What rule variations do you recommend for playing Axis & Allies, from ones meant to balance the game to ones that add a little spice?
Here are the variants I've played with - always looking for new suggestions!
- Russia cannot attack on first turn. Personally, I don't consider this a rule variation because I only play games where this is enforced.
- Bidding system for choosing Axis player(s). Namely, the unit of currency is decided - IPCs or infantry or tech rolls - and then each player writes down how much of the currency they'd need to play Germany or Japan after which all players reveal their bids. The lowest bidders are awarded the Axis power(s) and are given their compensation, either before the game begins or at the start of their first turn.
- No economic victory for Axis.
- No new factories. This variation makes life very tough on Japan, especially if she has some poor luck in the Pacific to start the game off.
- Free weapons developments for Axis powers. Traditionally, Germany gets Jet Power and Japan gets Super Subs, but I've played where Germany and Japan can choose a technology of choice other than Heavy Bombers.
- Every country must spend exactly 5 IPC per turn to do weapons development. A somewhat silly variation, but invariably adds some twists to the game.
- Two hit battleships. This variation makes for an interesting opening game, strengthening the UK Sea Zone fleet, making it harder for the Allies to take out the German Mediterranean fleet, and giving Japan a little more of an edge in the Pacific.
Are there any other variations you've played with that you'd recommend?