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Comparison of Axis & Allies games : ウィキペディア英語版
Comparison of Axis & Allies games

''Axis & Allies'' is a series of board wargames by Larry Harris, which was originally produced by Nova Game Designs in 1981 and later by Milton Bradley in 1984 and by Avalon Hill since 1999. Avalon Hill is owned by Wizards of the Coast. Since the Milton Bradley release (which has been retroactively titled ''Axis & Allies: Classic''), many games by many designers (including games in the ''Axis & Allies'' series) have borrowed elements from ''A&A Classic'' and altered them to increase historical realism or enhance playability. ''Axis & Allies: Classic'' itself has gone through four major revisions, the 2004 ''Axis & Allies: Revised'', the 2009 ''Axis & Allies: 1942'', and the 2012 releases ''Axis & Allies: 1941'' (geared towards casual audiences) and ''Axis & Allies: 1942 Second Edition'' (for hobbyist gamers). Furthermore, other games in the ''Axis & Allies'' series (which include the 2008 ''Axis & Allies: Anniversary Edition'') use similar mechanics.
Though an exhaustive comparison is impossible, some of the more common variations are listed here. This comparison specifically excludes ''Axis & Allies Miniatures'', whose genre and style of play is entirely different. There also have been two A&A video games published in 1998 and 2004. Each of which had an updated version release in 1999 and 2006 respectively. While the Hasbro video game releases diverge from the original spirit of A&A (More similar to Risk in many respects), Many of the Avalon Hill versions are available for interactive online play at www.gametableonline.com.
== Objective ==
In ''Axis & Allies'', the players representing the Axis powers must cooperate against the players representing the Allied powers in a recreation of World War II. If there are fewer players than powers, players may assume multiple powers, ensuring that the units and IPC supplies of different powers remain separate (though, of course, a player may not play both an Axis and an Allied power at the same time). Players take turns in a predetermined order (typically alternating between Axis and Allied powers) until one side can claim victory after an equal number of turns has been played by all powers.
The definition of what constituted a player and a power frequently varies between ''Axis & Allies'' games: while in nearly all cases an Axis power is represented by a specific player, it is considerably more complex with Allied powers: for example, the British player in ''Pacific'' is nominally in charge of two separate nations (India and Australia) that train one common set of (British) troops, while China has been typically represented as a power that plays by special rules under the command of another Allied player (typically the American player, but in ''Pacific 1940'' Chinese forces may be commanded by any Allied player, or even by all Allied players by committee). ''Pacific 1940'' also introduced neutral powers which are only represented by Axis or Allied troops when they come under attack, though it is to be noted that many ''Axis & Allies''-like games have had specialized neutral player forces.
Each power typically controls one capital territory; in ''Classic'', ''Europe'', and ''Pacific'', the objective of each faction was to capture opposing capital territories (''Classic'' only requires the Axis powers to capture two of the three Allied capital territories, while ''Europe'' and ''Pacific'' only requires the Axis power to capture one of the three Allied capital territories, to compensate for the numbers disadvantage by the Axis powers). An optional rule, titled "Total Victory", also requires that the winning side control their own capitals as well. In later games, each power controls a number of territories called "victory cities" (for which the capital territories are included); players play until one side controls an agreed-upon number of victory cities. ''Pacific 1940'' saw a hybrid of the ''Classic'' and ''Revised'' approaches, in that the Japanese player had to capture six victory cities while the Allies must capture Japan itself to win. Newer games such as ''Pacific 1940'' have a hybrid approach, requiring the Allied players to capture the Axis capitals while merely requiring the Axis players to capture victory cities.
The Nova Games, ''Classic'', and ''Pacific'' editions also adds alternate victory conditions in lieu of capturing opposing capitals; in the former two, the concept of "economic victory" (in which one side could generate so much income to compel the other side to surrender in place of further casualties) was in place (though only offered to the Axis powers in ''Classic''). One of the motivations of ''Revised'' was to eliminate economic victory entirely. ''Pacific'' instituted a victory point system for the Axis power (Japan) in lieu of capturing any of the three opposing capital territories on the board. While not victory conditions, ''Anniversary'' had secondary "national objectives" (differing for every nation) that provided benefits if accomplished.
The objectives of the tactical games (''D-Day'', ''Battle of the Bulge'', and ''Guadalcanal'') differ considerably: ''D-Day'' requires the Allied player to capture and hold three strategic locations to prevent German victory, while ''Battle of the Bulge'' and ''Guadalcanal'' use victory points to determine the winner.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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