Games PC AXIS ALLIES PACIFIC User Manual

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GAMEPLAY MANUAL
AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
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PLAYERS: 2 to 3 AGES: 12 and up
CONTENTS
Gameboard Map 345 Plastic Playing Pieces Industrial Production Certificates (IPCs) 3 National Reference Charts National Control Markers National Production Chart Battle Board Task Force Cards 12 Dice Plastic Chips (red and gray)
Game Designers: Larry Harris, Stephen Baker, Rob Daviau
Lead Playtester: Mark McLaughlin Playtesters: Michael Sandy, Ray Irwin,
Aaron Chamberlain
WHAT’S DIFFERENT ABOUT AXIS & ALLIES PACIFIC?
Those of you who have played the classic version of Axis & Allies should be familiar with the major­ity of rules in this game. A summary of the major gameplay differences is listed below.
Bombers conducting Strategic Bombing Raids may be escorted by friendly fighters and attacked by enemy fighters.
Battleships and submarines have new powers and abilities.
There are three new types of combat units – Destroyers, U.S. Marines and Artillery.
IPCs gained are subject to attack in convoy routes and convoy centers.
There is no weapons development.
Order of play is different.
Fighter planes may be moved into a sea zone to create Combat Air Patrols (CAPs).
Naval bases have been added to key territories. This benefits friendly naval units moving to other naval bases.
Air bases have been added to key territories. This benefits friendly aircraft moving to or from those key territories.
Japan has a special first turn attack advantage.
Japan may launch Kamikaze attacks.
GAMEPLAY MANUAL
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AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
STRATEGY – THE BIG PICTURE
Japan wins the game by expanding her territorial gains, in particular the Dutch East Indies, and then holding them long enough to accumulate sufficient victory points to win. The British player must defend both India and Australia while simultaneously looking for opportunities to threaten Japanese territories. The Allies can use submarines to great effect by cutting the convoy routes to the more valuable Dutch East Indies ter­ritories. The American player must act quickly to counterattack. America has a strong economy but must plan effectively. Naval units, air power and land units will all be required to defeat Japan.
As you play, you’ll discover that you must be a military strategist and a clever economist to win. Some territories you capture will increase your income. Keeping convoy routes open is vital to maintaining your economic income. As the game progresses your ability to attack and the intensity of these attacks will be influenced by how you have planned your purchases over previous turns.
TABLE OF CONTENTS
Game Setup and Components . . . . . . . . . . . . . . . . . 4
Industrial Production Certificates . . . . . . . . . . . . . . . 5
Gameboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Combat Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Object of the Game . . . . . . . . . . . . . . . . . . . . . . . . . 9
What to Do on a Turn . . . . . . . . . . . . . . . . . . . . . . 10
Phase 1 Purchase Combat Units . . . . . . . . . . . . . . 10
Phase 2 Combat Air Patrol Must Land . . . . . . . . . 10
Phase 3 Combat Movement . . . . . . . . . . . . . . . . . 11
Phase 4 Resolve Combat . . . . . . . . . . . . . . . . . . . . 13
Amphibious Assaults . . . . . . . . . . . . . . . . . . . . . . . 16
Multi-Player Forces . . . . . . . . . . . . . . . . . . . . . . . . . 19
Strategic Bombing Raids . . . . . . . . . . . . . . . . . . . . 19
Kamikaze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Phase 5 Place / Remove National Control Markers
and Adjust the National Production Chart . . . . . . 21
Convoy Routes and Convoy Centers . . . . . . . . . . . . 22
Phase 6 Non-Combat Movement . . . . . . . . . . . . . 23
Combat Air Patrol . . . . . . . . . . . . . . . . . . . . . . . . . 24
Phase 7 Place New Units . . . . . . . . . . . . . . . . . . . . 25
Phase 8 Submerged Submarines Resurface
Damaged Battleships Uprighted . . . . . . . . . . . . . . 25
Phase 9 Collect Income . . . . . . . . . . . . . . . . . . . . . 25
Combat Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
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GAME SETUP AND COMPONENTS
1. Pick a World Power.
There are three world powers in the game.
Japan
Great Britain controls two countries: India and
Australia.
The United States of America controls two coun­tries: USA and China.
Choose which world power(s) you will be based on the number of players in the game:
3-player Game
Player 1: Japan Player 2: Great Britain (India and Australia) Player 3: United States (USA and China)
2-player Game
Player 1: Japan Player 2: Great Britain (India and Australia) and United States (USA and China)
Note: Throughout this manual, the terms "coun­try" and "countries" refer to individual economies such as India, Australia, China or USA.
2. Distribute National Reference Charts.
Players have their own reference chart. These charts offer a quick reference for initial unit setup, unit movement abilities, attack and defense capabilities, and unit costs. Each chart also gives a summary list of Phases that you fol­low during your turn. Land and naval combat sequences are also shown.
3. Distribute National Control Markers (NCMs).
Carefully punch out the NCM’s from the card­board sheets. Each country has its own NCMs as shown here.
NCMs are used as ownership tokens to show which country controls which area. This is helpful as areas change hands. NCMs are also used as scoring disks on the National Production Chart to keep track of each country’s income.
4. Set Up the National Production Chart.
Place one NCM on top of its matching space for each power (except China) on the National Production Chart. This indicates each country’s starting income.
India
Australia USA
Japan
China
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AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
Place the British Convoy Center marker on the matching space.
British Convoy
Place a Japanese marker on the number "0" space of the red Japanese Victory Point track and another on the "6" space of the Kamikaze track.
Appoint one player to be scorekeeper. It will be his job to adjust the markers on the National Production Chart as areas change hands.
5. Industrial Production Certificates (money)
The scorekeeper should also serve as banker in charge of IPCs (Industrial Production Certificates), commonly known as money. IPCs fuel the war effort for the countries. Separate the IPCs by denomination.
Starting Income
At the beginning of the game, the banker dis­burses IPCs as shown on the National Production Charts and below. The remaining money stays in "the bank." IPC amounts change as territories are captured or lost. The British player must keep the IPCs for each of his two countries (India and Australia) separate.
British Convoys
The British player also collects income for the three British Convoy centers located in sea zones 15, 49 and 52. These twelve IPCs must now be given to India or Australia, or divided between the two countries in any manner the British play­er wishes. They may not be kept separate.
Note: Place your IPCs next to your National Reference Chart.
Country Starting
Income
United States 75
India 15
Australia 20
Japan 19
British Convoys 12
China does not collect IPCs. See page 10 for details.
6. The Gameboard
The gameboard depicts the Pacific theater as of December 7, 1941. Five major economic centers are identified with national symbols representing Japan, India, Australia, USA and China.
Color Coding
The following countries and territories are color­coded on the gameboard map:
China is sand-colored.
Japan is brown.
Chinese territories under the control of Japan at the start of the game are brown with a faded Chinese icon.
India is dark green.
Australia is light green.
Dutch East Indies are purple and are considered part of Australia.
United States is blue.
The gameboard map is divided into sea zones and territories.
Sea Zones
Each sea zone is identified with a different num­ber. A white line separates each zone. A sea zone may hold as many units as a player wants to put in it.
Convoy Routes: Thirteen sea zones contain con­voy routes – each indicated by a faded Japanese, Indian or US control marker icon, as well as the name of an adjacent territory. Convoy routes are explained in detail on page 23.
Convoy Centers: There are also five sea zones that contain convoy centers – each indicated by a rec­tangular area, as well as a USA or British convoy icon. The white number that appears with each convoy center represents its IPC value. Convoy centers represent the many supply convoys head­ing into the Pacific from around the world. All are subject to attack by Japanese submarines and warships, as explained on page 22.
Territories
Territories include land territories, islands and island groups. The white number that appears in many territories represents the IPC value of the area.
Land Territories: Boundaries between land territo­ries are marked with a white line. A land territory may hold as many land and air units as a player wants to put on it.
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Soviet Union and Himalayas: There are two beige ter­ritories on the gameboard (Soviet Union and Himalayas). Players may not move units into nor fly over either of these territories.
China: Allied forces may move freely into and through Chinese controlled territories.
Islands and Island Groups: Islands vary considerably in size. Borneo and Wake Island are both islands. Some sea zones contain more than one island. Each island or island group that’s considered a separate territory has a white line surrounding it as well as a white name. Each island or island group may hold as many land and air units as a player wants to put on it.
Example: Sea zone 25 has an island group, the Mariana Islands, and the island of Guam. Each of these is a separate land territory, and both are separate from the sea zone in which they are situated.
Note: Throughout the rules, territories and sea zones are sometimes referred to generically as "spaces." When you or an ally control these spaces, they are sometimes referred to as "friendly."
Naval Bases and Air Bases
Some territories contain Naval and/or Air bases. These bases provide movement advantages to friendly units. Air bases are explained on page 12. Naval bases are explained on page 24.
Diagram 1. Key Board Definitions
7. The Combat Units. Color: Each country has combat units with a dif-
ferent color.
• Great Britain uses the tan units.
• USA uses the green units, along with the dark green Infantry (US Marines).
• China uses the brown units.
• Japan uses the red units.
Note: Antiaircraft guns and Industrial Complexes are all gray. All players share them.
Type: There are three different types of units.
Land Units (infantry, U.S. Marines, tanks, AA guns and artillery)
Air Units (fighters and bombers)
Naval Units (destroyers, battleships, aircraft carriers, submarines and transports)
A detailed profile of each combat unit – how it moves, how it attacks, how it defends, how it interacts with other combat units, and how much it costs – is provided in the Combat Units section on page 25.
LAND UNITS
INFANTRY
MARINES
ARTILLERY
Allied 105mm Howitzer Japanese Model 92 (1932) 70mm Howitzer
ARMOR
Allied Sherman Japanese Type 95 "Kyugo" Light Tank
ANTIAIRCRAFT GUN
NAVAL UNITS
AIRCRAFT CARRIER
USA Wasp Class British Illustrious Class Japanese Fabuki Class
BATTLESHIP
USA Iowa Class British Royal Oak Class Japanese Yamoto Class
DESTROYER
Allied Johnston Class Japanese Fubuki Class
SUBMARINE
Allied Ray Class Japanese I Class
TRANSPORT
Allied Liberty Ship Japanese Hakusan Maru Class
AIR UNITS
BOMBER
USA B-17 British Halifax Japanese Mitsubishi G4M2E
Model 24J "Betty"
FIGHTER
USA P-38 Lightning & Navy Hellcat British Spitfire JapaneseA6M2 Zero-Sen "Zero"
INDUSTRIAL COMPLEX
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COMBAT UNITS
MARINE
AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
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8. Plastic Chips
Plastic chips are used as substitutes for combat units to save space in overcrowded territories and sea zones. One gray chip represents one unit and one red chip represents five units. Important: Stacked chips must always be topped off with the identifying combat unit piece.
Example: To place seven infantry units on a territory, stack up one red chip, one gray chip, and top it off with one plastic infantry piece.
Diagram 2. Using Chips
9. Task Force Markers and Cards
If you have a large fleet in a sea zone, you may choose to place a single plastic task force marker in the sea zone to reduce overcrowding. One of your NCMs is then placed on top of the task force marker, and the actual units are placed on the corresponding task force card alongside the board. The task force marker must be removed from the board if all the units in the task force have been destroyed.
Diagram 3. Task Force Markers
• To reduce crowding in sea zone, use task force marker.
• Place your NCM on top of task force marker.
• Place your units on task force card.
10. Place Starting Units on the Gameboard.
Look at your National Reference Chart. It lists the number and type of combat units to be placed in your territories. See the example of the British player’s setup for India on page 9. All players place their units (color-coded by player) in their territories now. Use chips as combat unit substi­tutes, wherever you can, to save space.
7 Infantry Units
Infantry Unit
Red Chip
Gray Chip
= 1 unit
= 5 units
= 1 unit
Task Force Marker
=
National Control Marker
Task Force Card with Actual Units
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AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
Diagram 4. The Setup Chart
11. Battle Board
The battle board helps you keep track of units engaged in combat, as well as the dice rolls need­ed to attack and defend successfully. Place this to one side within easy reach of all the players.
Diagram 5. Battleboard
PLAYING THE GAME
Object of the Game
The Allied powers and Japan each have different objectives:
• If you are Japan, you win in one of two ways:
1. Occupy one of the following Allied capitals
(India, New South Wales or USA) until the start of your next turn. You must also control Japan. OR
2. Accumulate 22 victory points (VPs). Japan
scores one point for each 10 IPCs collected at the end of its turn.
Example: If Japan collects 12 IPCs then 1 VP would be scored, if Japan collected 29 IPCs then 2 VPs would be scored.
• If you are one of the Allied powers (Great
Britain or United States), you win in one of two ways:
1. Occupy Japan and hold it until the start of your
next turn. You must also control your home coun­try. (The Great Britain player must retain control of both India and the Australian capital, New South Wales). The Allies win as a team, not just the player who occupies Japan. OR
2. Prevent Japan from collecting any victory
points (VPs) on the Japanese player’s turn. For this to occur Japan’s IPC income would need to be reduced to 9 or less.
*Increase each matching infantry/marine roll by 1
TYPE OF UNIT COST MOVEMENT ATTACK DEFENSE
ROLL ROLL
INFANTRY 3 1 1 2
ARTILLERY 4 1 2* 2
ARMOR 5 2 3 2
ANTIAIRCRAFT GUN 5 1 0 1
FIGHTER 12 4 3 4
BOMBER 15 6 4 1
BATTLESHIP 24 2 4 4
AIRCRAFT CARRIER 18 2 1 3
DESTROYER 12 2 3 3
TRANSPORT 8 2 0 1
SUBMARINE 8 2 2 2
INDUSTRIAL COMPLEX n/a 0 0 0
INDIA
BORNEO
BURMA
SHAN STATE
HONG KONG
MALAYA
QUEENSLAND
NEW SOUTH WALES
WESTERN AUSTRALIA
NORTHERN TERRITORY
NEW ZEALAND
PAPUA
NEW BRITAIN
CELEBES
JAVA
SUMATRA
SEA ZONE 13
SEA ZONE 27
SEA ZONE 29
SEA ZONE 30
SEA ZONE 43
SEA ZONE 46
SEA ZONE 50
SEA ZONE 54
6121 23 2 21 221 11 2 1 12 2 1
11 111111 1
11
1
111
1111 1
11 1
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What to do on a Turn
On your turn, follow the nine Phases as outlined below. When you’ve completed the entire Phase sequence, your turn is over. Play continues to the next designated player who then completes the entire sequence. When every player has complet­ed an entire sequence, a round of play is over. It will take more than one round of play to deter­mine a winning side.
Order of Play
1. The Japanese player goes first.
2. The British player goes second. (India and Australia move on the same turn.)
3. The American player goes third. (USA and China move on the same turn.)
This order is repeated throughout the game.
Phases
During a turn, a player performs some or all of the nine Phases in the following order:
Phase 1 Purchase Combat Units
Phase 2 Land Fighters on Combat Air
Patrol
Phase 3 Combat Movement
Phase 4 Resolve Combat
Phase 5 Place/Remove National Control
Markers and Adjust the National Production Chart
Phase 6 Non-Combat Movement
Phase 7 Place New Units
Phase 8 Submerged Submarines Resurface
Damaged Battleships Uprighted
Phase 9 Collect Income
Players will not always want (or be able) to com­plete all of the Phases. Each of these Phases is explained in detail below.
PHASE 1. PURCHASE COMBAT UNITS
You may now buy new combat units using IPCs you have on hand. These should be placed on your National Reference Chart. New units are not placed on the gameboard until Phase 7. Unit prices are shown on the National Reference Charts under COST. For example, a fighter plane costs 12 IPCs.
You do not have to buy combat units on your turn. Some or all IPCs may be kept and used (in addition to any other income collected) on a later turn. Purchased units for each country should be placed alongside the player’s National Reference Chart.
Only the U.S. may purchase Marines and Industrial Complexes.
Note: If you run out of a type of playing piece, you may still buy that unit. Simply use a piece of paper with the type of unit written on it.
Countries
Great Britain: Great Britain controls both India and Australia. The purple Dutch East Indies are part of the Australian income. These countries move and fight together. However, they buy and place units separately.
China: The United States controls all Chinese units. China is different from all other countries as follows:
Payment: China does not collect IPCs but receives one infantry unit for each territory (with an IPC value) controlled by China at the start of its turn. China also receives one addi­tional infantry unit if the Burma Road is open at the start of its turn. (See below.) New Chinese infantry units must always be placed in Szechwan.
• The Burma Road: This road is considered open as long as none of the following territo­ries are under Japanese control: India, Burma, Yunnan and Szechwan.
Infantry Units: Chinese infantry units operate just like any other infantry units in the game except they may not be loaded onto Allied transports.
Note: The American player needs to check the gameboard at this point on his turn to determine how many Chinese infantry units to collect. Earned infantry units are then put aside and placed on the gameboard during Phase 7.
PHASE 2. COMBAT AIR CONTROL (CAP) FIGHTERS MUST LAND
Combat Air Patrol is a special feature of this game that involves fighter planes. CAP fighters "take to the air" during Phase 6 of your turn and must land in Phase 2 of your next turn. Fighters
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AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
on CAP may land on any friendly land territory that is adjacent to the sea zone OR any friendly aircraft carrier, island or island group that is with­in the sea zone. If a CAP fighter cannot land because there is no friendly landing area, then the fighter is lost and removed from play. Having landed, the fighter may then move as normal. CAP is explained in detail on page 24.
PHASE 3. COMBAT MOVEMENT
You may now move units you already have on the gameboard as long as they move into, or out of, a territory that is occupied or controlled by the enemy.
Controlling Territories and Sea Zones
Territories
You may control land territories, islands and island groups (either your own, or by occupying an enemy territory). If you are the last player to have land units present in the territory at the end of your turn, you control the territory. That terri­tory is marked with one of your NCMs. (This is not necessary if the territory was originally one of yours.) A player may still control a territory even if all units are removed from the space.
Sea Zones
Sea zones themselves are not captured, con­trolled or affected by the outcome of a battle. However, convoy routes and convoy centers, that are part of a sea zone, can be successfully held by a defender or captured by an attacker. Convoy centers supply additional income to the British and American players. Convoy centers and convoy routes are explained in detail on page 22.
Moving units to an enemy occupied space creates a combat situation. You may move into as many combat situations as you wish during this Phase. However, each attacking unit may only be involved in one battle per turn. At no time may an Allied power attack another Allied power.
Important: All combat movement must be com- pleted before combat situations are resolved.
Movement on the Gameboard
Movement occurs during the Combat Movement and Non-Combat Movement por-
tion of a turn.
Some units may move just one adjacent space per turn, while others may move up to six spaces. Each unit’s movement ability is listed on the National Reference Charts.
Land units may only move between land ter­ritories unless being convoyed by naval trans­ports. Naval units may only move between sea zones.
Air units may move through land territories and sea zones.
Moving a unit to one land territory, island, island group or sea zone from an adjacent land territory, island, island group or sea zone counts as moving one space.
Moving an aircraft from a sea zone to an island or island group within that sea zone also counts as moving one space.
Example: Marching from Burma to Shan State is one land movement.
Diagram 6. Land Movement
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