AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
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.
Same as CC: Europe - select scenario, set up map, deal starting hands, place units and objectives.
Identical to CC: Europe: card-driven initiative system where the active player plays Fate cards for orders and 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 |
Same VP-based system as CC: Europe. VP from eliminating units, controlling objectives, and events. Game ends on time track or overwhelming VP advantage.
| Faction | Key Strength |
|---|---|
| Japanese | Melee (Banzai), caves, infiltration |
| American | Firepower, artillery, air support |
| Pacific Commonwealth | Balanced |
| Chinese | Numbers, guerrilla tactics |