting moves a player will submit his purchases, placement of new units, combat moves, non-combat moves, income, and board update of that countries unit locations in the same E-mail. After the first round is complete, the Allied player will generally submit his USA/USSR moves at the same time. We have been playing this way for years and found no real difference from original face-to-face game play. GMs do not need a board to keep track of all units, but they definitely need to keep a record of all moves/updates in case there is a dispute. GMs watch for rule violations and resolve all other problems. If the GM has difficulty resolving the problem the Club Chancellor of Law is available for interpretations and club rulings. If no equitable solution can be reached, the problem is forwarded to the Club President for a ruling.

BIDDING:

Who plays the Axis and who plays the Allies is determined by "bid." Each player sends a secret bid to their GM. The lower bid plays the Axis powers with the benefits of the winning bid placed on the board before the first USSR turn. Bids are compared by IPC value and may consist of extra units (land, sea or air) and/or additional IPCs for the Axis powers. Land units may be placed in any territory controlled by the appropriate Axis power. Naval units may be placed in any sea zone adjacent to a land territory controlled by the appropriate Axis power provided no Allied units occupy that sea zone. Negative value bids are allowed (removing Axis units and/or IPCs) but may not be combined with positive value bids. Mixed nationality bids are also allowed (material and/or IPCs for both Germany and Japan) but German units may not be placed in Japanese territories or sea zones nor may Japanese units be placed in German territories or sea zones due to a bid. Industrial Complexes obtained by bid are not "original" ICs and their production is limited to the income value of the territory in which they are placed. If the GM receives bids of equal value, the winning bid will be determined by random die roll.

Example:

Both players submit their bids to their GM via private E-mail. Player one bids 12 IPCs (two extra German INF in Ukraine, one Japanese ARM in Burma and 1 extra IPC to spend for Japan on its first move). Player two bids 15 IPCs (an extra IC for Japan in Burma). The GM would inform the players that Player one would play the Axis with two additional G INF in Ukraine, an additional J ARM in Burma and that Japan will start with 26 IPCs to spend.

Other Bid examples:

* 6 IPCs (2 J INF for Burma)

* 10 IPCs (1 G ARM in Libya, 1 J INF in Burma, 2 extra IPCs for Japan)

GM RESPONSIBILITY:

Everyone in the club will be a GM at some point. Most people GM one game for every two games played. They read the orders given to them, roll the dice to determine the results of battle and give report on the results of the battles. GM's are also responsible for creating and maintaining the game folder in the club area. When the bid has determined who will play the Axis, the GM will create the game folder, the subject including the game number and the players. Example: #774 Player1 vs Player2. The first post should be the announcement of the winning bid. The losing bid should not be posted. After the GM rolls the outcome of each turn, he will be responsible for posting both the turn and the results to the folder. This can be accomplished with one post.

THE GM SHOULD PRINT OUT OR SAVE ALL ORDERS AND RESULTS!

This is just in case the two players cannot resolve a dispute....it will first be up to the GM to resolve the problem. The Club Chancellor of Law is always available for clarification of difficult calls. If (due to a rule dispute) the players do not agree with the GM's ruling, they can request the President to resolve the problem. The Vice President will handle the dispute if the President is involved as either player or GM. More detailed instructions for all club GM's are contained in the AOL A&A Club GM Handbook, available for download in the club area.

MAGIC 84 / SURRENDERING:

Surrendering a hopeless position is encouraged. While comebacks from the dead are not unheard of, these games take a long time and playing an 'all winning' game is not fun for anyone. So, use your own discretion in choosing the moment. Surrendering has no affect in the club beyond your win/loss record. Again, if there is a doubt that the currently 'losing' player may come back then the game should go on. MAGIC 84 refers to the fact that the AXIS can win when their countries are still producing 84 Production Units after the USA turn. MAGIC 84 counts are to be included in player updates.

FORFEITS

You may request a forfeit if your opponent has "disappeared" for over five days. To request a forfeit e-mail the same forfeit request message to your opponent and GM. Your opponent then has 48 hours to explain their absence or forfeit the game. If your opponent responds in time, your GM will adjudicate the forfeit request based on the explanations given by all the parties concerned. If disputes over forfeit requests arise, they should be forwarded to the Vice President for resolution. Reasonable "leaves of absence" are allowed provided you notify your opponent and GM first. Disputes over reasonable leaves of absence will also be resolved by the Vice President. When games are won by forfeit, GMs must be sure to notify the Vice President with a carbon copy of the results as well as forwarding the results to the usual parties.

Exception--Only games through Germany turn 1 can be won by forfeit. If your opponent disappears prior to Germany 1 the game will be annulled.

Finally--it's good policy to check in if your game has stalled for a few days. Many a forfeit can be avoided this way -- "Oh! I thought we were waiting on the GM's results!"

ANNULMENTS:

By mutual agreement players can agree to annul a game. Annulled games are not "draws" and have no affect on AACRS standings. If both players agree to annul a game they must notify their GM. The GM should CC the Vice President of the annulment as well as forwarding the results to the usual parties. As with forfeits, players who continually annul games may be eliminated from the club.

GROUNDS FOR ELIMINATION FROM THE CLUB & DROPPING OUT:

Players who continually forfeit or annul games will be eliminated from the club. If you are going to be gone for any length of time, please take a few minutes to inform the club government. (Copy to the President, Vice President and Minister of War). If you are GMing a game, the Minister of War will assign a temporary GM. Elimination will only occur when notification is not given. To drop out of the club, simply e-mail the President with your request and inform him of any games you are currently playing or GMing. Dropping out during a game is highly discouraged and may result in that player not being able to rejoin the Club at a later date.

GENERAL EXPLANATION OF GAME/GM PLAY

********************************************************

Russia posts orders that include everything that you would normally do playing AA face to face (buy/place/attack/move/etc.). Don't forget to include any special orders (retreats/if-thens/orders for defense on an anticipated attack such as sub withdrawal, etc.). Board updates need to be included after your orders for unit locations of that country, world IPC updates and MAGIC 84 status. Don't forget to include what you are attacking including AA guns that you passed over on the way. Don't forget to tell the GM what you are attacking with and when you are attacking 'SPECIAL WEAPONS'.

The GM (who should check his E-mail daily) will read over the orders. He will roll the outcome and then post the results on the board under that games folder and send copies to the players via e-mail. ANY SECRET ORDER TO YOUR GM IS PERFECTLY LEGAL.

EXAMPLE:

The Axis before the game starts...ie submit any special orders (like if Sub attacked in WSPAIN SZ withdraw West....etc. etc.) with bid. Or with USSR turn, you may say....if on Germany turn if sub in East Mediterranean SZ is attacked, retreat through Suez. The best way to get the GM this order is on the turn before..(like on USSR turn for the UK....or by private (SECRET E-MAIL). In general all other orders and results shall be posted in the BB under your specific game heading.

The German player will then post his move based on the above outcomes, give a board update of his units, including the areas the GM rolled for. This really minimizes the GM's involvement and the time required to GM the game. NEVER dispute the GM's rolls (that he fixed them)...sometimes triple snake eyes come up on the dice for the three AA's. GMs,.....NEVER feel bad about bad rolls. Just post them as they fall. The random effect of the dice is what makes each game different and interesting.

It's the players responsibility to make sure the other person followed the rules and to review and comment about the board/unit update sent with each turn. Updates are very important as it is very, very easy to make a mistake playing by computer. The time spent on updates is time saved in the long run.....this comes from a lot of experience.

COMBAT ORDERS:

Players may submit combat orders to the GM at any time up until the actual posting of combat results via e-mail or in the club area. Acronyms are commonly used in turn posts.

Following is a list of the most frequently used terms:

**Save Air** This is the club default combat order. If no specific instructions on an attack are received by the GM, the GM will roll the battle until ALL attacking ground forces are destroyed and then retreat the surviving air units.

**TAAC** Take at all costs. This order indicates that the purpose of this battle is to capture the enemy territory regardless of the possibility of losing air power. The GM will roll casualties normally until there is only one ground/sea unit left. At this time the attacking air units will be taken as casualties until the battle is complete. This allows the attacker the best opportunity to capture an enemy territory.

**KAAC** Kill at all costs. This order indicates the purpose of the battle is to kill all enemy units in a given territory. Casualties for the attackers will start with the units with the lowest attack factor and work up to the units with the highest attack factor. No consideration will be made in whether the unit is sea/air/land.

**WI** Walk In. The attack is on an enemy Marked Territory (MT) or "empty", as the initials indicate. No combat rolls are required, but it happens during the combat phase of the turn.

**RIO** Retreat if Outnumbered. If the number of defending forces is greater than the number of attacking forces at the end of any one round of combat, retreat the attacking force.

**Special Orders** Special combat orders may be sent to the game GM at any time up until the posting of combat results. The following are examples of the subjects for combat special orders:

1. Submarine attack/withdrawal orders

2. Casualty orders

3. Attacker retreat orders

UNIT DESIGNATORS:

Most players choose to abbreviate the names of the game piece units when posting their turns, or use unit designators commonly in use in the US Military. The following is a list of commonly used designators and abbreviations. The first listed designator is preferred.

Ground Units: Sea Units: Air Units:

~~~~~~~~~ ~~~~~~~~~~ ~~~~~~~~~

Infantry -INF Transport - TRN Fighter -FTR, VF

Armor -ARM Submarine - SUB, SS Bomber -BMB, VB, VA

Anti-Aircraft-AA Carrier -AC, CV Long Range-LR

Industrial Complex-IC Battleship-BB Jet FTR - JFTR

AOL SUB RULE

*****************

1. Attacking subs may withdraw according to Milton Bradley rules provided withdrawal orders are sent with the attack.

2. After any one round of air-only VS sub-only combat, the GM ends the battle and all surviving submarines will be allowed to withdraw to any adjacent friendly or unoccupied SZ. The owner of the withdrawing sub must send in the location of the sub retreat with his next turn.

3. Normally, the sea zone selected for withdrawal may not interfere with the attacker's non-combat or placement orders.

** Exception **

4. If the owner of the defending sub(s) sends in special withdrawal orders prior to the attacker sending in his turn, the withdrawing sub(s) will have precedence over the non-combat orders. Successful defending sub withdrawal orders invalidate attacker non-combat movement into or through the SZ your sub withdrew to. Note -- Defending sub withdrawal orders are not limited to air-only VS sub-only combat.

5. Units whose non-combat movement is invalidated by successful withdrawal orders do not move at all. Purchased units unable to be placed due to successful withdrawal orders are lost. Fighters, unable to land because of an Aircraft Carrier's invalidated non-combat move, are lost. Accordingly, attackers are encouraged to use conditional "if/then" orders to anticipate the results of defender sub withdrawals. **Always assume your opponent has sent withdrawal orders!**

CHANGES TO MILTON BRADLEY RULES

********************

AOL Axis and Allies play by e-mail remains very close to face to face play. Two minor changes to facilitate e-mail play are detailed below.

WEAPONS DEVELOPMENT:

WD will be used in AOL Axis and Allies games as in A&A 2nd edition rules with the exception that the obtained Weapons Development comes into effect immediately after the acquiring player's turn. (This includes Industrial Technology; i.e. you will not get a 'refund'). Players must inform their GM that they or their opponent has special capabilities when appropriate.

Example:

United States obtains jet power. Germany attacks Karelia where United States Jet Ftrs are located. The German player must inform the GM that Germany is attacking Jet Ftrs.

MARKER LIMITATIONS:

In AOL Axis and Allies games there are no limits to the number of units you may control nor the number of groups they may be dispersed in. This could require adding more plastic units to your set.

CLARIFICATIONS TO MILTON BRADLEY RULES

*******************

While the Milton Bradley 2nd Edition Rules and "Classified" Rules Clarifications are fairly complete, numerous AOL e-mail games have uncovered some obscurities. Detailed below are clarifications to those obscurities.

COMBAT/NON-COMBAT MOVEMENT:

With the exception of air units (which land during non-combat), no units may engage in both combat and non-combat during the same turn. Accordingly, transports which engage in combat may neither load nor unload during non-combat.

NON-COMBAT MOVEMENT AND JUST-CAPTURED TERRITORIES:

Not only may you move additional units into just-captured/liberated land territories and sea zones during non-combat, you may also move units through those territories and zones provided your units have enough movement to do so, and were not involved in any combat sequence that turn.

TRANSPORT UNLOADING:

Once a transport unloads ANY of its cargo its turn is completed and it may neither move, load nor unload again later that turn. Transports may unload into one or two friendly land territories during non-combat provided both are adjacent to the SZ containing the transport. Transports may unload into only one amphibious assault.

AMPHIBIOUS ASSAULTS:

During an amphibious assault a TR may move into an embattled SZ and pick up its cargo. It then MUST participate in any necessary NAVAL battles with its cargo onboard. Any surviving transports may then deliver their land units to battle in any ONE adjacent enemy controlled territory.

CANALS:

Canals may be used if and only if you or your allies own the territory or territories controlling the canal at the beginning of your turn. Submarines may retreat through canals you or your allies control at the beginning of the turn even if the land territory or territories are in combat during that same turn.

GULF OF MEXICO SEA ZONE:

The Gulf of Mexico sea zone touching Mexico and the right edge of the board is adjacent to only Mexico, The Western US, the Eastern US sea zone and the West Indies sea zone.

ALLY FTRS ON ACs:

Ally FTRs aboard your own AC CAN be taken into your attack. However, if the AC is hit, the ally FTRs sink with the ship (just as would INF onboard a TRN). Ally FTRs have NO function whatsoever while onboard your attacking AC. The ally FTRs cannot be used as casualties to take hits nor takeoff from the AC during the attack; they are cargo only.

LIBERATED ANTIAIRCRAFT:

Like liberated Industrial Complexes, AAs in territories you liberate to an Ally's control also belong to that Ally.

ROCKET TECHNOLOGY:

Rocket Technology may be acquired only one time by any single country. Like all technology, rockets come into effect immediately after the acquiring player's turn. The owner of rocket technology may designate any single AA Gun under their control as a rocket launcher. If the Gun is, or is moved within 3 spaces of an enemy IC during combat it can perform a rocket attack as per the 2nd Edition rules. Any AA controlled by the attacking player may be selected to perform a rocket attack whether it has been used to launch rockets in previous turns or not.

INCOME COLLECTION AND CAPITAL STATUS:

Any country that ends its turn with an uncaptured capital collects income.

RANKING

********************

AXIS & ALLIES CLUB RANKING SYSTEM:

Gamers rise in rank according to their success on the battlefield. Ranks are assigned according to the number of wins over losses. Some ranks have a minimum GM assignment number and all officers are required to successfully challenge a player from the next higher rank to advance. If a player fails to maintain the minimum requirements for his rank he will be demoted. Officers will not be demoted past the rank of Lieutenant.

Although unrestricted in the number of promotion challenges an officer can accept, all officers that are not currently playing in a promotion challenge game are required to accept ONE game from an officer candidate when challenged.

RANK / REQUIREMENTS:

Recruit: No club games completed (will not be included in update)

Private : Less than TWO more wins than losses

Corporal: TWO more wins than losses & ONE game GM'd

Sergeant: FOUR wins more than losses & TWO games GM'd

Master Sergeant : SIX more wins than losses & FOUR games GM'd

Lieutenant : EIGHT more wins than losses & successful challenge of sitting Lieutenant.

Major: NINE more wins than losses & successful challenge of sitting Major.

Colonel: TEN more wins than losses and successful challenge of sitting Colonel.

General: ELEVEN more wins than losses and successful challenge of sitting General.

STANDINGS:

Standings will be posted at least monthly. All ranks are retained until new standings are posted.

CYCLES:

A&A cycles will run in six month increments. Cycles will begin on the first day of January, and the first day of July. Each cycle's records will be adjusted so that all losses will be

subtracted from wins. If there are more losses than wins the record is set at 0:0.

Example: A record of 5-3 at the end of cycle would start the next cycle with a record of 2-0. Inactive players and Invalid IDs will be removed from the standings at that time as a

matter of maintenance to control it's size.

INACTIVE PLAYERS:

Club members who have not played or GM'd a game during one complete A&A Club cycle will be considered inactive and will be dropped from the club standings. Players requesting a waiver from being placed inactive must send their request to the Club President.

PEER RANKING:

All players except Generals will be listed alphabetically within their rank tier. Generals, at their discretion, may challenge each other to earn "stars". The winner of a General peer game receives an additional star. All Generals begin with one star as a Brigadier General, and may progress through Major General (2 stars), Lieutenant General (3 stars) and up to a full General (4 stars). The General ranks will be listed beginning with the highest ranking General and end with the Brigadier Generals in alphabetical order.

TANK-RJ RULE:

For club ranking purposes, any given player may only play another 3 times. If it is necessary to play any club member for the 4th time (promotion challenges, tournaments, etc..) please notify the President for a waiver.

AOL AXIS & ALLIES CLUB TOURNAMENTS

************************************************

In addition to regular club sanctioned games, the AOL A&A Club runs several tournaments during the year. The current club tournaments are:

1) FALL CLASSIC

2) SPRING CLASSIC

3) INVITATIONAL

4) OPEN

GUIDELINES:

1) FALL CLASSIC and SPRING CLASSIC

<A> REQUIREMENTS

--i--First 32 players to sign-up; all others on alternate list

--ii-Must have completed 2 full A&A games

-iii-Must be committed to fast-paced games

FORMAT

--i--Five (5) Single Elimination ROUNDS

--ii-Standard Club Rules

-iii-First two rounds, Quarterfinals (QF) & Semifinals (SF) rounds will run 60 days each.

--iv-Champion Round (CH) has NO time limit

--v--GM's from all rounds chosen from active tournament players except the Champion Round which is designated an AC Member

2) THE INVITATIONAL

<A> REQUIREMENTS

--i--Top 16 players in the previous 12 months receive an invitation

--ii-Rank determined 2 weeks prior to the Invitational

-iii-When/If a top-ranked player declines, the #17 ranked player (and down the list) is invited until the tourney fills.

FORMAT

--i--Four (4) Single Eliminations (called Eliminations 1,2, & 3)

--ii-Standard Club Rules

-iii-Each Elimination is 2 months

--iv-Champion Round has NO time limit

--v--GM's from all rounds chosen from active tournament players except the Champion Round which is designated an AC Member.

3) THE OPEN

<A> REQUIREMENTS

-i-Any active A&A Club Member

-ii-Must sign-up within a strict deadline

FORMAT

--i--The top 16 ranking players will be 'seeded'

--ii-Seeded players may get a bye

-iii-All others will be matched randomly

--iv-Standard Club Rules

--v--Each Round has a 2 month time limit

--vi-Champion Round has NO time limit

-vii-GM's from all rounds chosen from active tournament players except the Champion Round which is designated an AC Member.

LIVE GAMES

******************

Procedures:

1. Players must still get a game number assignment from the Minister of War before playing. The players must send in their individual bids to the Minister of War when requesting a game number. The Minister of War will inform the players of the winning bid when he assigns the game number.

2. All live games must be held in the Wargaming HQ conference room at Keyword: WARGAMING.

3. All participants of live games must have completed their first GM'ing assignment.

4. A complete log of the game must be made by both players, one of which MUST upload the entire log to the club library upon completion of the game. Title must include game number and players.

5. Dice rolling will only be handled by the AOL Autodice feature. To use this feature simply enter the Wargaming HQ chat room and type:

//roll-dice##-sides6

*where ## = the number of dice required for the attack or defense during one round of the battle.

The rest of the game will go exactly as it would in a FTF game, only following the AOL Club rules. Many games will take multiple sessions in the chat room to finish. Players may save their log files and combine all sessions into one upload for game credit.

Note: Players should use the AOL Ignore feature to block disruptive jerks that might enter the conference room. Simply double clicking on their name in the room occupants list in the top right corner of the window and selecting "ignore" will remove them from view.

RULES QUESTIONS/CLUB SUGGESTIONS

********************

Rules questions should be directed to the Club Chancellor of Law. Club suggestions are always welcome and should be directed to the Club President

********************

All rights reserved by the America On-Line Axis & Allies Club.

Home / Havoceur / New Players / Admin / Downloads / Newsletter / Rankings / Other / Tournaments