
- BGG rank
- BGG #1,715
- BGG rating
- 7.7
V-Sabotage
- 1–4 players
- 30–180 min
- Complexity 2.7/5
- 2016

Rules assistance for 2GM Tactics: Campaign Book II
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
2GM Tactics: Campaign Book II is an expansion for 2GM Tactics released in 2024 for 1–6 players, 30–60 minutes per game, and ages 12 and up. It was designed by Proyecto Enigma and its main mechanics are Dice Rolling, Grid Movement, and Deck, Bag, and Pool Building.
New Campaign Book for 2GM Tactics. Includes the European, Pacific Front, and North African campaigns. The Manual contains 50 pages. Includes the general scenario rules and 5 new campaigns, for a total of 31 scenarios. 1940: Battle of France 1941: South Pacific - Hong Kong 1941: South Pacific - Malaya 1943: Battle of Tunisia - Operation Torch 1945: Battle of Germany (United Kingdom) 1945: Battle of Germany (United States) 1945: Battle of Germany (Soviet Union) --- Nuevo libro de Campañas para 2GM Tactics. Incluye las campañas de Europa, Frente del Pacífico y Norte de África. El Manual contiene 50 páginas. Incluye las reglas generales de escenarios y 5 nuevas campañas, para un total de 31 escenarios. 1940: Batalla de Francia 1941: Pacífico Sur - Hong Kong 1941: Pacífico Sur - Malasia 1943: batalla de Túnez - Operación Torch 1945: batalla de Alemania (Reino Unido) 1945: batalla de Alemania (Estados Unidos) 1945: batalla de Alemania (Unión Soviética)
2GM Tactics: Campaign Book II supports 1–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for 2GM Tactics: Campaign Book II is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 2GM Tactics: Campaign Book II for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
2GM Tactics: Campaign Book II belongs to these categories: Card Game, Wargame, and World War II. Its main mechanics are Dice Rolling, Grid Movement, and Deck, Bag, and Pool Building. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 2GM Tactics: Campaign Book II are: Proyecto Enigma. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 2GM Tactics: Campaign Book II as an expansion for 2GM Tactics. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need 2GM Tactics to use it. Check that your edition of 2GM Tactics is compatible, as some expansions were revised between editions.