AXIS AND ALLIES PACIFIC GAMEPLAY MANUAL
10
What to do on a Turn
On your turn, follow the nine Phases as outlined
below. When you’ve completed the entire Phase
sequence, your turn is over. Play continues to the
next designated player who then completes the
entire sequence. When every player has completed an entire sequence, a round of play is over. It
will take more than one round of play to determine a winning side.
Order of Play
1. The Japanese player goes first.
2. The British player goes second. (India and
Australia move on the same turn.)
3. The American player goes third. (USA and
China move on the same turn.)
This order is repeated throughout the game.
Phases
During a turn, a player performs some or all of
the nine Phases in the following order:
Phase 1 Purchase Combat Units
Phase 2 Land Fighters on Combat Air
Patrol
Phase 3 Combat Movement
Phase 4 Resolve Combat
Phase 5 Place/Remove National Control
Markers and Adjust the National
Production Chart
Phase 6 Non-Combat Movement
Phase 7 Place New Units
Phase 8 Submerged Submarines Resurface
Damaged Battleships Uprighted
Phase 9 Collect Income
Players will not always want (or be able) to complete all of the Phases. Each of these Phases is
explained in detail below.
PHASE 1. PURCHASE COMBAT UNITS
You may now buy new combat units using IPCs
you have on hand. These should be placed on
your National Reference Chart. New units are not
placed on the gameboard until Phase 7. Unit
prices are shown on the National Reference
Charts under COST. For example, a fighter plane
costs 12 IPCs.
You do not have to buy combat units on your turn.
Some or all IPCs may be kept and used (in addition
to any other income collected) on a later turn.
Purchased units for each country should be
placed alongside the player’s National Reference
Chart.
Only the U.S. may purchase Marines and Industrial
Complexes.
Note: If you run out of a type of playing piece,
you may still buy that unit. Simply use a piece of
paper with the type of unit written on it.
Countries
Great Britain: Great Britain controls both India
and Australia. The purple Dutch East Indies are
part of the Australian income. These countries
move and fight together. However, they buy and
place units separately.
China: The United States controls all Chinese
units. China is different from all other countries
as follows:
• Payment: China does not collect IPCs but
receives one infantry unit for each territory
(with an IPC value) controlled by China at the
start of its turn. China also receives one additional infantry unit if the Burma Road is open
at the start of its turn. (See below.) New
Chinese infantry units must always be placed
in Szechwan.
• The Burma Road: This road is considered
open as long as none of the following territories are under Japanese control: India, Burma,
Yunnan and Szechwan.
• Infantry Units: Chinese infantry units operate
just like any other infantry units in the game
except they may not be loaded onto Allied
transports.
Note: The American player needs to check the
gameboard at this point on his turn to determine
how many Chinese infantry units to collect.
Earned infantry units are then put aside and
placed on the gameboard during Phase 7.
PHASE 2. COMBAT AIR CONTROL (CAP) FIGHTERS
MUST LAND
Combat Air Patrol is a special feature of this
game that involves fighter planes. CAP fighters
"take to the air" during Phase 6 of your turn and
must land in Phase 2 of your next turn. Fighters