
This is a straightforward affair and it’s done quickly and efficiently in the game UI. The first phase is dedicated to purchasing units this means spending industrial points to build land, sea, air units or industries (that generate those industrial points in the first place). Players can choose between Axis powers (Germany and Japan – no Italy, since its end is just a year away, in 1943) and allies ones (Great Britain, USA, and the Soviet Union) and they can mix and match human players and AI as they wish, in single players, hot seat and multiplayer modes.Įvery player, both human and AI, follows a strict list of phases during his turn. This means that both the strategic part on the world map and the tactical combats are there and strictly follow the original rules and progression. The developer’s vision for the port is to bring the board game experience unadulterated to the electronic version by streamlining as much as possible the administrative chores. Axis & Allies 1942 Online puts you in command of one of the warring factions in WWII Both the western and eastern theaters re-included. The electronic version is now in production by developer Beamdog (known for the enhanced editions of Bioware RPGs) and is available in Early Access on Steam since July 2019 it already received five juicy patches and is definitely in a state worthy of a preview. It is too convoluted for the hyper-casual players, but definitely too simplistic for even the most casual of grognards.īut its success has been huge, being in production for ten years and receiving as many as twenty different editions, follow-ups, versions starting from the original, born in 1981, to the very latest Zombie, inevitable, spinoff, in 2018. It is an added layer of analysis that we have to take into consideration if we want to understand whether the game in question is actually fun, or not.Īxis & Allies is an important piece in the history of board games, a game that is not universally loved nor unanimously appreciated, but it is one that occupies a very important sweet spot, that between the simple mindless fun of Risk and the border signaling the beginning of light wargames. So, it comes without saying that a big part of this board game genre is how well the port conveys the experience of this physical medium on a screen. Board games, in fact, are inherently slow, methodic experiences, at least when compared to strategy games, even the turn-based, more pensive, ones. Alternative gameplay labels like “strategy games” or thematic ones like “World War II” are just not precise enough to describe the experience that we will encounter playing these titles. Board games ported to electronic format is a genre in itself, or at least it should be considered so.
