
Axis & Allies & Zombies
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FroGames — Moments You'll Remember
Someone invades France. Someone defends Moscow. And then the horde arrives. At that point, borders cease to matter, and no one remembers who was winning.
WHAT IT'S ABOUT
When World War II meets the zombie apocalypse
Axis & Allies & Zombies is the craziest reinterpretation of Larry Harris's classic wargame, re-immersed in the context of World War II with a horror twist. Designed by Scott Van Essen, Mike Mearls, and Ryan Miller, published by Avalon Hill in 2018, it takes the established Axis & Allies system and contaminates it with hordes of undead who respect neither alliances nor borders. Classic miniatures coexist with surreal new units: tanks equipped with chainsaws, mind control rays for zombies, and scenarios where Axis and Allies must decide whether to focus on each other or on the common threat advancing from all sides.
At the table, you command one of the great powers — Germany, USSR, Japan, United Kingdom, United States — but your real problem isn't the historical adversary: it's the zombie horde that grows with each turn. You move units between territories, roll dice to resolve battles, build armies and fleets. But every round the undead expand, attack mercilessly, and force impossible choices: do you sacrifice troops to stop the horde or continue your war? The system is simplified compared to the historical Axis & Allies, the pace is faster, and the narrative curve is completely unpredictable.
What they say abroad
A wargame where the real question isn't 'who wins', but 'who survives'.
— FroGames
"Chainsaw tanks and zombie mind control rays add zany chaos to the historic conflict."
Chainsaw tanks and mind control rays add crazy chaos to the historical conflict.
— Hasbro
Axis & Allies & Zombies
Your units (and others')
Four elements that change everything
The zombie horde
It is controlled by no one. It expands according to its own rules, attacks anyone, and grows with each turn. You cannot ignore it; you can only slow it down or hope it devours your opponent first.
Chainsaw tanks
New, completely insane units. The Germans have panzers equipped with rotating blades. The Japanese have anti-zombie kamikaze bombers. The absurd becomes tactics.
Mind control rays
Secret technology to bend zombies to your will. For one turn, the horde works for you. Then it becomes independent again. Use it poorly and it will backfire.
Dice and territories
Combat resolved with dice as in classic Axis & Allies, but now every loss is double: troops eliminated from the war or eaten by the horde. Every territory counts.
Recommended sleeves 140 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 140 |
| Total cards | 140 |
In two hours, you'll have told the story of how you defended Berlin with three chainsaw tanks and a desperate plan. Or how the zombies ate Moscow while you were invading Japan.
A game in five acts
What happens at the table
Not the rules. The experience.
Deployment and first move
Choose your power. Study the map. The borders are from 1942, but some territories already have zombie markers. You decide whether to expand immediately or fortify. Others do the same. The horde is still small. For now.
First horde attack
End of the second turn: the zombies move. Not where you want them, but where the rules say. A key territory is invaded by the undead. Someone loses an entire army. Someone else laughs. For now.
Impossible choices
Mid-game, you have three open fronts: a human opponent pressing you, the advancing horde, and a secret technology that could save everything or doom you. Do you sacrifice troops to slow the zombies or let them devour your enemy? Every choice has a price.
Temporary alliance
It always happens. At some point, the Axis and Allies cooperate for a turn. German and Soviet tanks defend the same territory. Then, once the emergency is over, they shoot at each other again. It's ridiculous, epic, and strangely sensible.
Endgame: victory or extinction
Either someone won the war (enemy capital control + survival), or the horde won and you all lost. Sometimes it ends with a single player, barricaded in a territory, holding out for one last turn. The story you'll tell is always this scene.
How to play
The flow of each round
A turn is quick: buy, move, fight, zombies activate. Then it's the next player's turn.
Spend IPC (in-game currency) to buy troops, tanks, planes, ships. Build in your controlled territories. Plan two turns ahead, because the horde won't wait.
Move your units between adjacent territories (or by sea/air). Attack enemy territory: roll dice, they defend. Whoever loses removes units. Simple, deadly.
Reposition troops that haven't fought. Consolidate defenses. Prepare the line for the next zombie attack. This is the moment for silent tactical choices.
The horde activates. New markers appear, zombies expand according to infection rules, attacking occupied territories. No one controls them. Everyone fears them.
Why it's different from others
Six mechanics that make a difference
Autonomous third faction
Zombies are not controlled by any player. They have their own rules for expansion and attack. This means that every game derails in different ways: sometimes they devastate Europe, sometimes the Pacific, sometimes they focus on a single unlucky empire.
Crazy units and secret technologies
Tanks with mounted chainsaws. Mind control rays for zombies. Anti-horde kamikaze bombers. It's not historical simulation, it's pulp What If. And it works precisely because it embraces the absurd without shame.
Simplified combat system
Compared to classic Axis & Allies, combat here is faster: fewer exceptions, fewer tables. You roll dice, count hits, remove pieces. The focus shifts to where to fight, not how to resolve the dice.
1942 map with variable infection
The initial zombie setup changes every game. Sometimes they start from Eastern Europe, sometimes from Asia, sometimes from Africa. This makes every strategic plan different: there is no perfect build order.
Forced temporary alliances
It happens naturally: the horde threatens a key territory, and suddenly the Axis and Allies cooperate for a turn. Then, once the emergency is over, they shoot at each other again. The game doesn't impose it, but it makes it inevitable.
Collective defeat condition
If the zombies conquer too many territories, everyone loses. There is no winner. This creates constant tension: can you afford to ignore the horde to conquer Moscow? Or are you dooming the entire table?
How it ends
How to win and how to lose
Three ways to end the game: classic military victory, collective extinction, or last survivor.
Victory
- Conquer an enemy capital (Berlin, Moscow, Tokyo, London, Washington) and hold it for a full turn
- Control enough key territories and have eliminated all major human threats
- You are the last player remaining with controlled territories while others have been eliminated (by zombies or by you)
Defeat
- Your capital is conquered and you cannot retake it by your next turn
- Zombies invade all your territories and you have no units left on the board
- The horde conquers a critical number of global territories: all players lose simultaneously (collective defeat)
It's Axis & Allies like you've never played it: faster, crazier, infinitely more unpredictable. World war is just the appetizer.
Frequently asked questions
FAQ about Axis & Allies & Zombies
How different is it from classic Axis & Allies?
The basic structure is the same: buy units, move armies, resolve combat with dice, conquer territories. But here there is an autonomous third faction (the zombies) that expands and attacks according to its own rules. The system is leaner: fewer tables, fewer exceptions, faster pace. Games last 60-180 minutes instead of the 4-6 hours of the classic. If you know Axis & Allies, you'll be up and running in 10 minutes.
Do zombies make the game too random?
No. The horde follows deterministic expansion rules: you can predict where it will go in the next 2-3 turns. Randomness lies in combat dice (as always in Axis & Allies) and in the initial infection setup. But tactical choices matter: where you invest troops, when you sacrifice territories, whether you cooperate or betray an opponent. Expert players win more often.
Can it be played with 2 players or do you need more people?
It works very well with 2 players: one controls the Axis, the other the Allies. The presence of zombies balances the game and prevents the stalemates typical of 1v1 in Axis & Allies. With 3-5 players, each power (Germany, USSR, Japan, UK, USA) is controlled by someone: more chaotic, more diplomatic, more unpredictable. Both configurations work.
Do I need to know the history of World War II?
No. The map is from 1942, the names are historical, but the game does not require prior knowledge. The units are clear (infantry, tanks, planes, ships), the mechanics are intuitive. In fact, the presence of zombies makes everything less serious: you're not simulating Stalingrad, you're telling a pulp story where Churchill and Hitler fight the undead. Zero thematic barrier to entry.
Is it available in Italian?
No, this edition is in English. However, the game has moderate language dependence: technology cards and some special rules require reading, but the bulk of the game is movement and combat on the map. With a quick translated reference (easily available), it's very playable even without fluent English.
Axis & Allies & Zombies is a thematic wargame for 2-5 players, lasting 60-180 minutes, recommended age 12+. Designed by Scott Van Essen, Mike Mearls, and Ryan Miller, published by Avalon Hill, it reinterprets the classic Axis & Allies system set in World War II by adding a third faction: an autonomous zombie horde that advances and attacks according to its own rules. Key mechanics: area movement, dice rolling, team-based game. Includes miniatures, chainsaw tanks, mind control rays, and crazy scenarios. Simplified rules compared to historical Axis & Allies, faster pace, high replayability thanks to the variable infection setup. Available on FroGames.it.

Axis & Allies & Zombies
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