Third Reich/Great Pacific War Player's Guide
BGG rating
7.4

Third Reich/Great Pacific War Player's Guide

2004

Rules assistance for Third Reich/Great Pacific War Player's Guide

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–5 players
  • 360 min
  • 12+
  • Complexity 3.4/5

Rules assistant for Third Reich/Great Pacific War Player's Guide

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Answers come from the official rulebook, with the page to check.

Third Reich/Great Pacific War Player's Guide is a board game expansion released in 2004 for 2–5 players, 360 minutes per game, and ages 12 and up. It was designed by John Prados, Michael Bennighof, Brian L. Knipple, William Sariego, and John Herrington and its main mechanics are Hexagon Grid.

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About the game

(from Avalanche Press website:) The book comes with 120 die-cut and mounted counters, just like those in the games themselves. There are new scenarios covering two very real possibilities that never occurred: a 1936 war between France and the Soviet Union following the Nazi occupation of the Rhineland, and a 1946 war between East and West. Two smaller scenarios concentrate on the Spanish Civil War and the Japanese invasion of China. And we have variant rules. One set gives Spain and Turkey their own player, who controls both countries but does not have total freedom of action. And then there's the one players have demanded since the day we released John Prados' Third Reich: jet fighters. New jet fighter counters for Germany, Britain, the United States, the Soviet Union, Italy and Japan. Sporting the lovely graphics you've come to expect of the Me262, Gloster Meteor, Nakajima Kikka and more. A set of variant rules now requires that major powers build their jets once the science becomes available, rather than receiving an instant upgrade, and the technology can be captured. There are new political markers included, allowing Germany to develop advanced submarines, V1 and V2 missiles, and the atomic bomb. The German player has to pay a stiff economic and military price for such science, however. There are V1 and V2 unit counters, too. Drawing on the tradition of the original edition, we've also added a set of pre-war options players can add to spice up their games: Italian and Polish re-armament, the German Z-Plan, Japanese tank development, a Republican Spain, hard-fighting Austrians, Soviet naval development and more. The book's centerpiece is a series of strategy articles, analyzing the positions of every player in both the separate games and the combined scenarios. There are also guides to key concepts like economic warfare.

Questions and answers

Third Reich/Great Pacific War Player's Guide supports 2–5 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.