
- BGG rank
- BGG #2,469
- BGG rating
- 7.7
Breakout: Normandy
- 2 players
- 240 min
- Complexity 3.4/5
- 1992

2015
Rules assistance for Mare Nostrum: War in the Mediterranean
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Mare Nostrum: War in the Mediterranean is a board game released in 2015 for 2–3 players and 360–600 minutes per game. It was designed by Joseph Miranda and its main mechanics are Area Movement, Dice Rolling, and Simulation.
The entire campaign in the Mediterranean theater of operations, 1940-43, using the Red Dragon Rising-South Seas Campaign system. The game map would stretch from Algeria to Iraq, and include strategic islands such as Malta and Crete. Ground units would be divisions, air units groups, and naval units at the squadron level. German divisions can break down into kampfgruppen. Armored units can employ special post combat movement rules, depending on their level of mobility. Special operations units will include the Long Range Desert Group, the Brandenburgers, and Italian naval commandos. Players can consult an Appeal to the High Command Table which may bring in additional reinforcements, or trigger loyalty changes in Vichy forces, or trigger the Iraqi coup. There will also be variable scenarios depending on the level of force commitment by both sides. Special rules will let the Axis build their Operation Herkules force to invade Malta, while the British can reorganize their forces for more efficient operations. Event chits will include the impact of ULTRA, American intervention (everything from carriers in the Med to Operation Torch), and leaders such as Rommel, O’Conner, Montgomery and Patton. Components: Two 22" x 34" maps & 560 counters
Mare Nostrum: War in the Mediterranean supports 2–3 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 Mare Nostrum: War in the Mediterranean is 360–600 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.
Mare Nostrum: War in the Mediterranean has a complexity rating of 3.5 out of 5 from BoardGameGeek players, which makes it a medium-weight 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.
Mare Nostrum: War in the Mediterranean belongs to these categories: Wargame and World War II. Its main mechanics are Area Movement, Dice Rolling, and Simulation. 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 Mare Nostrum: War in the Mediterranean are: Joseph Miranda. 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 Mare Nostrum: War in the Mediterranean as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.