
- BGG rank
- BGG #7,482
- BGG rating
- 7.0
Eastern Front: A Panzer Grenadier Game
- 2 players
- 120 min
- Complexity 2.8/5
- 2005

Rules assistance for Second World War at Sea: Plan Z
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.
Second World War at Sea: Plan Z is an expansion for Second World War at Sea: Arctic Convoy released in 2016 for 1–2 players, 30 minutes per game, and ages 12 and up. It was designed by Michael Bennighof and James Stear and its main mechanics are Dice Rolling, Grid Movement, and Secret Unit Deployment.
From the Avalanche Press website: During the late 1930’s, the German Kriegsmarine came up with a plan for a powerful new fleet, built around several aircraft carriers and a half-dozen huge battleships, with flotillas of supporting cruisers and destroyers. Admiral Erich Raeder called this ambitious program Plan Z, and looked to complete it sometime in 1948. When war actually broke out in 1939, none of these ships had been completed or even started. Plan Z is a massive expansion set for Second World War at Sea, kicking off a new alternative history setting we’re calling The Long War. It features the ships and planes of Plan Z, pitting them against the Royal Navy and the additional ships and planes of its own building plans. There are 510 brand-new die-cut (and silky-smooth) pieces. The huge H-class battleships are here, M-class cruisers, P-class battle cruisers and much more. There are also over thirty new scenarios based on the battles that might have been waged in the North Atlantic in this alternate world. This module is not playable by itself, but requires ownership of Bismarck, Arctic Convoy and Sea of Iron to enjoy all of the scenarios.
Second World War at Sea: Plan Z supports 1–2 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 Second World War at Sea: Plan Z is 30 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 Second World War at Sea: Plan Z 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.
Second World War at Sea: Plan Z has a complexity rating of 3.0 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.
Second World War at Sea: Plan Z belongs to these categories: Wargame, Nautical, and World War II. Its main mechanics are Dice Rolling, Grid Movement, and Secret Unit Deployment. 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 Second World War at Sea: Plan Z are: Michael Bennighof and James Stear. 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 Second World War at Sea: Plan Z as an expansion for Second World War at Sea: Arctic Convoy. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Second World War at Sea: Arctic Convoy to use it. Check that your edition of Second World War at Sea: Arctic Convoy is compatible, as some expansions were revised between editions.