Axis & Allies: 1942

Take command of a World War II power, buy an army and roll for the fate of the capitals.

πŸ‘₯ 2–5 players⏱ approx. 240 minπŸͺ„ Takes some learning12+
β˜… 6.2 Β· BGG #2,302

Who it's for

You like Risk but want an economy and proper unit types, and you have a free evening with a crew that enjoys long strategic wars. Five players with one power each is the sweet spot.

Not for you if…

You want a game wrapped up in an hour or hate waiting between turns. Four hours is the honest playing time, and dice decide a lot of individual fights.

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Vibe's take

Slow-burn strategy with a big, satisfying table presence and dice that can ruin or rescue a battle. Planning your next two turns matters more than any single roll, but that roll still hurts.

About this game

World War II on a world map, with an army of plastic units you buy yourself. Germany, Japan, the UK, the Soviet Union and the USA take turns spending income on new forces, moving them across land and sea and settling fights with dice. The 1942 setup begins when the Axis are at their strongest, so the Allies start on the back foot and have to turn the tide. Victory goes to the side that holds enough of the big cities. It is the leaner version of the series, with one board and a manageable unit set, but it still wants a long, dedicated evening. It plays best with five, one power each, and the table talk about who attacks whom is half the fun.

Five powers, two opposing teamsBuy units, move, fight with diceStarts at the Axis high point in 1942

By the numbers

Players

Best at 5 playersWorks with 2–5

Duration

240 min

Ages 12+

Complexity

3.2 / 5 β€” Medium

BGG Rating

6.2/10

Rank #2,302

3.2k ratings

Published

2009

Language

Some text

Designed by

Larry Harris, Jr.

Published by

Renegade Game Studios, Korea Boardgames, Avalon Hill, Wizards of the Coast

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