
- BGG rank
- BGG #1,127
- BGG rating
- 8.1
Combat Commander: Pacific
- 2 players
- 180 min
- Complexity 3.3/5
- 2008

Rules assistance for Combat Commander: Mediterranean
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.
Combat Commander: Mediterranean is an expansion for Combat Commander: Europe released in 2007 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Chad Jensen and its main mechanics are Hexagon Grid, Simulation, and Variable Phase Order.
(from GMT website:) Combat Commander: Volume II - Mediterranean (or CC:M) is the expansion to Combat Commander: Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family: Britain & the Commonwealth France & the Allied Minors Italy & the Axis Minors This second module in the Series: Combat Commander includes units, cards, and scenarios depicting the fighting forces of these nations. FATE CARDS: As for Germany, Russia and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelihood of surrender for broken Italian units; quality Orders, Actions and Events for the French but saddled with only a "1" discard capability; etc.). CC:M's Playbook will include the following: 12 new historical scenarios, each one including at least one of the three new nationalities. An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Re-playability value for Combat Commander gets even better with this new addition to the family. A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice! Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle. Additional designer's notes and play hints. And more... Combat Commander is one of those rare exceptional values in wargaming - one that can be revisited time and time again, each with a new tale to tell. NOTE: Combat Commander: Mediterranean is not a stand-alone game. You will need to own Combat Commander: Europe in order to play it. Components: 352x large counters (5/8") 140x small counters (1/2") 216x 2.5 x 3.5 cards 6x 2-sided 17 x 22 maps (twelve maps in total) 3x 2-sided player aid cards 1x 32-page Playbook 1x 24-page Rulebook
Combat Commander: Mediterranean supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Combat Commander: Mediterranean is 120 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 Combat Commander: Mediterranean 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.
Combat Commander: Mediterranean has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Combat Commander: Mediterranean belongs to these categories: Wargame, World War II, and Expansion for Base-game. Its main mechanics are Hexagon Grid, Simulation, and Variable Phase Order. 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 Combat Commander: Mediterranean are: Chad Jensen. 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 Combat Commander: Mediterranean as an expansion for Combat Commander: Europe. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Combat Commander: Europe to use it. Check that your edition of Combat Commander: Europe is compatible, as some expansions were revised between editions.