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Axis and Allies 1914 World War I board game October 2018

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Back by popular demand: Axis and Allies 1914 World War I Board Game

Reservation IS CONFIRMED for Guardian Games on Saturday, October 13, 2018.

WHAT: Axis & Allies 1914 WWI
WHEN: Sat, October 13, 10:00am – 9:30pm
WHERE: Guardian Games, Level Up-Extra Life Room (21+)

Axis and Allies 1914 World War I game day - October 2018
We can host up to 8 players
Setup and Choose nations 10:00-11:00 AM
Dice Drop: 11 AM (Notes 1 & 2, below)
Tear-down: 9:00-9:30 PM
End time: 9:30 PM
Store closes at 10 PM.
One prize - $20 gift certificate for Guardian Games merchandise - for player who captures the capital city containing the Ark of the Covenant. (Note 3, below)

We are confirmed for rental of the Level-Up Extra Life Room


To cover the rental fee and prize, we are charging a fee of $10.00 per person. Sign up and pay fee at the Guardian Games front register on OCT 13.
Reservation date: 10/13/2018
Start time: 10:00 AM
End time: 9:30 PM


RSVP below, or PM barca, if you plan to participate.

Central Powers:
a. Germany - Team Captain For the Central Powers
b. Austria-Hungary
c. Ottoman Empire

The "Entente Powers" (a.k.a. "Triple Entente") are also known as "the Allies":

  • Team Captain for the Allies should be a player who controls either France or the United Kingdom.

1. United Kingdom of Great Britain and Ireland
2. French Third Republic
3. Russian Empire (Note #4)
4. USA
5. Italy (Italian Empire)
 
Signed up: Name or avatar, comments:

  1. lazaraus, prefer allies ("the Good Guys")
  2. barca, I am the GM
  3. Jeffrey
  4. Scott (a.k.a. 'Waldo')
  5. Macharius
  6. TheBeninator (updated 10/9)
  7.  
  8.  

NOTES:

1. You can leave early. At the game start, arrange with your Team Captain (Central Powers or Allies) for someone to take over your nation.

2. You can come late. Arrange with your team before OCT 13 which nation you will run, and your team will assign someone to run that nation until you arrive.

  • Late comers ensure that they pay the fee to the Retail Clerk at the Guardian Game front register BEFORE you join the game.

3. The location of the Ark

  • will be determined at the end of the game, by random draw, by the GM.
  • Draw will only include the capitals that were captured.
  • The GM will record the first player to capture each capital of the opposing team.
  • If the winner is not present at the end of the game, the GM will ensure the winner gets their prize.

4. Russian Revolution rules (optional)

  • Before starting, we will take a vote on whether or not to use the Russian Revolution rules

References:
= = = = = = = = = =
https://boardgamegeek.com/boardgame/133956/axis-allies-wwi-1914

http://avalonhill.wizards.com/games/axis-and-allies/ww1-1914

Rules and FAQ:
= = = = = = = = = =

We are using the Rules in the box, plus the latest FAQ
http://media.wizards.com/2015/downloads/ah/AA_WWI_1914_rules.pdf
http://media.wizards.com/2015/downloads/ah/AA_WWI_1914_FAQ.pdf
We are NOT using 'Tournament Rules'

House Rule: Constantinople is treated the same as the Suez Canal (see rules, p. 11).  This is a change from the FAQ, page 3, under "Movement". More details: FAQ = "Is control of Constantinople required for moving sea units through the Turkish Straits? A. No."
Our house rule changes this answer to "Yes". Our primary reasoning is the actions the British took during the Gallipoli Campaign to gain control of the Turkish Straits.

Using this House Rule, Sea Zone 20 should be split into two parts:

  • Sea Zone 20, which is in the southern part of the Black Sea, and will not have sea mines. Sea Zone 20 ends just north of Constantinople and the Turkish Straits.
  • The other part of what was Sea Zone 20 - the part just south of Constantinople - should be considered to be "Sea Zone 31". Sea Zone 31 includes Turkish sea mines, the Turkish Sea Port of Haydarpasa, with Constantinople and the Turkish Straits at the northern end.  The Turkish setup deployment should be changed so that the Turkish cruisers in "Sea Zone 20" are deployed in the new Sea Zone 31.

Videos:
= = = = = = = = = =
Harsh Rules: Let's Learn to Play - Axis & Allies: WWI 1914 - YouTube https://www.youtube.com/watch?v=fWMezRbmb0s

Forums:
= = = = = = = = = =
Axis and Allies .org Forums: Axis & Allies 1914 https://www.axisandallies.org/forums/index.php?board=76.0
Harris Game Design Forums - Axis & Allies WWI 1914 https://www.harrisgamedesign.com/phpBB3/viewforum.php?f=44
Boardgamegeek https://boardgamegeek.com/boardgame/133956/axis-allies-wwi-1914/forums/0

GAME SETUP:

During the game setup, we will determine several things:
A.    Whether or not to use the Russian Revolution Optional Rules?
B.    Who will run each nation?

Whether or not to use the Russian Revolution rules

  1. GM will hand each player three tokens: 1) Yes, revolution ; 2) No revolution ; 3) no opinion
  2. Each player selects a token for their vote and the other tokens they plan to discard.
  3. The GM passes around the “VOTES” container. Each player puts their “Vote” token into this container.
  4. The GM passes around the discard container. Each player puts their discarded tokens into this container.
  5. From the VOTES container, the GM counts the votes and announces the decision of the group.
  6. In case of a tie, the GM asks a random player to call heads or tails. The GM then flips a coin. If the visible side of the coin matches the players’ call, then the Russian Revolution rules WILL be used. Otherwise, they will NOT be used.
  7. If this optional rule is used, one Allied player should control both Russia and the United States, unless there are 8 players..

Who will run each nation?
To speed things along, this is the GM’s recommendation on how to do this:

Choose Nations, Round 1: By stated preference.  The game master will state each nation, in play sequence, and ask who wants to control that nation:

  • Austria/Hungary
  • Russian Empire
  • Germany
  • France
  • British Empire
  • Ottoman Empire
  • Italy
  • United States

The GM will record the name of each player who has a specific preference. If more than one person desires to play that nation, each player claiming that nation will dice off. The lowest die roll wins control of that nation.
Based upon the number of players, the GM will ask that player if they would also play a second nation, based upon the recommendations in page six of the rule book

If there are any players who do not have a nation, go to Round 2.

Choose Nations, Round 2: If any players do not have a nation, then the names of the unclaimed major nations will go into a bag.  Major Nations are: Austria/Hungry, Germany, Russian Empire, France, British Empire. Each player without a nation will draw one name. If there are any unassigned nations, go to Round 3.

Choose Nations, Round 3: By this time, each player should have at least one nation. There should also be team of 2 or more Central Powers (CP) players and at a team of  least 2 or more Allied players. If there is a Central Powers nation that is not claimed, the CP team should decide who is playing the unclaimed nation. If there is one or more Allied nations that are not claimed, the Allied team should decide who is playing the unclaimed nation(s).  

BREAKS AND CONFERENCES:

  • BREAKS: At the end of the each turn / year, there will be a 5 minute break. This occurs after completion of the American player's turn.
  • CONFERENCES: There will be a 5-minute team conference before the start of turn 1. After that, each Team Captain has two conference tokens to use at any time to call for a 5-minute conference. Once they call a conference, they hand that token to the GM. Teams can also use the end-of turn break for a conference, if they so choose.
  • Players can speak or pass notes during the game, but out of courtesy, should not distract a player during his/her turn.
  • For breaks and conferences, the GM is the default time-keeper.
  • When time is up, the game resumes, regardless of whether all players are present or not.

ADMINISTRATION AND LOGISTICS:
STORE POLICIES: Please read the Store Policies web page before you arrive: http://www.ggportland.com/store-policies/

SUPPLY, Class I (Food, rations, and water) and Class VI (Alcohol, etc.):

Guardian Games address: 345 SE Taylor St, Portland, OR 97214

Sizzle Pie Pizza Delivery
Delivery hours 11AM–12AM
Menu: sizzlepie.com
Order: trycaviar.com, hungerrush.com
Phone: (503) 234-7437

Sparky's Pizza
Address: 839 SE Belmont St, Portland, OR 97214
Hours: 11 AM - 11 PM (delivery until 10:30 PM)
Menu: http://www.sparkyspizzas.com/belmont-sparkys-location/
Order: slicelife.com, doordash.com
Phone: (503) 235-9000

Papa John's Pizza
Address: 3302 SE Powell Blvd, Portland, OR 97202
Delivery Hours: 10 AM to 11 PM
Menu: papajohns.com
Order: papajohns.com, grubhub.com, seamless.com
Phone: (503) 233-1313

 

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Thanks to Everyone who participated and contributed to a great and memorable game:

  • lazaraus: United Kingdom of Great Britain and Ireland, French Third Republic
  • barca - Germany
  • Jeffrey - Russian Empire, USA, Italy (Italian Empire)
  • Macharius - Ausria-Hungary and the Ottoman Empire

Apologies for my lateness. Thank-you for being patient.

For those of you that missed it:

  • We played for 10 hours (11:30 AM to 9:30 PM).
  • Only one capitol was captured - Rome.  Congrats to Macharius. He won the GG Gift Certificate for discovering the lost Ark of the Covenant, in Rome.
  • The Italians still had an infantry unit alive, in Africa, waiting for Liberation of Rome.
  • We timed out due to store closure.
  • No clear winner by the end of 1922, although several players were convinced that victory for their faction was still within reach.
  • We used the Russian Revolution rule, but it was never triggered. The Russians ran a respectable defense. Jeffrey might be need another game to give the Bolsheviks their chance to relive history.
  • Plenty of non-historical and original strategies were employed.
  • lazarus kept the Germans from closing in on Paris, and rebuilt the British Navy.
  • Jeffrey impressively juggled running three nations .
  • The Americans made heroic amphibious landings on the continent.
  • Macharius' led the greatly expanded Ausrio-Hungarian Navy to "own" the Mediterranean Sea.
  • Ask the players about their "war stories." Lots of interesting stuff there.
  • We will do this again, but it would be good to get 6 dedicated players.

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Thank you again everyone for a great game,  and especially to @barcafor organizing it! 

My only addition to the recap would be to mention the skillful defense by the German Empire against the Allies,  while still managing to gain territories and threaten Moscow itself!

I hope we can do it again sometime soon!

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