
- BGG rank
- BGG #919
- BGG rating
- 8.3
Empire of the Sun: The Pacific War 1941-1945
- 1–2 players
- 360 min
- Complexity 4.4/5
- 2005

Expansion for Command at Sea: 4th Edition – War at Sea 1926-1955
1997
Rules assistance for Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series
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.
Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series is an expansion for Command at Sea: 4th Edition – War at Sea 1926-1955 released in 1997 for 2–12 players, 150 minutes per game, and ages 12 and up. It was designed by John D. Gresham and Michael Markowitz and its main mechanics are Hexagon Grid and Simulation.
Part II of the Mediterranean Naval War; July, 1941 to August, 1942. While Rommel's Afrika Korps was capturing the attention of the world, its fate was being decided in the Mediterranean sea. No matter how brilliantly the Field Marshal and his troops performed, the struggle could not be won without the supplies and equipment necessary to fight. Supermarina II, Volume 4 in Larry Bond's Game: Command at Sea portrays the apex of the struggle for naval supremacy in the Mediterranean, the vital supply link for both the Axis and Allied sides in North Africa. Containing two dozen new scenarios, Supermarina II shows the full range of operations that were the naval war in the Mediterranean Sea. Covering the period from July of 1941 to August of 1942, Supermarina II details everything - from U-boat attacks on battleships and aircraft carriers, to all out big-gun fleet engagements between battleships and cruisers. There are several scenarios that are highly suitable for solitaire play, a campaign scenarios depicting the many vicious Malta convoy battles, including Operations Harpoon, Pedestal, Vigorous and Halberd. Also the classic surface engagements of First and Second Sirte, as well as the battles of the Malta striking forces. You must own Supermarina I to play this module.
Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series supports 2–12 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 Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series is 150 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 Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series 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.
Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series has a complexity rating of 3.8 out of 5 from BoardGameGeek players, which makes it a heavy 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.
Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series belongs to these categories: Wargame, Nautical, and World War II. Its main mechanics are Hexagon Grid 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 Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series are: John D. Gresham and Michael Markowitz. 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 Supermarina II: The Second Part of the Mediterranean War – Volume IV in Larry Bond's Command at Sea Series as an expansion for Command at Sea: 4th Edition – War at Sea 1926-1955. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Command at Sea: 4th Edition – War at Sea 1926-1955 to use it. Check that your edition of Command at Sea: 4th Edition – War at Sea 1926-1955 is compatible, as some expansions were revised between editions.