Official Axis and Allies Europe 1940 Rules

Last Updated on July 21, 2025 by The Official Game Rules Team

Axis & Allies: Europe 1940 lets players relive the intense battles of World War II’s European Theater, with expanded gameplay and detailed historical scenarios. Designed for 2–5 players, it offers deep strategic choices, global coordination, and the power struggles between Axis and Allied forces in a stand-alone or combined game with Pacific 1940.

Due to the rules being quite long and complicated, we’ve attached the official PDF here. The rules below are heavily summarized and we recommend reading the PDF to fully understand all the game mechanics.

Axis and Allies Europe 1940 strategy board game box

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How to Play Axis and Allies Europe 1940


Objective

The game is played between two sides: the Axis (Germany and Italy) and the Allies (United Kingdom, France, and the Soviet Union). Players aim to win by capturing and holding a required number of Victory Cities for a full round of play.

The default victory condition for Europe 1940 is for one team to control a certain number of these key cities, including capitals. When combined with Pacific 1940, the Global 1940 rules apply.


Game Setup

  • Each player selects one or more nations. The suggested setup for 5 players is:
    • Germany (Axis)
    • Italy (Axis)
    • Soviet Union (Allies)
    • United Kingdom + ANZAC + France (Allies)
    • United States (Allies)
  • Use the national setup charts to place starting units (infantry, tanks, aircraft, ships) and place control and IPC (Industrial Production Certificate) markers.
  • Place the National Objective cards and political condition reminders nearby.

Italy

Starting Income: 10 IPCs

Southern Italy: 6 infantry, 2 AAA, 2 fighter, air base, naval base, minor IC
Northern Italy: 2 infantry, 2 artillery, 1 tank, 2 AAA, 1 strategic bomber, major IC
Albania: 2 infantry, 1 tank
Libya: 1 infantry, 1 artillery
Tobruk: 3 infantry, 1 mechanized infantry, 1 artillery, 1 tank
Italian Somaliland: 1 infantry
Ethiopia: 2 infantry, 1 artillery
SZ 95: 1 transport, 1 submarine, 1 destroyer, 1 cruiser
SZ 96: 1 transport, 1 destroyer
SZ 97: 1 transport, 1 cruiser, 1 battleship

Germany

Starting Income: 30 IPCs

Germany: 11 infantry, 3 artillery, 3 AAA, 1 tactical bomber, 2 strategic bombers, major IC
Western Germany: 3 infantry, 4 mechanized infantry, 1 artillery, 3 AAA, 2 fighters, 3 tactical bombers, air base, naval base, major IC
Denmark: 2 infantry
Norway: 3 infantry, 1 fighter
Holland/Belgium: 4 infantry, 2 artillery, 3 tanks, 1 fighter
Greater Southern Germany: 6 infantry, 2 artillery, 3 tanks
Slovakia/Hungary: 2 infantry, 1 tank, 1 fighter
Romania: 2 infantry, 1 tank
Poland: 3 infantry, 1 tank, 1 tactical bomber
SZ 103: 1 submarine
SZ 108: 1 submarine
SZ 113: 1 battleship
SZ 114: 1 transport, 1 cruiser
SZ 117: 1 submarine
SZ 118: 1 submarine
SZ 124: 1 submarine

Soviet Union

Starting Income: 28 IPCs

Russia: 1 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 2 AAA, 1 fighter, 1 tactical bomber, air base, major IC
Archangel: 1 infantry
Karelia: 2 infantry
Novgorod: 6 infantry, 1 artillery, 2 AAA, 1 fighter, air base, naval base, minor IC
Vyborg: 3 infantry
Baltic States: 3 infantry
Eastern Poland: 2 infantry
Belarus: 1 infantry
Western Ukraine: 1 infantry, 1 artillery
Bessarabia: 2 infantry
Ukraine: 3 infantry, minor IC
Caucasus: 2 infantry
Volgograd: 1 mechanized infantry, 1 tank, minor IC
SZ 115: 1 submarine, 1 cruiser
SZ 127: 1 submarine

United Kingdom

Starting Income: 29 IPCs

United Kingdom: 2 infantry, 1 mechanized infantry, 4 AAA, 2 fighters, 1 strategic bomber, air base, naval base, major IC
France: 1 artillery, 1 tank
Scotland: 2 infantry, 1 AAA, 1 fighter, air base
Iceland: air base
Quebec: 1 infantry, 1 tank, minor IC
Ontario: 1 infantry, 1 artillery
New Brunswick/Nova Scotia: naval base
Gibraltar: 1 fighter, naval base
Malta: 1 infantry, 1 AAA, 1 fighter
Alexandria: 2 infantry, 1 artillery, 1 tank
Egypt: 2 infantry, 1 mechanized infantry, 1 artillery, naval base
Anglo-Egyptian Sudan: 1 infantry
Union of South Africa: 2 infantry, naval base, minor IC
West India: 1 infantry
SZ 71: 1 destroyer
SZ 91: 1 cruiser
SZ 98: 1 transport, 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying 1 tactical bomber)
SZ 106: 1 transport, 1 destroyer
SZ 109: 1 transport, 1 destroyer
SZ 110: 1 cruiser, 1 battleship
SZ 111: 1 destroyer, 1 cruiser, 1 battleship

United States

Starting Income: 35 IPCs

Eastern United States: 1 infantry, 1 artillery, 1 fighter, 2 AAA, air base, naval base, major IC
Central United States: 1 infantry, 3 mechanized infantry, 1 tank, 1 strategic bomber, major IC
SZ 101: 1 transport, 1 cruiser

France

Starting Income: 17 IPCs

France: 6 infantry, 1 artillery, 1 tank, 1 AAA, 1 fighter, air base, major IC
United Kingdom: 2 infantry, 1 fighter
Normandy/Bordeaux: 1 infantry, 1 artillery, naval base, minor IC
Southern France: 1 infantry, 1 artillery, naval base, minor IC
French West Africa: 1 infantry
Morocco: 1 infantry
Algeria: 1 infantry
Tunisia: 1 infantry
Syria: 1 infantry
SZ 72: 1 destroyer
SZ 93: 1 destroyer, 1 cruiser
SZ 110: 1 cruiser


Turn Sequence

Each nation’s turn consists of six phases, always taken in the following order:


1. Purchase and Repair Units

  • Spend IPCs to buy units: infantry, tanks, aircraft, ships, or buildings (e.g., industrial complexes).
  • Repair damaged factories, airbases, or naval bases (if bombed during the previous round).
  • Keep newly purchased units in the mobilization zone until phase 5.

2. Combat Move

  • Move units into hostile territories to initiate combat.
  • Units may attack via land, air, or sea. Aircraft must be able to land somewhere afterward.
  • You cannot move units into multiple battles one at a time—declare all attacks before resolving any.

3. Conduct Combat

  • Battles are resolved one at a time in the order of the attacker’s choice.
  • Roll dice based on each unit’s attack or defense value.
    • Example: Infantry hit on a roll of 1 (on a 6-sided die), tanks hit on 3 or less.
  • Defender rolls in response.
  • Losses are chosen by the opponent and removed after each roll.
  • Some units (e.g., battleships and aircraft carriers) have special rules like absorbing hits or providing airbases.
  • Amphibious assaults and naval combat have separate resolution steps.

4. Noncombat Move

  • Move all remaining units that didn’t participate in combat.
    • Aircraft return to friendly landing spots.
    • Troops can move within friendly territory or prepare for next turns.
  • Transport ships may reposition, and units can be consolidated.

5. Mobilize New Units

  • Place your purchased units onto the board at eligible industrial complexes you control.
    • Major Industrial Complex: Can produce 10 units per turn.
    • Minor Industrial Complex: Can produce 3 units per turn.
    • Units must be placed in a territory that you’ve controlled since the start of your turn.

6. Collect Income

  • Count the IPC value of each territory you control (printed on the map).
  • Add IPCs from completed National Objectives.
  • Adjust your national marker on the IPC track.

Special Game Rules

Neutral Territories

  • Invading a neutral can trigger political consequences or allow other neutrals to become hostile.
  • There are Pro-Axis, Pro-Allied, and True Neutrals.

Political Conditions

  • Some nations have restrictions:
    • USA cannot declare war until attacked or certain conditions are met.
    • Soviet Union cannot attack Axis powers until Germany attacks or the game reaches a specific round.

National Objectives (NOs)

  • Each nation has unique goals that, when achieved, grant bonus income.
    Example: Germany earns extra IPCs for controlling specific strategic territories.

Victory Conditions

Europe 1940 Victory (standalone):

  • Axis win by controlling 10 Victory Cities at the end of a complete round.
  • Allies win by preventing this or by capturing Axis capitals.

Global 1940 Victory (combined with Pacific):

  • One side must control 14 out of 18 Victory Cities globally for one complete round.

Victory Cities in Europe include: Berlin, Rome, Paris, London, Moscow, Warsaw, Leningrad, and others.

If you enjoy Axis and Allies Pacific 1940, make sure to check out the original game: Axis and Allies 1942 and Axis & Allies: Pacific 1940

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