Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.
As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.
Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.
The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.
EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played in yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.
At the heart of the design are the 165 Strategy Cards - 82 Japanese and 83 Allied cards. Strategy Cards cover:
JN25 Code Change
20th Bomber Command
Halsey Carrier Raids
and so much more...
EotS does not use generic strength points but historical units. Naval units account for each ship that fought in the war. Air units are Japanese Army divisions or flotillas. Allied air units are numbered Air Forces. Army units are represented as Allied Corps or Japanese armies, while specialized amphibious units such as the 1st Marines are represented at the division level. An array of smaller special units are individually depicted in the game's order of battle.
Contents: Two sets of counters (1/2" and 5/8"), Two decks of Strategy Cards (82 Japanese and 83 Allied), One (55 x 90cm) Mapsheet, 2 Player Aid Cards (27 x 44cm and 21 x 30cm), Rules Book, One ten-sided die. Box approximately 30 x 23 x 5cm
1 - 2 players
Ages 12 & up
Author: Mark Herman
Publisher: GMT Games
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