Summary
👥 A game for 2 – 4 players

⏳ Play time is 90 minutes


🏢 Publisher is Renegade Game Studios
Introduction
Are you ready to save the world from a Cobra invasion? In this Axes & Allies-based board game, Cobra has established a base at the North Pole and threatens the world with its Weather Dominator! Only G.I. Joe is ready and able to defeat these forces without drawing the entire world into a larger conflict. Admiral Keel-Haul and Snow Job lead the Joes against the aggressive forces of Cobra, led by Cobra Commander and Destro!
Setting up the game
Place the game board in the center of the table and the round tracking token on the Round Tracker space marked “1.”
Depending on the player count, players choose one or two of the commander boards and gather all of the unit figures of the matching color.
Place the control markers between the players of the corresponding team, and the Weather Dominator token and ice hexes between the Cobra players.
Place all the other components within easy reach of all players.
Choose a scenario to play; there are three scenarios to choose from, and each one has a different setup that will be explained in the “Let’s Play” part below.
Place the starting units and control markers, following the setup of the chosen scenario.
Each scenario also defines the victory conditions for the game.
Now you’re ready to start the battle for the Arctic Circle!
Let’s get it on the table
Place the game board in the center of the table and the round tracking token on the Round Tracker space marked “1.”
Depending on the player count, players choose one or two of the commander boards and gather all of the unit figures of the matching color.
Place the control markers between the players of the corresponding team, and the Weather Dominator token and ice hexes between the Cobra players.
Place all the other components within easy reach of all players.
Choose a scenario to play; there are three scenarios to choose from, and each one has a different setup that will be explained in the “Let’s Play” part below.
Place the starting units and control markers, following the setup of the chosen scenario.
Each scenario also defines the victory conditions for the game.
Now you’re ready to start the battle for the Arctic Circle!
Let’s play
There are three scenarios in this game available:
SCENARIO #1: THE COLD OPEN.
In this scenario, each commander has a few forces outside of their starting base, so there is time to build up, jockey for position, and then strike when the time is right. This scenario is a good way to learn the game, as it offers new players a chance to get used to moving units around the board for a turn or two before the action turns hot.
Each team must either capture one opposing base or have 10+ Victory Points at the end of a round. At the end of round 7, if no one has achieved one of these victory conditions, the team with the most VPs is the winning team. If tied, it’s a draw.
SCENARIO #2: THE HOT START.
The forces of Joe and Cobra are already occupying several key hexes around the map. There will be lots of avenues of attack from the get-go, so be ready for anything.
Also in this scenario each team must either capture one opposing base or have 10+ Victory Points at the end of a round. At the end of round 7, if no one has achieved one of these victory conditions, the team with the most VPs is the winning team. If tied, it’s a draw.
SCENARIO #3: BASE BRAWL.
This scenario changes several aspects of the game. The only Victory Points available are the two “1 VP” hexes found in northern Greenland. All other VP hexes are worth 0, though they still count as VP hexes for all other purposes.
To win this scenario, a team needs to capture an enemy base! There is no 10 VP victory in this scenario. If no one wins by the end of round 7, a team can claim a minor victory if it holds both of the 1 VP hexes in northern Greenland; otherwise, it’s a draw.
Having this sad, each round the player order is fixed: first, Cobra Commander will start, then Admiral Keel-Haul, Destro, and last, Snow Job.
Everyone will have the following turn sequence:
- Purchase Reinforcements
In this phase, you may spend Reinforcement Points (RPs) for additional units to be used in future turns. RPs are calculated by adding together your two base values, the VP hexes you control, and Strategic Reserve RPs from previous rounds. Place the units you wish to buy into the Mobilization Zone on the game board. You may buy multiples of the same unit if you wish. You do not have to spend all of your RPs each turn, but you cannot save more than four RPs. If you save any RPs to spend during future turns, place one of your control markers into the Strategic Reserve chart on the game board.
And also in this phase, when players play with Cobra, “The Weather Dominator … Mark II!” can be used to freeze sea hexes for offensive or defensive purposes. A Cobra player may spend 1 RP to place an ice hex on a hex that contains some amount of water. Ice hexes may not be placed on VP hexes, bases, or hexes where units are present.
- Combat Move
Movement is separated into Combat Move and Noncombat Move phases. During the Combat Move phase, all movement must end in a hex containing enemy units, with two exceptions. The first is moving land units into a hex that contains an enemy control marker but no enemy units. This is a combat move, but there is no combat. After such a move, replace the control marker with one of your own. The second is Cruiser units attacking ice hexes using their Icebreaker special ability. Any other movement occurs during the Noncombat Move phase. - Conduct Combat
All combats in hexes containing units of both teams and/or Icebreaker attacks must be resolved in the order of the active player’s choice. All of the attacks during this phase are considered simultaneous, even though they are resolved one at a time. If you moved units into an enemy-controlled hex that doesn’t contain any enemy units, no actual combat is necessary.
COMBAT SEQUENCE
A-Optional First Strike Rolls: If the combat contains a Cobra W.O.L.F. unit, this can be applied only in the first round of each combat. These units are able to roll one die for each of that unit. This is the ability of this unit, but of course, it will have a disadvantage, which will be explained later.
B- Attacker Rolls: Roll one die for each attacking unit that has not rolled yet.
C- Defender Rolls: Roll one die for each defending unit that has not rolled yet.
D- Defender Removes Casualties: The defender removes their designated casualties from the board. Casualties from both teams are returned to their respective pools of units and can be repurchased and deployed again later.
E- Continue Combat?: If no attacking units remain, the combat ends. Neither the attacker nor the defender takes any further action in this hex. If no defending units remain, the combat ends, and the remaining attackers stay in the hex.
If both teams still have units in the hex, the attacker chooses whether to press the attack or retreat. The defender does not have this choice; the combat will proceed as indicated above.
- Noncombat Move
In this phase, land and/or sea units that participated in and survived a successful attack and are in excess of the stacking limit must move out. These units may move into any adjacent hex(es) from which the attacking units entered the attacked hex. The air units that participated in and survived combat must land. These units can move a number of hexes up to their movement values, less the number of hexes they may have moved during the Combat Move phase.
- Check Stacking Limits
Each hex has stacking limits, where 8 units can be on non-base hexes and 12 units in base hexes. When players exceed the stacking limit, they need to remove units of their choice until the unit limit is met. Return the removed units to their respective unit pools; they can be repurchased and deployed again later.
- Deploy Reinforcements
Place the units from the Mobilization Zone into one or both of the base hexes. Only you may deploy units into the base that match your commander’s color. Either teammate may deploy units into their shared base.
- Set Victory Points
Look for all of the VP hexes you control and add up their values. Place one of your control markers on the Victory Point chart on the number that matches this total.
Getting back to the diversity of units, the Cobras have the following, besides “The Weather Dominator… Mark II!”:
- SNOW SERPENT, Land unit
- W.O.L.F. (Winter Operational Light Fighting Vehicle), Land unit
Special Ability – Ski Torpedoes: As explained earlier, they can act in the first round of each combat. You may choose to activate this powerful first-strike weapon. Either they all use this ability, or none do. If you decide to use it, these units suffer a -1 modifier to their attack and defense values. However, when they hit the opponent, their units will be removed directly and will not be able to act in the defense phase, as they normally would.
-RATTLER, Air Unit
Special Ability – VTOL (Vertical Take-Off and Landing): These air units may land on an Aircraft Carrier of your color or on any land or mixed land and sea hex.
- Flyover: Air unit movement is not blocked by enemy units, control markers, or bases.
- Divebomb: These units may attack sea units in a mixed land and sea hex without having to engage any land units that might also be in the hex.
-AIRCRAFT CARRIER, Sea Unit
Special Ability – Carry Air Units: Up to two air units of your color may land on each Aircraft Carrier of your color.
-CRUISER, Sea Unit
Special Ability – Transport: Each Cruiser of your color may carry up to two land units of your color across mixed land and sea and sea-only hexes.
Also, GI Joe has some special units:
- ARCTIC TROOPER, Land unit
- SNOW CAT, Land unit
Special Ability – Wire-Guided Missiles: During the first round of each combat, if your Snow Cat rolls a hit, you choose an opposing land or air unit to be the casualty. That unit gets its roll, as this is not a first strike ability. - SKYSTRIKER, Air Unit
Special Ability – Advanced Systems: Skystrikers require airstrips to land on and to get them airborne when not using an Aircraft Carrier. As such, they cannot land on unimproved land. Skystrikers may only land on Aircraft Carriers of your color or on bases and VP hexes that were not under enemy control at the start of your turn. - Flyover: Air unit movement is not blocked by enemy units, control markers, or bases.
- Divebomb: These units may attack sea units in a mixed land and sea hex without having to engage any land units that might also be in the hex.
-AIRCRAFT CARRIER, Sea Unit
Special Ability – Carry Air Units: Up to two air units of your color may land on each Aircraft Carrier of your color.
-CRUISER, Sea Unit
Special Ability – Transport: Each Cruiser of your color may carry up to two land units of your color across mixed land and sea and sea-only hexes.
Beside all the units, each commander also has some nice abilities:
Admiral Keel-Haul – Logistical Expert: “He may deploy one air unit in a hex where you control an Aircraft Carrier.”
Snow Job – Ski Troopers: “His Arctic Troopers have a movement of 2 during your Noncombat Move phase.”
Cobra Commander – At All Costs: “At the end of the first round of combat (after casualties), you may destroy 1 unit of your color in the combat to score 1 hit.” This special ability is available whether attacking or defending.
Destro – Tactician: “His units have +1 attack value when attacking hexes with 6 or more units in them.”
If you are an AXIS & ALLIES PLAYER, the following rules differ from existing Axis & Allies games, which makes this version a lot of fun for both old and new fans:
- Movement is hex-to-hex only. Use 1 movement point to move a unit from its current hex to an adjacent hex.
- Cruisers also act as transports.
- There is no battle strip, so leave units on the game board during combat.
- Amphibious assaults take place only in mixed land and sea hexes.
- There is no separate sea battle step during an amphibious assault. All of the units fight at the same time.
- Sea units fight for the duration of amphibious assault combats.
- Place control markers only in Victory Point hexes.
Conclusie & eindscore
Difficulty: 2.50/5

Re-playability: 8

Our score: 8 out of 10 dice
What makes this game a lot of fun is that it not only brings kids back to the table because of the GI Joe theme, but it appeals to everyone in general.
This was my first “Axis & Allies” based game, which suited me very well. Although for Mark, it was like a walk in the park, the differences between this version and the standard “Axis & Allies” game line made for some very hard evenings getting the battles resolved.
The round trigger is a very nice addition for beginners. This thoroughly makes it easier for newcomers to get to know this type of game. After a few plays with the Joe’s or Cobra’s, all the rules that seem overwhelming in the beginning become clear during the games.
The only thing that was missed during a battle with a few units was the battle board, which is part of the standard “Axis & Allies” games. Nicely done with the units, where there are some differences between Joe’s and Cobra’s, which makes it nice.
The quality of the other parts is good enough for the type of game. We advise using “poker chips” to make the purchase phase more fun and easier.
But still, we could play with GI Joe and Cobra again. Who would have thought that would happen again in our 40s?
We liked the game and I’m very eager to try out some other games in the “Axis & Allies” game portfolio. Yes, I’m ready for some hours of combat, recruiting, and becoming the winner.
We want to thank Renegade Game Studios for this review copy and the opportunity to write about it.