A somewhat silly variation, but invariably adds some twists to the game. Traditionally, Germany gets Jet Power and Japan gets Super Subs, but I've played where Germany and Japan can choose a technology of choice other than Heavy Bombers.
Free weapons developments for Axis powers.This variation makes life very tough on Japan, especially if she has some poor luck in the Pacific to start the game off. The lowest bidders are awarded the Axis power(s) and are given their compensation, either before the game begins or at the start of their first turn. Namely, the unit of currency is decided - IPCs or infantry or tech rolls - and then each player writes down how much of the currency they'd need to play Germany or Japan after which all players reveal their bids. Bidding system for choosing Axis player(s).Personally, I don't consider this a rule variation because I only play games where this is enforced. Here are the variants I've played with - always looking for new suggestions! What rule variations do you recommend for playing Axis & Allies, from ones meant to balance the game to ones that add a little spice?