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Author Topic: Axis & Allies: Angels 20 review  (Read 782 times)

Offline Anatoli

  • Scatterbrained Genius
  • Posts: 2966
Axis & Allies: Angels 20 review
« on: July 01, 2013, 10:44:05 AM »
Following up on the unboxing post with a review of the game and a rules overview combined. I can start out by saying that Axis & Allies: Angels 20 is a pretty easy game to learn, there aren't many rules, and the way it plays makes it perfect for either quick games at home or as participation games down at the club or a convention. It's a game with very limited amount of components so you can begin to play within minutes of tipping out the box contents on the table and is one of two good reasons of bringing it to a convention over Star Wars X-wing (which is an excellent game).

One is that X-wing has you sort through a lot of tokens, markers, range sticks etc. before you can play, and takes some time to clean up afterwards in an organized fashion. The other reason is, as mentioned in my unboxing post, that the planes themselves are sturdy pieces of hard plastic with no small or loose part. You can't break them, and the flight stands are not as fragile as the ones you find in SW: X-wing.

With that comparison out of the way, let's talk about the rules.

The game is hex based for movement, and has you roll D6 dice to generate shooting results, turn initiative and perform maneuvers. Players take turns in activating 1 plane at a time, with the player who won initiative moving and firing second. If outnumbered the player who won initiative has his opponent move airplanes until the initially outnumbered player has more planes left to activate.

Check my blog for the full review and overview of the rules:

http://anatolisgameroom.blogspot.se/2013/07/axis-allies-angels-20-review-and-rules.html




 

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