
- BGG rank
- BGG #8,372
- BGG rating
- 6.9
Great War at Sea: The Mediterranean
- 2 players
- 120 min
- Complexity 2.8/5
- 1996

Rules assistance for Great War at Sea: Zeppelins
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Great War at Sea: Zeppelins is an expansion for Great War at Sea: Jutland released in 2007 for 2 players, 90 minutes per game, and ages 12 and up. It was designed by Michael Bennighof, Doug McNair, and John R. Phythyon, Jr. and its main mechanics are Dice Rolling and Hexagon Grid.
For a brief period, Ferdinand Graf Zeppelin's giant gas-filled airships ruled the world's skies. Though conceived as passenger craft, during the First World War rigid and semi-rigid airships performed long-range scouting and bombing missions. Great War at Sea: Zeppelins includes die-cut-and-mounted playing pieces, but these are special, oversized ones: 2/3-inch by 1-and-1/3-inch large pieces depicting famous airships of Germany, Great Britain, the United States, Italy, Austria-Hungary and France. These are used with the new tactical and operational rules provided; unlike the standard game rules that treat all airships the same, with the Zeppelins module, each airship class has its own range and endurance qualities. Every airship that played an important role in the First World War is present, both German Navy and German Army machines that scouted for the High Seas Fleet and attacked naval targets. The ultra-long-range "Africa Ship" L59 is present, along with the big, modern L100 class canceled by the war's end. The Royal Navy maintained a large fleet of airships, and the British get the Italian-built semi-rigid airship SR-1 along with the many rigid airships built at war's end. Italy built a large number of semi-rigid airships (with a solid keel rather than a complete frame as with a true zeppelin) and these are also included. The United States Navy gets its Shenandoah and Los Angeles, and the United States Army the big semi-rigid airship Roma. The French Dixmude, a former German zeppelin, is here as are Austria-Hungary's small contingent. New airship-centered scenarios, or modifications of current scenarios, are included for many of the Great War at Sea series games: Mediterranean, Jutland, U.S. Navy Plan Gold, U.S. Navy Plan Red and Dreadnoughts.
Great War at Sea: Zeppelins 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 Great War at Sea: Zeppelins is 90 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 Great War at Sea: Zeppelins 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.
Great War at Sea: Zeppelins has a complexity rating of 2.6 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.
Great War at Sea: Zeppelins belongs to these categories: Wargame, Nautical, and Expansion for Base-game. Its main mechanics are Dice Rolling and Hexagon Grid. 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 Great War at Sea: Zeppelins are: Michael Bennighof, Doug McNair, and John R. Phythyon, Jr.. 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 Great War at Sea: Zeppelins as an expansion for Great War at Sea: Jutland. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Great War at Sea: Jutland to use it. Check that your edition of Great War at Sea: Jutland is compatible, as some expansions were revised between editions.