Official Axis and Allies Pacific 1940 Rules

Last Updated on July 21, 2025 by The Official Game Rules Team

Axis & Allies: Pacific 1940 is a strategy board game set in the Pacific Theater of World War II. It pits Japan against the Allied powers—primarily the United States, China, and the British Empire—in a high-stakes battle for dominance. With naval warfare, island invasions, and economic strategy at its core, this game offers an intense and historically grounded experience for fans of large-scale tactical conflict.

Due to the rules being quite long and complicated, we’ve attached the official PDF here. The rules below are heavily summarized and we recommend reading the PDF to fully understand all the game mechanics.

Axis and Allies Pacific 1940 strategy board game box

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How to Play Axis and Allies Pacific 1940


Objective

Each player takes control of a major WWII power involved in the Pacific Theater. The objective depends on the side you’re playing:

  • Allies (USA, UK, ANZAC, China): Eliminate Japan’s ability to wage war by capturing key victory cities.
  • Axis (Japan): Expand control and capture a set number of victory cities before the Allies can stop you.

Victory is achieved by controlling a certain number of Victory Cities at the end of a turn.


Game Setup

  1. Choose sides: One player controls Japan, while 1–3 other players divide up the Allies.
  2. Place starting units on the map based on the setup chart provided.
  3. Distribute IPCs (Industrial Production Certificates) to each power to represent their starting income.

Setup Chart

ANZAC

Starting income: 10 IPCs

New South Wales: 2 infantry, 2 AAA, naval base, minor IC
Queensland: 2 infantry, 1 artillery, 1 fighter, air base, naval base
New Zealand: 1 infantry, 2 fighters, air base, naval base
Malaya: 1 infantry
SZ 62: 1 transport, 1 destroyer
SZ 63: 1 cruiser

China

Starting income: 12 IPCs

Szechwan: 6 infantry, 1 fighter
Yunnan: 4 infantry
Hunan: 2 infantry
Kweichow: 2 infantry
Shensi: 1 infantry
Suiyuan: 2 infantry

United Kingdom

Starting income: 16 IPCs

India: 6 infantry, 1 artillery, 3 AAA, 1 fighter, 1 tactical bomber, air base, naval base, major IC
Burma: 2 infantry, 1 fighter
Malaya: 3 infantry, naval base
Kwangtung: 2 infantry, naval base
SZ 37: 1 Battleship
SZ 39: 1 transport, 1 destroyer, 1 cruiser

United States

Starting income: 17 IPCs

Western United States: 2 infantry, 1 mechanized infantry, 1 artillery, 2 AAA, 1 fighter, air base, naval base, major IC
Hawaiian Islands: 2 infantry, 2 fighters, air base, naval base
Midway: air base
Wake Island: air base
Guam: air base
Philippines: 2 infantry, 1 fighter, air base, naval base
SZ 10: 1 transport, 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying 1 fighter and 1 tactical bomber), 1 battleship
SZ 26: 1 transport, 1 submarine, 1 destroyer, 1 cruiser
SZ 35: 1 submarine, 1 destroyer

Japan

Starting income: 26 IPCs

Japan: 6 infantry, 2 artillery, 1 tank, 3 AAA, 2 fighters, 2 tactical bombers, 2 strategic bombers, air base, naval base, major industrial complex
Iwo Jima: 1 infantry
Okinawa: 1 infantry, 1 fighter
Korea: 4 infantry, 1 fighter
Manchuria: 6 infantry, 1 mechanized infantry, 1 artillery, 1 AAA, 2 fighters, 2 tactical bombers
Jehol: 2 infantry, 1 artillery
Shantung: 3 infantry, 1 artillery
Kiangsu: 3 infantry, 1 artillery, 1 fighter, 1 tactical bomber
Kiangsi: 3 infantry, 1 artillery
Kwangsi: 3 infantry, 1 artillery
Siam: 2 infantry
Formosa: 1 fighter
Palau Island: 1 infantry
Caroline Islands: 2 infantry, 1 AAA, air base, naval base
SZ 6: 1 transport, 1 submarine, 2 destroyers, 1 cruiser, 2 aircraft carriers (each carrying 1 fighter and 1 tactical bomber), 1 battleship
SZ 19: 1 transport, 1 submarine, 1 destroyer, 1 battleship
SZ 20: 1 transport, 1 cruiser
SZ 33: 1 destroyer, 1 aircraft carrier (carrying 1 fighter and 1 tactical bomber)


Game Turn Sequence

Each power takes a full turn in the following order:

  1. Purchase Units: Spend IPCs to buy military units and place them in your mobilization zone.
  2. Combat Move: Declare all attacks by moving units into enemy territories or sea zones.
  3. Conduct Combat: Resolve all battles using dice to determine hits and casualties.
  4. Noncombat Move: Move units that did not engage in combat.
  5. Mobilize New Units: Deploy newly purchased units onto the board.
  6. Collect Income: Gain IPCs based on the value of territories you control.

Special Rules

  • Convoy Disruption: Japan can disrupt Allied income by controlling sea zones with convoy markers.
  • Kamikaze Attacks: Japan may use kamikaze tokens to attack enemy ships near certain islands.
  • National Objectives: Each power can earn bonus income by fulfilling specific historical goals.

Units and Combat

Each unit type (infantry, tanks, ships, planes) has specific attack, defense, and movement values. Combat is resolved using dice rolls, with hits assigned based on unit stats.


Victory Conditions

Allies win by retaking and controlling those same cities, effectively crippling Japan’s expansion.

Japan wins by capturing and holding a set number of Victory Cities.

If you enjoy Axis and Allies Pacific 1940, make sure to check out the original game: Axis and Allies 1942 and Axis & Allies: 1940 Europe

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