1. Who plays the Axis and who plays the Allies is determined by 'bid'.
2. Each player enters a bid when sending or accepting their challenge in IAAPA Member Services. The lower bid plays the Axis powers with the benefits of the winning bid placed on the board before the first USSR turn.
3. Bids are compared by IPC value and may consist of extra units (land, sea or air) and/or additional IPCs for the Axis powers. (IC's and AA guns will be considered land units for bidding purposes)
4. 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.
5. Negative value bids are allowed (removing Axis units and/or IPCs) but may not be combined with the addition of additional units or IPCs.
6. Mixed nationality bids are also allowed (units 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.
7. 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.
8. If bids of equal value are received the web server will determine the winner by a random process. Example:
1. Both players submit their bids to the server in the Challenge process.
2. Player one bids 15 IPCs (three extra German INF in Ukraine, one Japanese ARM in Burma and 1 extra IPC to spend for Japan on its first move).
3. Player two bids 18 IPCs (an extra IC and INF for Japan in Burma).
4. The IAAPA web server will inform the players that Player one will play the Axis with three additional German INF in Ukraine, an additional Japanese ARM in Burma and that Japan will start with 26 IPCs to spend.
Other Bid examples:
* 14 IPCs (2 J INF for Manchuria, 1 G TRN in S. Med. SZ)
* 10 IPCs (1 G ARM in Libya, 1 J INF in Burma, 2 extra IPCs for Japan)