It’s Spring 1942, and the world is at war. Five major powers struggle for supremacy: Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States.

Axis & Allies: 1942 takes place at the historical high-water mark of Axis expansion. Controlling one of the Axis or Allied powers, players command both their country’s military forces and its war-time economy, with the chance to plan attacks, marshal forces into embattled territories, and resolve conflicts. Victory will go to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours!

For insight into participating in and surviving Axis and Allies TOURNAMENT PLAY
read this article
from and Greg Smorey (AAA Tournament organizer of 20+ years).

  • This tournament will have 3 Rounds of play using the SWISS TOURNAMENT SYSTEM.
  •  Each participant will play in all 3 rounds of the tournament.
  • All games have a time limit of 2 hours and 30 minutes (See END TIME rules) so fast play is highly encouraged.
  • Time remaining will be called out at the 60 minute, 45 minute, and 30 minute (LAST ROUND OF PLAY) marks.
  • Each round will have a 30 minute break between them to reset the game boards
  • Tournament play is based on 1942 2nd Edition Rulebook/Game Board & Errata by Larry Harris (see errata at the end of this document)
  • The Bidding System used will be an OPEN bid for sides. (See below for details on Bidding)
  • Two players per game (1 vs 1) with a maximum of 16 entries available
  • Rules subject to minor variations up until the time of the tournament.  Players will be notified of any changes prior to gameplay.


The first round opponents are drawn randomly. All participants proceed to the next round in which winners are pitted against winners, losers are pitted against losers, and so on. In subsequent rounds, each competitor faces an opponent with the same (or near same) cumulative score. No player shall be paired with the same opponent twice.

Compared to a knockout/round robin style tournament, the Swiss system has the advantage of not eliminating everyone, so a player who enters the tournament knows he will play in ALL rounds, regardless of how well he does (unless there is an odd number of players). In the event of an odd number of players, the one left out each round will receive a bye : he does not play that round but is awarded the same number of points as for winning a game. This player will then play in each other round and will not receive a second bye.

Round 1 : #1 vs #2, #3 vs #4 and so on.
Round 2 : Winner of table 1 vs Winner of Table 2. Loser of Table 1 vs Loser of Table 2, and so on.
Round 3 : Equal cumulative scores meet (ie : 2 wins vs 2 wins, 1 win vs 1 win, 0 win vs 0 win, etc)

There are a predetermined number of rounds. After the last round, players are ranked by their final score and a winner determined.  If this is tied then a tie break score shall be used.


In the event of a tie (during any round or for the final outcome), if time allows, a Playoff game will be used to break a tie. Otherwise (in order of importance);

  1.  If the tied players played one another in any round, the winner of that game finishes higher
  2. Cumulative Points – Sum the running score for each round
    – example : if a player has (in order) a win, loss, draw his running score will be 2,2,3. The sum of these is 7.
    – example : if a player has (in order) a loss, win, win his running score will be 0,2,4. The sum of these is 6.
  3. The player with the most wins finishes highest.
  4. The player with the higher Victory City total from all three games
  5. The player with the greater IPC percentage increase total from all three games.
  6. As a LAST RESORT, if all else still results in a tie (highly unlikely), ties will be broken with a single dice roll by the tied contestants with the highest roll finishing higher.


A win will score 2 points, a tie will score 1 point and a loss will score 0 points. (note : a tie should not be possible with 13 victory cities on the board)


Victory Conditions:

  1. If your side controls 3 or greater more total Victory Cities than it started with (9 for the Axis & 10 for the Allies) at the end of any complete round of play (after the completion of the US turn) you win that game.
  2. If neither side has obtained the 3+ VC’s within the time frame allotted, the side with the most VC (Victory Cities) wins. Since there are 13 VC there cannot be a tie, so take this into consideration when bidding.

If a player chooses to concede before the game has reached the win threshold or the game time limit a default will be awarded to the player who did not concede.


If the players cannot agree upon which side they will play, then they will bid to play the preferred side.

To determine who starts the bidding, both sides will roll two dice. The winner, the higher number, chooses whether to start the bidding or defer. Whoever starts the bid, must announce what side they wish to play (Axis or Allies) and issue a positive bid (minimum 1 IPC). If your opponent takes the bid at 1 IPC then obviously, they wanted to play the other side and the 1 IPC is lost. If they choose to increase the bid, then the bidding will continue until one side accepts the bid IPC value and buys units accordingly.

Bid IPC’s may be used to buy game pieces only! You may not save the money or use it for the purchase of Industrial Technology and/or Complexes. Once the bid number has been determined, the side receiving the bid will make their purchase and place all bid pieces on the game board in territories/sea zones in which they occupy at the start of the game. You may NOT mix the bid units purchased for one country with units of an allied country. Also, units may not be placed in Neutral Countries.


All matters of disagreement should be brought to the attention of the GM and/or the Assistant GMs. The GM will strive to produce a fast, but fair judgement. The GM’s judgement shall be considered final. Players are expected to be familiar with the rules


If during any tournament round, a team (both members) are tardy for the start of their next game by more than 15 minutes of the designated start time for that round, this will cause forfeiture in the game and disqualification from the SE event.


The game comes with a base set of dice.

Using your own dice for rolling to speed up play is permitted. You must allow your opponent the use of any dice you bring to the table.

Dice that roll off the table will be discounted and must be re-rolled.

Cocked (that do not land flat on one side) dice must be re-rolled.


1. REGULATION PLAY – All games must be finished within the Regulation Play Time Limit. No game shall end in the middle of a game round of play.
2. STOPPAGE TIME – At the end of Regulation Play in all tournament games, 15 minutes of Stoppage Time will be added IF NECESSARY (and at the GM’s discretion) for teams to finish out the last round; that is, to play to the end of the last power’s turn (for example, to the end of the U.S. turn in 1942 2nd Ed.).
3. MINIMUM ROUND LIMIT – There is no minimum number of rounds that should be played, however all games should reach at least 5 rounds. If your game is not on this pace, you may be playing too slow and could be warned (see Stalling Rules below).
4. TIME NOTIFICATIONS – Judges will notify the players when there are 60 minutes, 45 minutes, and 30 minutes left in Regulation Play. Depending on the game variant and which power’s turn it is at these times, either the current round is the last or one more round could be played (see Last Round Rules below). However, it is up to the players, not the judges, to complete the last round of play within the time constraints.
5. 30 MINUTES LEFT IN REGULATION PLAY – The Current round will be the last round at this point. No games may start a new round with less than 30 minutes left in Regulation Play.


• At the end of Regulation Play, IF NECESSARY, players have 15 minutes of Stoppage Time to finish out the last round.
• At the end of Stoppage Time, the GAME ENDS immediately, even if players, for whatever reason, have not finished the game to the end of the last power’s turn. At that point, whichever side controls the most Victory Points (VP) based on the games victory conditions, is the winner. If there is a tie, see specific rules for tiebreakers.


• If any player or team is playing too slowly or stalling to try to reduce the number of rounds played in order to win, their opponent may complain to the judges, and a warning will be issued.
• If stalling continues, and the opponent lodges a second complaint, the judges will watch the game for a period of time to determine whether the slow player/team is in fact stalling.
• If judges rule that stalling has occurred, then the offending player/team will be DISQUALIFIED FROM THE EVENT and their opponent will be ruled the winner of that game.
• Stalling is considered any play that takes more time than usual to do combat movement, roll dice and finish non-combat movement.

1942 2nd Edition Rulebook Clarifications & Errata:

• Armor cost 6 IPC’s not 5 IPC’s
• Hawaii/Honolulu is a VICTORY CITY. This is different from the Original Version and is NOT noted in the rulebook as such.
• The Optional rule for Interceptors will NOT be used.
• The Black Sea is OPEN to transports and naval ships including subs.
• Transports are not permitted to offload land units for an amphibious assault in a sea zone containing 1 or more enemy subs unless at least one warship is present belonging to the attacking power at the end of the combat move phase.
• During amphibious assaults, keep the attacking overland & sea borne land units separated. The attacking sea borne units cannot retreat!
• All overland land units and aircraft participating in an amphibious assault, may retreat after each round of combat if the attacker so chooses.
• All Industrial Complexes have “built-in” AA guns not designated on the game board as pieces.
• AAA (Antiaircraft Artillery): 1. May NOT move during combat phase. 2. May only defend when air units are attacking the territory the AAA’s are in. 3. May NOT fire at planes passing overhead during any phase. 4. Each AAA may only fire at, up to 3 aircraft and only once in the 1st round of combat.