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Введение
Настольная игра
Board game
Axis & Allies: Pacific – это стратегическая настольная игра, выпускаемая компанией Hasbro под брендом Avalon Hill. Выпущенная 31 июля 2001 года и разработанная Ларри Харрисом, создателем оригинальной игры Axis & Allies, Axis & Allies: Pacific позволяет игрокам воссоздать события Тихоокеанского театра военных действий Второй мировой войны. Несмотря на то, что это стратегическая настольная игра с историческим сеттингом, она не предназначена для исторической симуляции. Вместо этого она разработана для упрощенного игрового процесса и баланса сил между сторонами, а не для исторической достоверности. В 2002 году Axis & Allies: Pacific была удостоена премии Origins Award как лучшая историческая настольная игра 2001 года.
Axis & Allies: Pacific is a strategy board game produced by Hasbro under the Avalon Hill name brand. Released on July 31, 2001 and designed by Larry Harris, the designer of the original Axis & Allies game, Axis & Allies: Pacific allows its players to recreate the Pacific Theater of World War II. While it is a strategic board game with a historical setting, it is not designed to be a historical simulation. Instead, it is designed for a stream lined ease of play and a balancing of the two powers rather than for historical accuracy. In 2002 Axis & Allies: Pacific won the Origins Award for Best Historical Board Game of 2001.
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Игра предназначена для 2–3 игроков, представляющих национальные экономики Японии, США, Китая, ANZAC и Индии (Великобритании), при этом последние четыре группы составляют силы союзников. Обе стороны соревнуются за контроль над территориями, производящими сертификаты промышленного производства (СПП), которые можно использовать для покупки большинства юнитов. Общая цель победы в игре различается для каждого игрока. Союзники (игроки, представляющие Великобританию и США) должны либо завоевать и оккупировать территорию Японии на один ход, либо снизить доход Японии по СПП до 9 или меньше, завоевав другие территории. Цели игрока за Японию более открыты: Япония должна завоевать и оккупировать любую из столиц союзников на игровой карте (территории Индии, Нового Южного Уэльса или США) или набрать 22 очка победы (Япония получает одно очко за каждые 10 СПП, собранных в конце своего хода). Каждый игрок начинает с немного отличающегося набора юнитов для развертывания.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Промышленный комплекс – строит юниты. Может быть построен только Соединенными Штатами. Все столицы и Гавайи начинаются с промышленного комплекса. Не может быть уничтожен.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Пехота – доступна всем игрокам, эти юниты дешевы, но слабы. Обычно лучше подходят для обороны, чем для атаки, но опытный игрок может использовать их с большей выгодой (не только как пушечное мясо). Имеет самые ограниченные возможности передвижения из всех юнитов в дополнении. США могут строить специальную пехоту под названием «Морская пехота». Морская пехота превосходит обычную пехоту в десантных операциях. Морская пехота – элитные войска США, специализирующиеся на десантных атаках и имеющие 2 атаки вместо 1 при атаке.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Артиллерия – доступна всем игрокам, артиллерийские части немного эффективнее пехоты, но их максимальная польза достигается при совместном использовании с пехотой: за каждый соответствующий артиллерийский юнит, сила атаки каждого соответствующего пехотного юнита удваивается, что равно силе атаки артиллерии.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Бронетехника – доступна всем игрокам, обычно редка, но является самым эффективным и дорогим наземным юнитом, обладающим хорошей силой атаки и умеренной защитой. Имеет дополнительное преимущество – способность пересекать две сухопутные территории за один ход (блиц), в отличие от пехоты и артиллерии, которые могут перемещаться только по одной территории.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Зенитная артиллерия – доступна всем игрокам, стоит столько же, сколько танк, но полезна в основном для защиты от вражеских воздушных атак. Каждый игрок начинает с одного юнита в своей столице.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Бомбардировщики – доступны всем игрокам, редки, но являются лучшими юнитами для наземных атак. Также могут заставить игрока сдать СПП банку посредством стратегической бомбардировки (СБ).
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Истребители – доступны всем игрокам, играют важную роль в игре. Сильны как в атаке, так и в обороне, и могут использоваться как пушечное мясо для СБ.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Линкоры – самый мощный корабль. Требуется два попадания для уничтожения.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Авианосец – крупный корабль, способный нести два истребителя. Обладает сильной защитой, но слабой атакой.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Эсминцы – доступны всем игрокам, используются для нейтрализации преимуществ подводных лодок. Для японского игрока могут использоваться в качестве транспортных судов.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Подводная лодка – корабль со специальным правилом первого удара, позволяющим топить корабли, не получая ответного огня.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.
Транспорт – используется для перевозки юнитов. Не имеет атаки и слабой защитой.
The game is designed to be played by 2 3 players, representing the nation economies of Japan, the U. S, China, ANZAC, and India (Great Britain) respectively, with the latter four groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units. The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn). Each player starts out with a slightly different arsenal of units to deploy. Industrial ComplexConstructs units. Can only be built by the United States. All capitals and Hawaii start with an Industrial Complex. Cannot be destroyed. InfantryAvailable to all players, these units are cheap but weak. Better at defending than attacking under normal circumstances, these units may still be used to good advantage (as more than Cannon fodder) by a tactical player. Their movement is the most limited of any in the expansion. The U. S. can build special infantry called "Marines". Marines are better in amphibious assaults. MarinesUS specific troops. Specialized in amphibious assaults, it has 2 attack instead of 1 attack when attacking. ArtilleryAvailable to all players, artillery units are slightly more effective than infantry, but their greatest benefit comes when used in concert with infantry: for every matching artillery, each matching infantry's attack roll is doubled, equalling the attack roll of artillery. ArmorAvailable to all players, armor units are typically rare, but are the most effective and costly land unit, with a good attack roll and a moderate defensive roll. They have the added advantage of being able to cross two land territories, by blitzing, as compared to the infantry and artillery's movement of one land territory. Anti aircraftAvailable to all players, antiaircraft units costs as much as a tank, but are marginally useful only when defending against enemy air attacks. Each player starts with one in their capital territory. Bombers Available to all players, bomber units are rare but are the best in land offenses. They also have the ability to force a player to surrender IPCs to the bank by a Strategic Bombing Raid (SBR). Fighters Available to all players, fighters play an important role in the game. Strong in both offense and defense and with the ability to be used as cannon fodder for SBRs. Battleships Strongest ship available. Takes two hits to destroy. Aircraft Carriers Capital ship able to hold two fighters. Strong defense but weak attack. Destroyers Available to all players, destroyers are used for disabling submarine advantages. For the Japanese player, they can be used as transports. Submarine Ship with a special first strike rule that lets it sink ships without being fired back at. Transports Ship used to transport units. No attack and weak defense.