Axis and Allies Blind Rules

My gaming group has long been fans of the Axis & Allies set of World War II board games. The problem that has arisen is that as we all get more experience in the games, the option of how to play is reduced. For example, everyone knows that Japan has to attack the US fleet at Hawaii on its first turn. An entire game can hinge on that one battle.

To introduce more options into the game and increase the amount of interest and fun that we have, we’ve developed some rules to play the game blind. You will need two separate rooms for each team to play in and one person to act as a moderator.

Below are the blind rules. Your comments are welcome.

Axis & Allies Blind Rules

Added Units
Spy Planes: Attack-0, Defend-0, Movement-6, Cost-5
Spies: Attack-0, Defend-0, Movement-3, Cost-3

New Action Sequence
1. Develop Weapons
2. Purchase Units
3. Spying Movement
4. Spy Combat
5. Spy Reporting
6. Combat Movement
7. Combat
8. Non-Combat Movement
9. Place New Units
10. Shipyard Combat
11. Collect Income

New Action Phases

Spying Movement

Spying Movement consists of five possible movements: spy movement, spy plane movement, aircraft movement, border spying, and sub movement.

1. Spy Movement

  • Spies must move into and out of the zone that is being spied upon. The spy must start and end movement in a friendly zone.
  • Each time a spy moves into an enemy territory there is a (1) on a d6 chance of that spy being killed without reporting. The moderator will make this roll and report to both teams if the spy is killed.
  • All spy reports will be Good Spy Reports (see below). Instead of a Good Spy Report, the player may choose to instead receive a Purchase Report on one enemy country on that country’s next turn.
  • A Purchase Report will list what types of units that are being purchased and if any IPC’s are being used to Develop Weapons.
  • One spy may travel aboard any one ship and that one spy takes up no room on a transport.
  • Loading and unloading together counts as one movement for a spy.
  • Ships that transport spies may not engage in combat but may make Non-Combat Movement if they have movement left after Spying Movement.
  • Subs may unload spies without the sub being detected.
  • Any other ship loading or unloading a spy into an enemy territory will be seen with a (1-3) on a d6 if that territory or sea zone is occupied by any enemy unit.
  • Each country starts with one spy in their capital and is limited to a total of three spies. New spies may be purchased after others have died.
  • Spies cannot be taken as hits in battle.
  • Spies are lost automatically if the zone they are defending is lost.

2. Spy Plane Movement:

  • Spy planes must take off and land in friendly territories.
  • Spy planes will take a shot from each AA gun that it flies over. Spy planes that are shot down cannot make a spy report. The moderator will make this roll and report to both teams if the plane is shot down.
  • Spy planes will make Good Spy Reports (see below). Instead of a Good Spy Report, the player may choose to instead receive a Purchase Report on one enemy country on that country’s next turn.
  • Spy planes may land on an AC, and take up no room.
  • Each country starts with one spy plane in their capital and is limited to a total of two spy planes. New spy planes may be purchased after others are destroyed.
  • Spy planes are lost if the zone they are defending is lost of if the AC they are on is sunk.
  • Spy planes cannot be taken as hits in battle.

3. Aircraft Movement:

  • Any fighter or bomber may be used to spy on the enemy during the Spying Movement phase, but if they spy, they may not move or attack later in the round.
  • Fighters and bombers will make Good Spy Reports (see below).
  • For this phase only, fighters may move 6 spaces and bombers may move 8. If you have obtained long range aircraft, this becomes 8 and 10 spaces, respectively. (It is assumed that they can add a fuel tank since they are not carrying any ammunition.)
  • Fighters and bombers must take off and land in the same friendly territory during spy movement.
  • Every AA gun, fighter, battleship, and AC that the fighters or bombers fly over on their flight plan will fire a (1) on a d6 at each plane to shoot it down. Each of the above units will also get a shot on the return flight if the fighters or bombers pass over an enemy controlled area twice.
  • Any enemy territory occupied by enemy troops or ships will see the exact number of fighters and bombers that fly over and their general direction of travel.
  • Fighters and bombers shot down will not make a spy report.

4. Border Spying:

  • Any one unit in any land territory may spy across the border into an adjacent enemy controlled territory during this phase. Additional units may pay one IPC to spy on additional adjacent territories. Each unit may spy on only one enemy territory per turn.
  • The report will be an Unreliable Spy Report (see below).

5. Sub Movement:

  • Subs have 2 movement points per turn and may spread those 2 points across Spying Movement, Combat Movement, Non-Combat Movement, and following enemy ships on their turn. The 2 movement points are refreshed at the start of the player’s turn.
  • When a sub enters a sea zone occupied by enemy ships or when a sub leaves an occupied sea zone, there is a chance that the sub is detected.
  • Each battleship and AC in the sea zones entered and left will spot each sub with a roll of (1) on a d6. Each destroyer will spot each sub with a (1-3) on a d6. Each transport with a battleship, destroyer, or AC can also roll a (1) on a d6 to spot each sub. A group of 3 transports without a battleship, destroyer, or AC present can also roll a (1) on a d6 to spot each sub. These will all be rolled by the moderator.
  • If the sub is detected, the surface fleet is told that there are one or more subs in the zone. Once detected, each battleship and AC drop depth charges that sink the sub with a (1-2) on a d6. Each destroyer will drop depth charges that sink the sub with a (1-4) on a d6.
  • If one or more subs survive the depth charges, they may send back a report on the fleet strength immediately. The report will include the exact number of battleships, destroyers, AC, and transports and whether the AC is carrying any fighters. The report will not include any information on enemy subs.
  • Making a spy report will prevent the sub from engaging in offensive combat during that round. The sub can still make Non-Combat Movement and follow the enemy fleet on an opponent’s turn (as long as the sub still has enough movement points left).
  • During the enemy’s turn, the sub may follow the fleet into other sea zones if it still has movement points remaining. Each time the sub crosses into a new sea zone, it can be detected. The sub may choose which ship type to follow if the fleet splits up.

Spy Combat

All dice rolls for spy detection and combat are resolved after all Spying Movement is completed. Remove all casualties from the board and move onto Spy Reporting.

Spy Reporting

1. Good Spy Report:

  • The report will include every type of unit in the zone in the following categories:

• 1-2 units
• 3-5 units
• 6-9 units
• 10-15 units
• 16+ units

2. Unreliable Spy Report:

  • The report has a (1-3) on a d6 chance of missing one type of unit completely. The type of unit that will be missing from the report will be randomly determined.
  • Every other type of unit will be reported in the following categories:

• 1-3 units
• 4-9 units
• 10+ units

Additional Rules for Combat

  • We will try to follow the rules for combat as closely as possible for subs that retreat or submerge.
  • Subs will have the opportunity to stop and attack any fleet that crosses its sea zone. They may also let the fleet pass, report on the fleet with an exact number of ships, excluding subs, and whether these are fighters on AC, or follow the fleet if it still has movement points left. Remember that subs can only be detected when they cross sea zones. When subs attack, they must endure defensive fire from all opposing forces, including planes.
  • If you think that there are subs in your SZ you can try to detect them and then shoot at them with the same rules for detecting subs above.

Additional Rules for Non-Combat Movement

  • The game will begin with a Non-Combat only round of movement. Each country will conduct a movement in the normal order. No unit may move into a territory or sea zone occupied or controlled by any other country (friendly or not). This means no mixing of friendly troops or ships.
  • During the extra Non-Combat Movement phase each unit is limited to half of its normal movement points rounded up.
  • No units may move into a territory that borders an enemy territory during the extra Non-Combat Movement phase.
  • Enemy fleets may occupy the same sea zone during this extra phase. Each player will be told that an enemy fleet is in the sea zone at the end of the entire round of movement if mixed fleets occur, even if the fleet consists only of subs.
  • If a fleet of ships (not subs) moves into a sea zone occupied by an enemy fleet during Non-Combat Movement, the moving fleet stops.
  • The owner of the sea zone receives a Good Spy Report on the incoming fleet (excluding subs).
  • The owner of the sea zone has the opportunity on his next turn to attack, Non-Combat Movement away from the incoming fleet, or remain and do nothing.
  • If the owner of the sea zone remains without engaging, the fleet that moved into the sea zone must either attack or Non-Combat Movement away from the sea zone owner.
  • If during Non-Combat Movement a fleet of only subs moves into an enemy occupied sea zone, the sea zone owner will be advised that one or more subs has entered the zone.

Shipyard Combat

  • If you place ships in an enemy-controlled SZ you must fight it out. All defending units roll normally. If you have any subs in the SZ they may join in the battle and attack normally. Any ships placed in the SZ must attack the enemy units at a 1. Placed battleships attack at a 2.

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