181 Open Daily games
2 Open Realtime games
  • Status: Retired
  • Version: 11.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 9.33 out of 10 [3 ratings]
  • Difficulty: Advanced
  • Created Date: 28th Jul 2019
  • Release Date: 2nd Oct 2012
  • Games Played: 0

Design Information
Territories 155
Continents 84
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
AA Gun
Complex
Bomber
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 ITALY Axis ABC undefined Default
2 RUSSIA Allies ABC undefined Default
3 GERMANY Axis ABC undefined Default
4 UNITED KINGDOM Allies ABC undefined Default
5 JAPAN Axis ABC undefined Default
6 UNITED STATES Allies ABC undefined Default

Board Description

Axis & Allies 3v3

Land Placement Only

This map differs from Toaster's original game in the following ways.

  • Inclusion of 6th 'power', Italy. Italy now goes first in turn order.
  • Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered.
  • Extra firepower/protection for Capitals...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US
  • Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.
  • Additional Changes:

    1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

    2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols and a range (radius) of nearby territories. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and UK has an airbase at Gibraltar. Bombers attack at 85% offensive dice and AA only hits at 25% rate. Gibraltar's percentages are slightly lower.

    3) Placement in sea zones and small islands is not enabled. Placement is enabled everywhere else.

    Scenarios:

    1) Basic (capitol elimination/assimilation)

    capitals have no unit cap

    Placement enabled on owned countries.

    2) pick your role (capitols)

    capitals have no unit cap

    Placement enabled on owned countries.

    3) Factory placement only

    4) Land placement only

    5) No neutrals

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesUnlimited
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderSeat order
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeLight
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:17 B:17 C:17 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units65
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender70
    Chance of a defender killing an attacker80
    Fatigue: Chance of Attack success drops by0% per 1 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone