Axis & Allies Wiki

Suggested Optional Rules

I came across some posts on Boardgamegeek with suggested optional rule that will make the game a bit more historical and more interesting.  I list them here for Jim and Joe to take into consideration if they play again.


  1. Add a German Cruiser and Transport to Zone 24 and a Cruiser to Zone 26.
  2. An original Major Power territory worth 6+ IPC may mobilize up to 4 new units/turn, limited to infantry and artillery, for that Major Power only.
  3. Land units that being the turn and remain within their power's original territories may move 2 spaces as long as they do not engage in combat.
  4. Once per player movement phase a Major Power may move any number of pieces from one single space directly along a path of contiguous controlled spaces to their capital (only).  Any sea zone transited must be friendly controlled and have a friendly Transport.
  5. Submarines (attacking or defending) always fire first and losses are taken before other ships fire.  Defending submarines hit on a '1' only.  Combat between submarines is simultaneous.  They have the option to submerge after any round of combat.
  6. For each hit during German Unrestricted submarine Warfare an additional die is rolled and the result/2 is the IPC loss.  Fractions round up.
  7. If Switzerland's Neutrality is violated, it mobilizes 6 units.  IPC value is still 1.
  8. If the Russian Revolution occurs, the Central Powers do get credit for the capture of Moscow for Victory considerations.
  9. Italy is neutral for turn 1, joining the Entente at the start of turn 2.