I m also going with you can only spend the money in the Pacific side with no ground buys going towards India or China. Figs cost 11 icps so it would take either side 2-3 turns just to buy a plane if it went against China or India.
Same for Med. Place a token on top of money showing NO bonus money only goes P or Med. Just use a token with the letter P or M on it.
Pacific 2001
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Axis and Allies Pacific is one of the best games in the series of Axis and Allies. It shows how the Allies raced against time to stop the Japanese from expanding their empire in the south Pacific and Asia. Japan has the advantage even with the adjusted set-up. Here are some house rules that have helped me balance the game.
1. Victory conditions remain the same.
If you are Japan, you win in one of two ways:
- Occupy one Allied capital and hold it until the start of your next turn (must control Japan).
- Accumulate 22 victory points.
If you are the Allies, you win in one of two ways:
- Occupy Japan and hold it until the start of your next turn (must control home country).
- Prevent Japan from collecting any victory points on its turn.
2. Place 4 Infantry in India before the game begins.
- Provides some help with the India Crush by Japan.
3. Japan receives one victory point at the end of the first round.
- Same as Japan needing at least 24 victory points.
4. Japan may not attack seazone 5 in round 1.
- Japan will lose all 3 carriers in a counterattack and will not be able to recover and win.
5. Submarines must conduct one round of combat before submerging.
- This is how Larry Harris played the game after its release because substalling was an oversight in the rulebook.





