0% found this document useful (0 votes)
319 views5 pages

Read This First!: Uick Tart Uide

Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
319 views5 pages

Read This First!: Uick Tart Uide

Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

AGE 12+

QUICK START GUIDE

READ THIS FIRST! 02


INTRODUCTION Fight!
Follow these steps in order.
The Axis and Allies™ Miniatures game lets you build your own army and send it into
battle. To win, you’ll use many different weapons and smart tactics. This booklet shows 1. Get Ready
you how combat works. Once you know how combat works, it’s easy to learn the rest of
Choose Your Unit: One player chooses an Allied unit and the other chooses an Axis unit.
the rules.
Each player gets the miniature figure and the stat card that goes with it. Look at each
unit’s point value—it’s in the upper right-hand corner of the stat card. Units with higher
point values are usually more powerful.
The Miniatures Game Rules
Open the miniatures, the stat cards, and the dice. Pop out the hit counters. Open the Map: Put map Dog-2 between you and your opponent.
Find map Dog-2. You don’t need the rulebook, but you might want to look
at the diagram on the back. Place Your Unit: Place the two units on the map next to each other. Put them on the
normal, green hexes (or spaces), not on a hill, in a forest, or on other types of terrain. Have
them face each other.

Special Abilities: Read the special ability area on your stat card. Special abilities might
change the way the unit works. Some units don’t have any special abilities.

Who Goes First? Each player rolls two dice. Whoever rolls higher decides which player
goes first.

2. First Player’s Attack


This Attack step is for the player who is going first.

Soldier or Vehicle? Look at the other player’s stat card. The enemy unit is either a Soldier
or a Vehicle. Look underneath the unit’s name to find out which it is. The antitank guns are
treated as Soldiers.

Attack Values: Now look at your own unit’s stat card. It has six attack values: three against
Soldiers, and three against Vehicles. Find the short-range attack value for the type of
unit you are attacking. For example, the M4A1 Sherman has an attack value of 13 against
Vehicles at short range.

Attack Roll: Roll a number of dice equal to your attack value against the enemy unit at
short range. If you need to roll more than eight dice, just roll some of the dice twice.

Successes: For each roll of 4 or higher, you score one success. Count up how many
successes you get. For example, if you roll seven dice and they roll 6, 5, 4, 3, 2, 2, 1,
that’s three successes.

2 3
Attack and Defense 5. Casualties
Attack Successes Hits Against Vehicles Against Soldiers Once both units have attacked, the casualty phase begins.

Less than enemy’s defense Zero Nothing Nothing Hit Counters: Each player flips over all face-down hit counters. The hit counters now take
Equal to enemy’s defense 1 hit Disrupted counter Disrupted counter effect. Here’s what happens.
(face down) (face down)
Destroyed: Any unit with a face-up Destroyed counter is destroyed. Remove it from the
Greater than enemy’s defense 2 hits Disrupted and Damaged Disrupted and battle map.
counters (both face down) Destroyed counters
(both face down) Damaged: Any vehicle that has one face-up Damaged counter on it is damaged.
Its defense drops by 1, and it suffers a penalty of –1 on each attack die it rolls.
Double the enemy’s defense 3 hits Disrupted, Damaged, Disrupted and
For example, if an M4A1 Sherman is damaged, its defense drops from 5/4 to 4/3 and
and Destroyed counters Destroyed
its attack dice are only successes on rolls of 5 or 6. The damaged vehicle also has a
(all face down) counters
Disrupted counter on it, but that counter isn’t going to make any difference to a Vehicle
(both face down)
that’s also been damaged. (When you play the full game with movement rules, the
Disrupted counter will matter.)
3. Scoring Hits Disrupted: Any unit that has a face-up Disrupted counter on it is disrupted for the next
This Scoring Hits step is also for the player who went first. turn. Just as if it were damaged, a disrupted unit has a –1 penalty on defense and on each
attack die. (Also, disrupted units can’t move, but for now you’re not using movement rules.)
Defense: Look at the enemy unit’s defense rating. If the enemy unit has two defense
ratings, use the first number (that’s the unit’s front defense).
6. Next Turn
Hits: Compare the number of successes you got on your attack to the target’s Each player rolls two dice again to see who goes first.
defense rating.

Miss: If you rolled fewer successes than the target’s defense, you missed and don’t put
any hit counters on the enemy unit.

1 Hit: If you rolled a number of successes equal to the target’s defense, you scored 1 hit.
Find a Disrupted counter and place it face down next to the enemy unit.

2 Hits: If you rolled a number of successes greater than the target’s defense, you scored
2 hits. If the enemy unit is a Vehicle, find a Disrupted counter and a Damaged counter
and place them both face down next to the enemy Vehicle. If the enemy unit is a Soldier,
place a face-down Disrupted counter and a face-down Destroyed counter next to the
enemy Soldier.

3 Hits: If you rolled a number of successes equal to or greater than twice the target’s
defense, you scored 3 hits. If the unit is a Vehicle, place face-down Disrupted, Damaged,
and Destroyed counters next to it. If the unit is a Soldier, place face-down Disrupted and
Destroyed counters next to it. The third counter isn’t needed.

4. Second Player’s Attack


The second player gets to attack now. The opponent attacks starting with step 2, just like
the first player did. Even though one player rolls the attack first, both player’s attacks are
treated as if they happen at the same time. Hits don’t take effect until the casualty phase,
so it’s possible for the units to destroy each other.

4 5
7. First Player’s Attack More Fights
Attack Roll: The unit that goes first makes an attack roll against the enemy unit. Use the After your first fight, you can try other one-on-one fights or small battles with a few units
short-range attack value for the type of unit you’re attacking. on each side. You’ll need three important rules for these battles.
Successes: Each result of 4 or better that you roll is a success. If your unit is disrupted or Stacking: Each player can have only two units in a single hex. Only one of those four units
damaged (or both), then you suffer a –1 penalty on each attack die. That means that only can be a Vehicle.
rolls of 5 or 6 are successes.
Different Ranges: If you place your units at different ranges, they fight differently.
Hits: Compare the number of successes you got on your attack to the target’s defense At a range of 2–4 hexes, you use the medium-range attack values. At a range of 5–8
rating. Remember, if the target is disrupted or damaged (or both), then its defense is hexes, you use the long-range attack values. Units can’t attack each other at ranges of
reduced by 1. more than 8 hexes.
Miss: If you rolled fewer successes than the target’s defense, you missed. Multiple Hits: The hits scored from multiple attackers add together as if they were from
a single attack. For example, if two units each score 1 hit on your Soldier, the first hit is a
1 Hit: If you rolled a number of successes equal to the target’s defense, place a Disrupted face-down Disrupted counter and the second is a face-down Destroyed counter.
counter face down next to it.

2 Hits: If you rolled a number of successes greater than the target’s defense, you scored
2 hits. If the enemy unit is a Vehicle, place a Disrupted and a Damaged counter face down Your First Armies
next to it. If the enemy unit is a Soldier, place a Disrupted and a Destroyed counter face The two armies in the Starter Set are not balanced because you have a bonus random rare
down next to it. miniature. Choose units and use point values to create two armies that are evenly matched
against each other.
3 Hits: If you rolled a number of successes equal to or greater than twice the target’s
defense, you scored 3 hits. If the unit is a Vehicle, place face-down Disrupted, Damaged,
and Destroyed counters next to it. If the unit is a Soldier, place face-down Disrupted and
Destroyed counters next to it. The third counter isn’t needed.

8. Second Player’s Attack


The second player now attacks. Follow step 7 just like the first player did. Remember, one
player rolls the attack first, but the attacks are treated as if they happen at the same time.
It’s possible for the units to destroy each other.

9. Casualties
Once both players have attacked, the casualty phase begins.

Old Disrupted Counters: Remove any Disrupted counters that are face up. They’re from
last turn, and they’ve “worn off.”

Old Damaged Counters: Leave any Damaged counters that are already face up.
Damage is permanent.

New Hit Counters: Flip over any new hit counters so that they’re face up. Any unit with a
face-up Destroyed counter is destroyed. Remove it from the battle map.

Damaged Twice: If a Vehicle now has two Damaged counters because it was damaged
a second time, that Vehicle is destroyed.

10. Next Turn


Return to step 6 and keep playing until one unit is destroyed. If it turns out that you
have chosen two units that can’t hurt each other easily, then choose two different
units and start over.

6 7
Attack and Defense
Attack Successes Hits Against Vehicles Against Soldiers
Less than enemy’s defense Zero Nothing Nothing
Equal to enemy’s defense 1 hit Disrupted counter Disrupted counter
(face down) (face down)
Greater than enemy’s defense 2 hits Disrupted and Damaged Disrupted and
counters (both face down) Destroyed counters
(both face down)
Double the enemy’s defense 3 hits Disrupted, Damaged, Disrupted and
and Destroyed counters Destroyed
(all face down) counters
(both face down)

QUESTIONS?
U.S., Canada, Asia Pacific U.K., Eire & South Africa All Other European Countries
& Latin America Wizards of the Coast, Inc., Consumer Affairs Wizards of the Coast
www.wizards.com/customerservice P.O. Box 43 p/a Hasbro Belgium
Wizards of the Coast, Inc. Caswell Way ’t Hofveld 6D
P.O. Box 707 Newport NP19 4YD B-1702 Groot-Bijgaarden
Renton WA 98057-0707 GREAT BRITAIN BELGIUM
U.S.A. Tel: + 800 22 427276 Tel: +32.70.233.277
Tel: 1-800-324-6496 (within the U.S.) Fax: + 44 1633 282693 Fax: +32.2.464.09.59
1-206-624-0933 (outside the U.S.) Email: [email protected] Email: [email protected]
Fax: 1-425-204-5818

©2005 Wizards of the Coast, Inc., P.O. Box 707, Renton, WA 98057-0707, U.S.A. MADE IN CHINA. Axis & Allies and its logo
are trademarks of Hasbro, Inc. in the U.S.A. and other countries. All rights reserved. Cover Illustration by Christopher Moeller.
For Europe: Hasbro Consumer Services Ltd., Caswell Way, Newport NP9 0YH, Great Britain. Keep this address for your records.
30095497000002 EN

You might also like