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Solitaire Games → Empire of the Sun, 3rd Printing

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Empire of the Sun, 3rd Printing

3rd Printing Revisions: Owners of the 2nd edition will see no changes in major components in this reprint. But there are a couple of "inside the rules/scenarios/charts" changes. The major change is Erasmus v2 (the solo bot) will benefit from the techniques and graphics used in the Pericles solo system. The reprint will also include the South Pacific scenario featured in c3i.

COMPONENTS

LIVING RULES ONLINE RESOURCES REVIEWS

PUBLISHED: 2005, 2015
DESIGNER: Mark Herman
DEVELOPER: Stephen Newberg
ART DIRECTOR: Rodger B. MacGowan
MAP & CARD ART: Mark Simonitch
COUNTER ART: Mark Simonitch, Dave Lawrence, & Rodger B. MacGowan
PRODUCERS: Mark Simonitch, Rodger MacGowan, Gene Billingsley, Tony Curtis, Andy Lewis


Regular Price: $75.00
 P500 Price: $52.00 
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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 n 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.
 

Game Features

TIME SCALE 4 months per turn
MAP SCALE 150 miles per hex
UNIT SCALE

Brigade, Division, Corps, and Army

NUMBER OF PLAYERS 1-2