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Axis & Allies Pacific Product Description:



  • Axis and Allies Pacific is the second expansion to the Axis and Allies game system
  • In this game, the 3 main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean
  • Ages 12 and up, for 2-3 players and 335 historically accurate battleships, carriers, fighters, artillery, and more
  • Contents: Gameboard Map, National control markers, national production charts and battle board chart
  • Other contents: Industrial production certificates (IPCs), 12 dice, plastic chips (gray and red) and gameplay manual

Product Description

Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.

The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

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48 of 50 people found the following review helpful.
4Strategically Interesting
By Todd Olson
I've just completed playing one game with my 45 yr. old brother as the allies, and I have to say that I enjoyed the game. I used to play regular A&A quite often with him, so I think the test of wills was a fair comparison.

We learned early on, that it is critical to use CAP to slow enemies movements or to channel them into specific sea zones. If you play Japan, prepare to execute flawless turns, because the game is fairly unforgiving to mistakes on their part. Conserve your carriers! They are irreplacable.

At 75 IPCs, the industrial might of the US is truly impressive. Even after getting my clock cleaned on turns one and two (at the expense of the entire Japanese Eastern Pacific Fleet), I was still able to build 2 carriers, 2 destroyers, 2 transports, a sub and a marine! Japan can expect only to delay the US, not defeat them. A better strategy is to press the Aussies and Indians.

The game is better than vanilla A&A and the tactical possibilities are truly interesting because players tend to do a lot of unexpected things on every turn. Combat Air Patrol, US Marines, air and naval bases, submerging subs and destroyers added greatly to the pleasure of this game.

This one's a squid's dream, boys and girls and we will be playing it again I'm sure. Kudos to AH and Hasbro!

31 of 31 people found the following review helpful.
5Mixed Messages Here...
By A Customer
I don't tend to write reviews, but I think this one is justified for the new purchaser of A&A:P. First of all, I find the game to be quite challanging and enjoyable for intermediate to expert A&A players. I leave out beginners beacuse, as other reviewers have pointed out, fronts are relatively nonexistant. I think that standard A&A will prove to be easier to catch on to for a more inexperienced player as you can clearly see where the fronts are, why they are there, where the reinforcements are coming from, etc. On A&A:P, with all the sea zones (not to mention the airports and naval bases which add movement to planes and boats respectively), a novice might think his fleet is relatively safe when, in fact, it is threatened by a ton of the enemies stuff.

The main reason I'm writing this though is because I have seen a couple reviewers say that a win with Japan is inevitable and others have said that the Americans are too powerful and they will eventually win. I just wanted to post what I have found so far.

Japan, typically, has the advantage (and this is further evidenced by online tournaments where the players "bid" over who has to take the allies). In 9 games, I have seen 3 Victory Point wins, and two India Takeovers. Of note is also that Japan was maybe one or two rounds away from submission on 3 of those VP wins (America and Aussie right on the doorstep and pounding away with their bombers which reduces Japan's VPs).

India most certainly has enough resources to defend itself. On the two India captures I have seen, the British player allocated more money to Australia than India. The key to holding India is too give ALL the money from the British Convoys to India and build a ton of guys and a ton of artillery. You have to have an offensive threat to Japan over there, otherwise they will build up with impunity and eventually crush (or win with VP).

To the reviewer that said America is overpowered.. If you have a smart Japanese player who expands fast, BUT THEN contracts just as quickly, you should eventually be facing this navy:

3 Battleships; 4 Carriers; at least 15 fighters; 2 bombers; and about 8 destroyers and maybe 10 transports.

That's just what Japan STARTS with. By turn 3 they should be earning at least 30 IPCs per turn.

Let's see, at America's 72 dollars a turn (they immediately lose 3 on the phillipines unless Japan players is on crack), or 3 battleships, that's QUITE a lot of catching up to do. And don't forget: you only have about 8 turns to do it.

I have seen four or five Allies wins, but they all been through very interesting tactics (ie Bombers racing to China; no Pearl Harbor movement until 6 battleships and 2 carriers were up and running, etc).

Bottom line: This game, in my opinion, is quite well balanced at the intermediate level. I think once people become experts at it (not that I am by ANY means), the game eventually favors the Japanese, but for different reasons than stated in these reviews.

76 of 88 people found the following review helpful.
3Unfortunate Disappointment
By Patrick M. Hussey
I have been an avid Axis & Allies player for over ten years, and was eagerly looking forward to this game's arrival on the shelves. Sadly, I was very disappointed. It is very clear to me that not only did the game designers not properly play-test this game, they also didn't read their history texts.

First of all, the game allows the impossible: the US can INSTANTLY place a huge amount of shipping IN HAWAII on the FIRST ROUND. Aside from total lack of historicity, this creates a huge game imbalance because it instantly forces the Japanese onto the defensive. Pearl Harbor simply didn't have that kind of productive capacity - not even close. Also, even if it were produced on the West Coast rather than Hawaii, it would still be ahistorical.

After a debacle like Pearl Harbor, the Japanese had lots of room to maneuver in the Pacific, and it took a LONG time for the decidedly superior American production to kick in. But the game imbalance this "instant fleet" causes is huge. If both players are experienced, the Japanese can NEVER challenge the Americans at sea. This is because American productivity in the game is SO superior that if the Americans lose at a Midway-style battle, the outcome does not matter - they just plunk down more carriers. In reality, Midway would have given the Japanese free reign in the Pacific for much longer.

Also, the Japanese will NEVER be able to take Australia or India if both players are decent. It's too easy to reinforce them, and the Japanese have too long of a supply train. That leaves the "sit and wait" strategy for the Japanese (in which they accumulate "victory points" for conquering pacific islands). After enough points, the Japanese win, even if they've lost their main fleet and the Americans are sitting offshore waiting to pound the home islands. As if America would get bored and just go home. Perhaps today, but not in the 1940s. Totally ridiculous! The Japanese player is left with the odd feeling that he walked away a total loser, yet somehow cheated the American player of victory. Neither player is happy with this outcome. Nor would either be happy if the American player wins because of the "magically appearing ships" he receives.

Another serious problem is the spacing. It tends to favor America. The pieces and setup are pretty accurate, but those are easy to do. The fact that both sides begin with so much shipping was an exciting plus (you could name individual carriers!!!)

There are plenty of other, obvious ways to be realistic about production differences and still give the Japanese player a fighting chance. Take away American production in the first round or two, and reduce it in subsequent rounds to around 50 or so. Remember, 85% of Allied resources went to the European theater (Samuel Elliot Morrison, Strategy & Compromise, Yale, 1958 I believe). You might want to give the Japanese a few more IPC points to work with, and assign economic value to more Chinese territory. GET RID of that factory in Hawaii. Get rid of the victory points, (worst idea ever) and just fight over India and Australia. My friends and I came up with a few other variations as well, but those are the most important ones.

In short, the game is salvageable with some modifications - but if you're rating it "as sold" it deserves a D (the pieces, map, and a few interesting rules are the only thing that saved it from receiving an F). (...)

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Best Reviews of Diplomacy Board Game

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Diplomacy Board Game Product Description:



  • This classic game of pure negotiation has taken many forms over the years. The original Avalon Hill version has perhaps the widest release, but Avalon Hill (Hasbro) re-released the game in 1999, complete with a colorful new map and metal pieces. In the game, players represent one of several European countries (France, Germany, Austria-Hungary, etc.) at about the time of World War I. There are only two kinds of units: sea and land. On a turn, each of your pieces has very few options: move into an adjoining territory or help another unit more into or defend an adjoining territory. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many a gamer.

Product Description

Diplomacy the game returns for Avalon Hills 50th Anniversary! Newly updated and good looking you will enjoy this game for many years. At the turn of the 20th century prior to World War I the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw shifting borders and altering empires with subtle maneuvers and daring gambits. Alliances are formed and trust is betrayed as players negotiate and outwit one another in a delicate balance of cooperation and competition to gain dominance of the continent. Diplomacy challenges players to rely on their own cunning and cleverness not dice to determine the outcome of this game of conspiracies and conquest. New artistic treatment to game components. First time back in print since 1999. Social interaction interpersonal skills and negotiation make up an essential part of the game play. Classic negotiating game in existence since 1959. Game board measures 30L x 20W. Includes 315 army navy and national...

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109 of 115 people found the following review helpful.
5Best of Show
By CD Harris
Easy enough for a young person to learn but complex enough to keep adults intrigued and challenged for years, Diplomacy is quite probably the very best strategy board game on the market. Unlike most other games of this type that, at best, provide limited encouragement for dealmaking and balancing of when to make and break truces, that process is at the very heart of Diplomacy.

Also, where other games involve heavy doses of chance (a legitimate choice, since combat always includes some degree of luck - good or bad, but ultimately unsatisfying at times), Diplomacy has no random elements except the players themselves. No dice, dials, or spinners, just the meta-game of players jockeying for advantage and balancing their immediate interests against the utility of breaking agreements for short or long-term gain.

This game is the cream of the crop in strategy gaming. Anyone who enjoys Risk (or games of that type), but finds it no longer challenges, will truly love this game.

113 of 121 people found the following review helpful.
5Best board game ever made.
By Elim Garak
Diplomacy, without doubt, is simply the best board game ever made. ... any other game has nothing on diplomacy, it's incredible.I first played it with some friends in school after a teacher introduced us to it, and within a couple of turns was completely hooked.The game deal with world war I Europe, encompassing land and naval warfare, and the integration of both. The game is turn based and the map is divided up into territories, as well as major cities. More cities=more armies/navies, pretty simple concept.Each player controls a particular country, and starts off with their armies/navies deployed as the rulebook says.Unlike other board games, the game does not rely on dice rolling(some people have thought a better name for risk would be luck), so armies are evenly matched. In order for an army to invade another territory already occupied by an army, the invading arm must be supported by another army or navy in a territory adjacent to both.So, players have to think strategically and diplomatically. This is a great group game(up to seven can play). Each turn, players submit a movement sheet, instructing each army what to do, everyone moves at the same time. So there is like a ten minute diplomacy session, where people talk to each other about what they're going to do, and how to help each other, trouble is, they can often lie.The game is exceptionally good, it is also a good educational toy I'm not quite sure what durable means, the game is as physically durable as any other board game(so take care of it), as for play durability, I've been going for four years, and it just gets better.This game is the monopoly of strategy games, every home should have a copy, buy it now.

33 of 33 people found the following review helpful.
5The strategy gaming gateway drug
By Keith Ammann
I got hooked on this game at my high school's strategy gaming club (yes, my school was big enough to have one) when I was 16, and I've been a devoted fan ever since. With a full complement of seven players, Diplomacy is simply unbeatable. There's no die-rolling; all units move at the same time, according to secretly written orders. If evenly matched forces collide-and they often do-they simply bounce off each other. Thus, to advance yourself, you have to get help from your neighbors . . . who, never forget, are also playing to win. Thick skin and good sportsmanship are necessary to deal with the inevitable treachery, but having to stay on your toes at all times is what makes Diplomacy so exciting. As for the educational aspect, it got me interested in the history leading up to World War I. :-)

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Affordable Acquire

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Acquire Product Description:



  • GAMES magazine HALL OF FAME Award-Winner!
  • A collectible edition of one of the best board games ever made!
  • Brand New and Still in Original Factory Packaging!
  • Payers: 3-6 . . . Ages 12+
  • Setup Time: 5 Minutes . . . Playing Time: 90 Minutes

Product Description

As a powerful tycoon, there are only seven businesses in the world worthy of your attention. Using nothing but your wealth and wits, you must vie against other business superpowers to manipulate construction and capitalize on mergers -- buying, trading, and selling stocks in order to get the greatest return on your investments. Acquire challenges you to pit your resources and resolve against other players in this high-finance game of speculation and strategy!

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23 of 23 people found the following review helpful.
5The "Boardwalk" of all $$$ Games! Monopoly is outahere!
By SAW
Acquire is one of the most incredible Money-Hotel/Corporation games to be invented! Fast paced, full of surprises! Mergers, takeovers and upsets. NO two games are ever alike and like the stock exchange, you don't know who is the winner until the "bell" rings! The reason this outshines games such as Monopoly, it that ACQUIRE it is truly a "group" game! All the players play until the end and enjoy the fun equally. In Monopoly the goal is to "wipe out" the other players. If you play with six people, eventually four or so are off doing other things. How exciting is it to watch a greedy mogul in the final conquering stages. In Acquire, everyone plays to the bitter end and more often then not, the winner may be decided by a one note difference; talk about suspenseful endings. Strategies that work one time, will vary the next. I enjoy that there is less luck; as in mind-numbing rolling of "casino mentality" dice, and more strategy. In Acquire you always have six options open to you, but will you make the right choice, or did you hold out too long. The result can change the direction of the game for all. Also, the corporation of the most importance or profit margin vary from game to game. In Monopoly, Boardwalk is always Boardwalk and Baltic Ave is always Baltic Ave. I seriously doubt anyone has ever won investing solely on Baltic Ave. Yet in Acquire, the third class corporations may end up on top in one game, while a middle stock may be the dominate one in the next game. Ahhh! Variety is the spice of life! Finally, the best aspect of Acquire is that the game only takes twenty to forty minutes;whereas, Mononoply may go on for days (for some of the players) Yawn!I have taught over fifteen people this game and we have regular Acquire nights where we will play two to three games in one setting. Everyone have ACQUIRED their own GAME and have gone on to ACQUIRE other new players. One friend just named their new puppy ZETA... You may wonder where they ACQUIRED that name... get a game and find out! You won't be disappointed, but you may ACQUIRE a new addiction to a board game!

22 of 23 people found the following review helpful.
5Why buy Monopoly when you can ACQUIRE this??
By Eddie H
ACQUIRE is a classic financial game. Buy stock and maneuver corporations. Cash in bonuses for being a major stockholder when the mergers happen!

This is the best-looking American edition of this game (it's been printed several times by different publishers here and in Europe), with nice colored headquarters buildings and chunky gray board tiles, with a glossy black board that holds the tiles in place.

The game plays quickly, and is over in about 45 minutes or so. You'll usually be paying attention even when it's not your turn, as your opponents tile placements and stock buys will often affect your plans. Everyone is in the game to the end (no one gets eliminated), and the game usually ends up being pretty close. Sometimes the winner is someone you thought had no chance, but you'll figure out when the winner turned it around during the after-action analysis. Why play Monopoly (which takes about 4 times as long to play) when you can play ACQUIRE, which is at least 4 times as fun and interesting?

P.S. - Someone must be high in Tallahassee. There are 9x12= 108 tiles in this version, the SAME as every other edition of ACQUIRE that I have ever seen. The number of companies and stock certificates are the same, also. So don't worry, this edition has all the standard pieces the previous editions had, and is prettier to boot!

14 of 14 people found the following review helpful.
5High Adventure in High Finance
By Pistol Pete
This is a really great game. I can't believe it has flown under my radar for so long. I actually don't play the new "Avalon Hill" version. I prefer the 1960s 3M version, available on Ebay if nowhere else. The 1960s version is quite a bit simpler and doesn't have the gaudy colors and names that the new version has. But basically they are the same game.There are two main reasons this game is far superior to Monopoly - 1. No dice - that element of chance is not present - there is still some chance, but it is a very level playing field. 2. There is no negotiations like there is in Monopoly. My brothers and I had to stop playing Monopoly after a while because we would fight too much. But we can play Acquire because there are no negotiations! You just build hotels and buy stock. Great game - great fun for the whole family (provided the family is old enough to understand and play well - I suggest 14 and up).Another great game is Settlers of Catan, and though it does have dice and negotiations, it is a very good game too.

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