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This description is from the
GMT Website used by g2ch with the permission of GMT Games
Game Description
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.
Game Components and Features
|
COUNTERS |
Two sets of counters (1/2" &
5/8") |
 |
|
CARDS |
Two decks of Strategy Cards
(82 Japanese and 83 Allied) |
|
MAPS |
One 22"x34"
Mapsheet |
|
OTHER |
- 2 Player Aid Cards (11"x17" &
8.5"x11")
- Rules Book
- One ten-sided die
|
| TIME SCALE
|
4
months per turn |
| MAP SCALE
|
150 miles per hex |
|
UNIT SCALE |
Brigade, Division, Corps, and
Army |
|
PLAYERS |
1-2 |
GMT Games is a successful publisher of numerous
award-winning war game titles. Whether you are a Grognard or new to war games,
you will appreciate GMT's high quality components and the extensive research
that backs up their games.
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