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Empire
of the Sun
1
- 2 players
Ages 12 & up
Author: Mark Herman
Publisher: GMT Games
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:
Tokyo Express
JN25 Code Change
China Airlift
20th Bomber Command
Kamikaze Attack
Carrier Conversion
Operation Forager
Combined Fleet
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
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