Axis & Allies: Italy
Axis & Allies: Italy Rulebook
Table of Contents
Table of Contents
Basic Rules
All the official rules written by Avalon Hill for A&A Europe (Second Edition, the rules normally found in the box with the game) apply in A&A Italy, supplemented by the explanations below.
Player Control
Experience suggests assigning control of the countries to players as follows:
- If the game is played by 3 people, a single player controls the Axis.
- If the game is played by 4 people, a single player always controls the Axis forces.
- If there are 5 people, each player obviously controls a single country.
Miniatures and Markers
For miniatures, the best solution is to use the Japanese units from other A&A versions to represent the Italian units on the board (if you have other A&A versions). Otherwise you can buy dedicated units (plastic soldiers are a good solution).
The Italian markers, useful for identifying IPCs on the production track and for marking conquered territories, can be made by printing this document and gluing the figures found at the end of these rules onto cardboard discs. (The figures are images in the original page and are not reproduced here.)
Turn Order
- Germany
- USSR
- Italy
- Great Britain
- USA
Setup
Italy holds the entire Italian peninsula and all the African colonies. Therefore, in those territories place the miniatures representing Italian units instead of the German units originally foreseen in A&A Europe. The factory in Northern Italy belongs to Italy, and therefore it may produce only Italian units.
In addition to the pieces originally provided in A&A Europe, the following pieces must also be placed on the board:
- One (1) additional Italian infantry unit and one (1) Italian tank, added and placed in Greece.
- At sea, the original German units are kept, and one (1) Italian transport is added, placed in the port where the German battleship is.
[The Player Reference Chart and the setup photograph shown in the original page are images and are not reproduced.]
Naval Units
Italy cannot build battleships or aircraft carriers. However, Italy can acquire such units in other ways (see Italian Patriotic War below).
Armoured Divisions
The player controlling Italy may buy as many tanks as he wants (obviously within the IPCs available to him), but may never have more than three armoured divisions on the board at the same time. A division consists of a variable number of tanks, from 1 to 6, located in the same territory. Therefore Italy may have at most 18 tanks on the map at the same time, divided into three armoured divisions.
Example: If you have 3 tanks in Tunisia, 2 tanks in Libya and 1 tank in France, you may NOT place other tanks on the map in other territories (for example in the original factory in Northern Italy). However, during non-combat movement you may merge the tanks in Tunisia with those in Libya (creating a single division), which leaves the opportunity to add a new division of tanks.
Italians may NEVER exceed 3 divisions, under any circumstances. If this happens for any reason, the player controlling the USA must remove one Italian armoured division of his choice from the map. The excess division must be removed during the US turn, before its combat movements.
For each tank of an armoured division removed from the game, one (1) IPC is returned to the player controlling Italy.
Greece
The Italian forces in Greece may not be moved under any circumstances during the entire first turn of the game.
Italian Patriotic War
As already happens for the Soviet Union, Italy also has a special ability to acquire armies of its German ally. Therefore Italy may choose, during its non-combat movement, to take control of German material present in any of the territories that make up the Italian peninsula, or in the seas near the factory (the sea zones adjacent to Northern Italy).
Middle East
Germany has complete control over the distribution of oil from any Middle Eastern territories conquered by the Axis forces. Therefore, the IPCs produced in the Middle East are distributed by Germany to the Axis forces in the manner it considers most appropriate.
Victory Conditions
The victory conditions set out for "Europe" also apply in "Italy".
In line with the provisions already made for the other countries, if Italy loses possession of Northern Italy (where its production centre is) and does not recapture it by the end of the game turn, the Axis has lost the game.
In Italy there are therefore five capital territories. At the end of the American player's turn, the faction that has captured one more capital than its opponent, while keeping its own, has won. To win, the Axis must control at least 3 capitals. To win, the Allies must control at least 4 capitals.
Production Increase
The territories assigned to Italy, the Peninsula and North Africa, generate a production of IPCs totalling 10. This production belongs exclusively to the Italians (and naturally cannot be counted in favour of Germany). You should use a suitable marker placed on the scoring track to keep track of Italy's IPC production (see Miniatures and Markers above). Italy is also the only country that may keep unspent IPCs for the following turns.
Important: The value of the Berlin territory must be increased by 16 IPC. Therefore, the economic production value of Germany must be decreased by 10 (for the territories passed under the control of Italy) and increased by 16 (for the greater value given to the territory where Berlin is).
In light of these changes, the starting production of Germany in A&A Italy is 6 greater than that of Germany in A&A Europe.
Make all the necessary changes to the table showing the production of the various countries: Germany's new value is +6, and Italy is added with 10.