Combat Commander: Pacific

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Combat Commander: Pacific is the standalone sequel to Combat Commander: Europe, shifting focus to the Pacific and Asian theaters of World War II. One player commands the Japanese forces while the other leads the Allies (America, Pacific Commonwealth, or China). The game uses the same card-driven system as CC:E but adds rules for Pacific-specific elements: caves, banzai charges, starshells, infiltration, and more.

Components

Setup

Same as CC: Europe - select scenario, set up map, deal starting hands, place units and objectives.

Turn Structure

Identical to CC: Europe: card-driven initiative system where the active player plays Fate cards for orders and actions.

Actions

All CC: Europe orders (Move, Fire, Advance, Rout, Recover, Artillery) plus Pacific-specific additions:

New Action Effect
Banzai Charge Japanese units make a mass advance into melee with combat bonuses
Infiltration Japanese units move stealthily through enemy positions
Cave Defense Japanese units enter caves, gaining strong defensive positions
Starshell Illuminate the battlefield at night to enable fire attacks
Amphibious Landing Allied units arrive from off-board by sea

Scoring / Victory Conditions

Same VP-based system as CC: Europe. VP from eliminating units, controlling objectives, and events. Game ends on time track or overwhelming VP advantage.

Special Rules & Edge Cases

Player Reference

Faction Key Strength
Japanese Melee (Banzai), caves, infiltration
American Firepower, artillery, air support
Pacific Commonwealth Balanced
Chinese Numbers, guerrilla tactics