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Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
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The Empire of the Sun (EoTS) is a great strategic game on the entire Pacific War 1941-1945 designed by Mark Herman and published by GMT company. It is really an interesting game with many new additions to make feasible to play the entire WWII in the pacific theater in one weekend sitting session.


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Welcome to the latest installment of our Empire of the Sun introductory series.
If this is your first landing with the series you can take a look at the first installment about.
For a more general look at the game I wrote.
CDGs can take the edge off daunting hex and chit games by adding card empire of the sun board game review, which feels like a more euro style mechanic.
In this way Empire of the Sun feels very different, from the card management persepective at least.
But there is a form of tension in the cards that are dealt to you, because if you draw a hand of very few military events early, it can really change the type of strategy you have to employ in order to expand as the Japanese, or respond as the US early on.
Most other games say draw X cards, and you do so, simple as that.
Empire of the Sun has a more fluid drawing system, that reflects the state of the war and the resources available to you as military commander.
So, the rules regarding drawing your hand are contained in section 12.
So what is Stategic Warfare?
The Japanese player starts turn 2 The normal campaign starting point in Jan 1942 with a hand draw of 7 cards.
Before these cards are drawn, the Allied player makes a submarine attack die roll.
The Allied player subtracts the game turn from the die roll, if the result is zero or less then the Japanese draw is reduced by one card.
click all 1942 turns there is a +1 torpedo listed on the game turn track, this is a modifier to the Strategic Warfare roll just mentioned.
It represents dud torpedoes used in the early Pacific campaign and basically ensures that the Japanese player will start with a strong number of cards.
The American hand increses by one card per turn to a max of 7 cards, however will be reduced during the game due to the national surender of India, China, or Australia, as well as getting bogged down in the War in Europe.
Suffice it to say the bombers carry out bombing raids on Japanese Home Island industry from forward airbases, and this translates into less industrial strength or a smaller hand for the Japanese to work with.
Anatomy of a Card Looking at the cards there will be a certain level of familiarity with other Herman-style CDGs; an Ops value in the top left hand corner, a title, an image and some kind of event empire of the sun board game review special action description.
To start with, each card can be used in one of two general ways: As an Event Card, or as an Offensives Card.
Employing the card as an Event invokes the majority of the text on the card and allows special rules breaking effects that are the historical backbone of the game.
Using a card as just an Offensives Card means that you are in effect ignoring the special capabilites of the https://gsdonline.ru/board-game/strategy-board-games-online.html and using it as more of a generic Operations value to do whatever it is you want to do within the regular confines of the game system.
Figure 1 β€” There are 4 different types of cards in Empire of the Sun L-R: Military, Resource, Political and Reaction.
Empire of the Sun contains four different types of cards in each deck.
Figure 2 shows a pretty standard Military card, with a few red annotations.
The coloured bar at the top varies based on the card type, and the number in the top right hand corner is just a numerical assignment that each card in the game has, for ease of reference in errata, etc.
Every card has a value listed from 1-3, and represents a few things.
If using the card for the event only, the number is used as a multiplier empire of the sun board game review a units movement allowance.
An example of this is that naval units moving normally have a base move of 5 hexes.
If using the card as just a generic Offensives card, and ignoring the event, then the previous movement modifier still applies, however the OC value also dictates the base number of units that can be activated in that offensive.
As a side note you also add the HQs efficiency rating to this in order to calculate the total number of units that can be activated, so it is possible to conduct offensives with more than 3 units!
And finally 5 is the logistics value, used when playing go here Event.
The logistics value dictates the base number of units that can be activated by play of this Event.
So for Western Force Conquest of Sumatra, the Japanese player can activate 5 units.
In addition to this you can activate units equal to the logistics value of the HQ that was used to conduct the offensive.
Other parts of the card are the awesome artwork, top notch as always, and then special rules or effects of the event which, again, are only activated by using the card for the event.
Types of Cards The different types of Strategy Cards in Empire of the Sun all fulfill very different aspects of the game, but each can be integral to the success or failure of your empire of the sun board game review />The US Military Event: Operation Dexterity Military Cards black are the crux of your capacity to wage effective war in the Pacific.
Mark Herman did a great job of adapting each historical event so that the restrictions on the HQ activation and what you could do with the activated units means that the offensives you conduct with those cards will often look, or feel like, or exactly represent the depicted battle.
This is a really nice touch, and amazing that in such an open ended game this kind of historical I wont say accuracy but leaning is a feat of design.
A Couple of examples of Political Cards.
Political Cards yellow usually represent people or important, non combat events that affect either the war effort indirectly, or the national status of one or more countries on the board.
Each deck has a few War in Europe cards, which have a sliding scale of their effectiveness during the game for each side.
The other cards are ususally famous people, like Chiang Kai-shek, or Ghandi who alter the status of different countries and their political stability β€” either bringing them closer to national surrender or strengthening their infrastructures.
Resource Cards green contain valuable replacements and reinforcements amongst other things.
Empire of the Sun is a model for the war in the Pacific and as such the US navy juggernaut pumps out more and better vessels throughout the game.
On the other hand the Japanese player will find reinforcements and replacement points very hard to come by, as their visit web page resources are starved during the collapse of the empire.
With that in mind, empire of the sun board game review cards are unbelievably valuable for the Japanese player, and can extend the longevity for those elite prewar units.
You will almost never want to use these for anything other than the event especially playing as Japan, the US has a bit more freedom with these cards due to their reinforcement numbers and replacement points.
Reaction Cards blue are played when your opponent is conducting offensives, or is the phasing player.
They are used to interrupt offensives, or as above, to change the intelligence levels, or to hamper the enemy in other ways.
Some reaction cards are full counter attack offensives that allow you to bring units into combat and outflank the enemy.
Knowing this is very important, because that should tell you that using them as Reaction Cards for the events is very important.
Future Offensives Cards This special rule enables you to hold a card over until a later portion of the game, as well as potentially stealing the initiative.
You can play a card face down as your action, and then on a subsequent turn you can use that card for whatever it is.
A simple sacrifice of cards now for cards later.
If a player who does not hold the initiative fewer cards in initial card draw wishes to go first they can do so only by playing their card that was saved from an earlier turn specifically as an Event Card Offensive, so hopefully you saved a good one to catch the enemy off balance.
For example, a military event that activates an HQ to perform a huge offensive, that is currently out of supply.
I can save that card and spend some time getting that HQ back into supply in order to use that card later.
Figure 5 is a key for those icons that can also be found in the rulebook.
The Japanese player draws the 7 cards found in Figure 6 above, to start their first turn of 1942 with.
Overall a decent hand, that has some good military events, and also allows link Japanese to start making headway in other aspects of the game.
Initially, we need to take stock of those 3 big Military cards.
The East Force card is perfect for turn 2, because it allows not only a big Event Offensive, but drops paratroops into the Dutch East Indies DEI in order to eliminate a Dutch unit and capture one of those all important resource spaces.
If we can get China into a bad situation by destabilizing their government then they will surrender, and in doing so reduce the US hand size by 1 in subsequent rounds.
Take a look at Figure 8, to see the China track.
Figure 8 β€” Chang Empire of the sun board game review moves the Chinese Government Front marker down 1 space towards Government collapse.
In our starting hand we also have the Bridge on River Kwai event.
This event is extremely helpful in capturing Rangoon and securing a stronghold in the China Burma India CBI Theater.
Due to the terrain through the jungles and brush it is very slow empire of the sun board game review with ground troops in the area, so opening up this railway will make the attacks more potent and sustainable.
Figure 9 β€” Hexes 2108 and 2109 need to be controlled in order to implement the Bridge over the River Kwai political event card.
Okay, so that was a lot, but we got through it!
The cards can chicago board games downtown daunting when you have a new hand of 7, because they contain a lot of information and often have many exceptions to the written rules printed on them.
But through careful thought, and most importantly a well laid out plan, you will be able to effectively use your cards to further your war efforts.
If you enjoyed this entry, then watch out for the next in the series coming soon.
You can always check out the post as well as if you want to learn more in the mean time!
So, for me, this is the perfect way to organically grow into learning the game.
Question driven by the Tactics Zones post: it would appear, to my inexperienced eye, that you spend an awful lot of time just counting hexes to establish distance from HQ, again and again, each turn for each chit.
Liked by Hi there!
Thanks so much for reading.
You seem to be in a very similar boat as me, in that the rules were very daunting at first!
I plowed through them to get the just, and then started to play very slowly just to see the rules in action.
As to your question, the short answer is yes.
You do spend a fair bit of time tracing hexes for supply and command, and empire of the sun board game review out the ZOIs.
Like Actually the Vassal module comes to the rescue.
If you right click the HQ unit and click SHOW AREA, it will show you how far the range of that HQ is….
No more counting hexes.
I have owned it for quite a while now, but have yet to play a full game due to the initial overwhelming factor.
I have to learn it and then try to teach others how to play if I am not going to play solo.

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Mark Herman narrates a video tutorial on how to use the new Empire of the Sun 2nd Edition, solitaire system.. Empire of the Sun - review.wmv. LIVE with Mark Herman Famous Board Game Designer.


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Empire of the Sun - Unboxing and First Look on The Daily Dope #290

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The Empire of the Sun (EoTS) is a great strategic game on the entire Pacific War 1941-1945 designed by Mark Herman and published by GMT company. It is really an interesting game with many new additions to make feasible to play the entire WWII in the pacific theater in one weekend sitting session.


Enjoy!
EotS Solo Tutorial - YouTube
Valid for casinos
Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
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Introduction Empire of the Sun is a strategic level card driven turn based board game portraying the Pacific Theater of World War II from December 1941 to August 1945.
There empire of the sun board game review three campaign games starting in December 1941, January 1942 and January 1943 respectively and three year long scenarios for 1942, 1943 and 1944.
Taking the role as the war leaders of either the Japanese or Western Allies, players use cards to launch offensives that allow them to maneuver fleets and armies across a hexagonal map board spanning from the Indian Ocean to Pearl Harbor, Hawaii.
The cards can also be used to simulate aspects of the war, to include the initial Japanese offensives in late 1941, inter-service rivalry and the allied code breaking ambushes such as the Battle of Midway.
The card driven nature of the game represents limited resources, forcing the players to always make choices as there is never enough to go round.
Offensive and Reactive movement and combat as well as supply are chicago board games downtown the areas that have caused the most controversy in this respect.
The victory conditions have also sparked much discussion, the onus being on the Western Allies to ride out the initial Empire of the sun board game review onslaught and then launch a series of counterstrikes without suffering excessive casualties that empire of the sun board game review allow the conquest of the Japanese home islands before the end alchemist board game online the campaign.
Empire of the Sun is a fascinating synthesis of new concepts as well as Mark Herman?
War in the Pacific.
It may prove to be the classic treatment of strategic level warfare in the Pacific Theater of World War II.
Plot and Presentation On December 7, 1941, the Japanese Empire launched a series of attacks on British, Dutch, Australian and US forces in the Pacific Theater that rivaled the earlier German blitzkriegs in Europe.
Surprise attacks spearheaded by naval and land based air power on Pearl Harbor and the Philippines destroyed or disabled much of America?
Over the next six months, the Japanese overran Burma, Hong Kong, Malaya, Singapore, the Dutch East Indies, Guam, Wake, New Britain, and much of New Guinea.
They inflicted tremendous losses on the Allied forces while suffering few setbacks or casualties of their own.
With these conquests came the natural resources needed to support the Empire that the Japanese home islands could not provide.
The tide of conquest was halted in May and June 1942 empire of the sun board game review Allied reactions to Japanese offensives, abetted in many cases by intelligence such as Ultra, defeated attempts to take Port Moresby in New Guinea and Midway Island in the Central Pacific.
More importantly, the Japanese lost irreplaceable aircraft carriers and air crews, blunting their offensive capability.
The next year saw a battle of attrition, as both sides mounted offensives and counter-offensives throughout the theater.
By mid-year 1943, The Japanese had lost the battle for Guadalcanal in the Solomon Islands and Buna in New Guinea, had been forced out of the Aleutian Islands, and were generally on the defensive everywhere.
The US submarine campaign against Japanese shipping was well underway, threatening to cut Japan off from the resources so recently acquired by force.
Four general Allied offensive areas developed.
In the Southwest Pacific, it was a drive up the Solomon?
A Central Pacific drive would liberate Guam and give the Allies bases from which to launch long range bomber strikes followed by the invasion of Japan itself.
In Burma, the last Japanese invasion of India would not be turned back until early 1944 and it was not until early 1945 that an overland supply route to China, the last offensive area, was reopened.
Resource constraints dogged both sides throughout the conflict.
The Japanese Army and Navy were constantly at odds over the balance between China, Burma and the Pacific.
The Allies empire of the sun board game review more resources, but in addition to allocating amongst the four areas, had to determine the split between the Pacific and European Theatres.
Combined arms empire of the sun board game review the key to victory in the Pacific, whether air and land power in China, Burma, and India or air, naval, and land in the Pacific Ocean.
In hindsight, the Japanese were not capable of defeating the Western Allies.
Realistically the best they could hope for was to make the war so costly that, combined with German successes, the Allies would agree to a negotiated peace.
This was not to be, however, empire of the sun board game review the Allied offensives continue to gain momentum.
Major Japanese bases, such as Rabaul and Truk, were neutralized and bypassed as Japanese forces were decimated and the ring tightened.
The capture of Iwo Jima and Okinawa followed in preparation for the invasion of the Japanese home islands, set to commence in November 1945.
The strategic submarine and bomber campaigns continued to remorselessly isolate and destroy Japan?
Japan appeared willing to fight on, however, the combination of atomic bomb attacks and the Soviet Union?
Empire of the Sun depicts all of the major elements found in the Pacific Theater during World War II.
The overwhelming nature of the initial attacks, the combined arms nature of the conflict, intelligence, Japanese resource requirements, strategic submarine and bomber warfare, the relative strength of Japan in regards to the Western Allies, political will, the war in Europe and the CBI China, Burma, India theater.

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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.


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empire of the sun board game review

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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.


Enjoy!
Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
Valid for casinos
Empire of the Sun | Wargamer
Visits
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Introduction Empire of the Sun is a strategic level card driven turn based board game portraying the Pacific Theater of World War II from December 1941 to August 1945.
There are three campaign games starting in December 1941, January 1942 and January 1943 respectively and three year long scenarios for 1942, 1943 and 1944.
Taking the role as the war leaders of either the Japanese or Western Allies, players use cards to launch offensives that allow them to maneuver fleets and armies across a hexagonal map board spanning from the Indian Ocean to Pearl Harbor, Hawaii.
The cards can also be used to simulate aspects of the war, to include the initial Japanese offensives in late 1941, inter-service rivalry and the allied code breaking ambushes such as the Battle of Midway.
The card driven nature of the game represents limited resources, forcing the players to always make choices as there is never most complex board game to go round.
Offensive and Reactive movement and combat as well as supply are probably the areas that have caused the most controversy in this respect.
The victory conditions have also sparked much discussion, the onus being on the Western Allies to ride out the initial Japanese onslaught empire of the sun board game review then launch a series of counterstrikes without suffering excessive casualties that will allow the conquest of the Japanese home islands before the end of the campaign.
Empire of the Sun is a fascinating synthesis of new concepts as well as Mark Herman?
War in the Pacific.
It may prove to be the classic treatment of strategic level warfare in the Pacific Theater of World War II.
Plot and Presentation On December 7, 1941, the Japanese Empire launched a series of attacks on British, Dutch, Australian and US forces in the Pacific Theater click rivaled the earlier German blitzkriegs in Europe.
Surprise attacks spearheaded by naval and land based air power on Pearl Harbor and the Philippines destroyed or disabled much of America?
Over the next six months, the Japanese overran Burma, Hong Kong, Malaya, Singapore, the Dutch East Indies, Guam, Wake, New Britain, and much of New Guinea.
They inflicted tremendous losses on the Allied forces while suffering few setbacks or casualties of their own.
With these conquests came the natural resources needed to support the Empire that the Japanese home islands could not provide.
The tide of conquest was halted in May and June 1942 when Allied reactions to Japanese offensives, abetted in many cases by intelligence such as Ultra, defeated attempts to take Port Moresby in New Guinea and Midway Island in the Central Pacific.
More importantly, the Japanese lost irreplaceable aircraft carriers and air crews, blunting their empire of the sun board game review capability.
The next year saw a battle of attrition, as both sides mounted offensives and counter-offensives throughout the theater.
By empire of the sun board game review 1943, The Japanese had lost the battle for Guadalcanal in the Solomon Islands and Buna in New Guinea, had been forced out of the Aleutian Islands, and were generally on the defensive everywhere.
The US submarine campaign against Japanese shipping was well underway, threatening to cut Japan off from the resources so recently acquired by force.
Four general Allied offensive areas developed.
In the Southwest Pacific, it was a drive up the Solomon?
A Central Pacific drive would liberate Guam and give the Allies bases from which to launch long range bomber strikes followed by the invasion of Japan itself.
In Burma, the last Japanese invasion of India would not be turned back until early 1944 and it was not until early 1945 that an overland supply route to China, the last offensive area, was reopened.
Resource constraints dogged both sides throughout the conflict.
The Japanese Army and Navy were constantly at odds over the balance between China, Burma and the Pacific.
The Allies possessed more resources, but in addition to allocating amongst the four areas, had to determine the split between the Pacific and European Theatres.
Combined arms were the key to victory in the Pacific, whether air and land power in China, Burma, and India or air, naval, and land in the Pacific Ocean.
In hindsight, the Japanese were not capable of defeating the Western Allies.
Even with the majority of Allied forces arrayed against the Germans, the Japanese were soon vastly outnumbered.
Realistically the best empire of the sun board game review could hope for was to make the war so costly that, combined with German successes, the Allies would agree to a negotiated peace.
This was not to be, however, and the Allied offensives continue to gain momentum.
Major Japanese bases, such as Rabaul and Truk, were neutralized and bypassed as Japanese forces were decimated and the ring tightened.
The capture of Iwo Jima and Okinawa followed in preparation for the invasion of the Japanese home islands, set to commence in November 1945.
The strategic submarine and bomber campaigns continued to remorselessly isolate and destroy Japan?
Japan appeared willing to fight to board physics related games, however, the combination of atomic bomb attacks and the Soviet Union?
Empire of the Sun depicts all of the major elements found in the Pacific Theater during World War II.
The overwhelming nature of the initial attacks, the combined arms nature of the conflict, intelligence, Japanese resource requirements, strategic submarine and bomber warfare, the relative strength of Japan in regards to the Western Allies, political will, the war in Europe and the CBI China, Burma, India theater.

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Empire of the Sun | Wargamer
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EotS Solo Tutorial - YouTube
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Welcome to the latest installment of our Empire of the Sun introductory series.
If this is your first landing with the series you can take a look at the first installment about.
For a more general look at the game I wrote.
CDGs can take the edge off daunting hex and chit games by adding card play, which feels like a more euro style mechanic.
In this way Empire of the Sun feels very different, from the card management persepective at least.
But there is a form of tension in the cards that are dealt to you, because if you draw a hand of very few military events early, it can really change the type of strategy you have to employ in order to expand as empire of the sun board game review Japanese, or respond as the US early on.
Most other games say draw X cards, and you do so, simple as that.
Empire of the Sun has a more fluid drawing system, that reflects the state of the war and the resources available to you as military commander.
So, the rules regarding drawing your hand are contained in section 12.
So what is Stategic Warfare?
The Japanese player starts turn 2 The normal campaign starting point in Jan 1942 with a hand draw of 7 cards.
Before these cards are drawn, the Allied player makes a submarine attack die roll.
The Allied player subtracts the game turn from the die roll, if the result is zero or less then the Japanese draw is reduced by one card.
In all 1942 turns there is a +1 torpedo listed on the game turn track, this is a modifier to the Strategic Warfare roll just mentioned.
It represents dud torpedoes used in the early Pacific campaign and basically ensures that the Japanese player will start with a strong number of cards.
The American hand increses by one card per turn to a max of 7 cards, however will be reduced during the game due to the national surender of India, China, or Australia, as well as getting bogged down in the War in Europe.
Suffice it to say the bombers carry out bombing raids on Japanese Home Island industry from forward airbases, and this translates into less industrial strength or a smaller hand for the Japanese to work with.
Anatomy of a Card Looking at the cards there will be a certain level of familiarity with other Herman-style CDGs; an Ops value in the top left hand corner, a title, an image and some kind of event or special action description.
To start with, each card can be used in one of two general ways: As an Event Card, or as an Offensives Card.
Employing the card as an Event invokes the majority of the text on the card and allows special rules breaking effects that are the historical backbone of the game.
Using a card as just an Offensives Card means that you are in effect ignoring the special capabilites of the card and using it as more of a generic Operations value to do whatever it is you want to do within the regular confines of the game system.
Figure 1 β€” There are 4 different types of cards in Empire of the Sun L-R: Military, Resource, Political and Reaction.
Empire of the Sun contains four different types of cards in each deck.
Figure 2 shows a pretty standard Military card, with a few red annotations.
The coloured bar at the top varies based on the card type, and the number in the top right hand corner is just a numerical assignment that each card in the game has, for ease of reference in errata, etc.
Every card has a value listed from 1-3, and represents a few this web page />If using the card for the event only, the number is used as a multiplier for a units movement allowance.
An example of this is that naval units moving normally have a base move of 5 hexes.
If using the card as just a generic Offensives card, and ignoring the event, then the previous movement modifier still applies, however the OC value also dictates the base number of units that can be activated in that offensive.
As a side note you also add the HQs efficiency rating to this in order to calculate the total number of units that can be activated, so it is possible to conduct offensives with more than 3 units!
And finally 5 is the logistics value, used when playing the Event.
The logistics value dictates the base number of units that can be activated by play of this Event.
So for Western Force Conquest of Sumatra, the Japanese player can activate 5 units.
In addition to this you can activate units equal to the logistics value of the HQ that was used to conduct the offensive.
Other parts of the card are the awesome artwork, top notch as always, and then special rules or effects of the event which, again, are only activated by using the card for the event.
Types of Cards The different types of Strategy Cards in Empire of the Sun all fulfill very different aspects of the game, but each can be integral to the success or failure of your campaign.
The US Military Event: Operation Dexterity Military Cards black are the crux of your capacity to wage effective war in the Pacific.
Mark Herman did a great job of adapting each historical event so that the restrictions on the HQ activation and what you could do with the activated units means that the offensives you conduct with those cards will often look, or feel like, or exactly represent the depicted battle.
This is a really nice touch, and amazing that in such an open ended game this kind of historical I wont say accuracy but leaning is a feat of design.
A Couple of examples of Political Cards.
Political Cards yellow usually represent people or important, non combat events that affect either the war effort indirectly, or the national status of one or more countries on the board.
Each deck has a few War in Europe cards, which have a sliding scale of their effectiveness during the game for each side.
The other cards are ususally famous people, like Chiang Kai-shek, or Ghandi who alter the status of different countries and their political stability β€” either bringing them closer to national surrender or strengthening their infrastructures.
Resource Cards green contain valuable replacements and reinforcements amongst other things.
Empire of the Sun is a model for the war in the Pacific and as such the US navy juggernaut pumps out more and better vessels throughout the game.
On the other hand the Japanese player will find reinforcements and replacement points very hard to come by, as their strategic resources are starved during the collapse of the empire.
With that in mind, these cards are unbelievably valuable for the Japanese player, and can extend the longevity for those elite prewar units.
You will almost never want to use these for anything https://gsdonline.ru/board-game/guess-who-board-game-characters.html than the event especially playing as Japan, the US has a bit more freedom with these cards due to their reinforcement numbers and replacement points.
Reaction Cards blue are played when your opponent is conducting offensives, or is the phasing player.
They are used to interrupt empire of the sun board game review, or as above, to change the intelligence levels, or to hamper the enemy in other ways.
Some reaction cards are full counter attack offensives that allow you to bring units into combat and outflank the enemy.
Knowing this is very important, because that should tell you that using them as Reaction Cards for the events is very important.
Future Offensives Cards This special rule enables you to hold a card over until a later portion of the game, as well as potentially stealing the initiative.
You can play a card face down as your action, and then on a subsequent turn you can use that card for whatever it is.
A simple sacrifice of cards now for cards later.
If a player who does not hold the initiative fewer cards in initial card draw wishes to go first they can do so only by playing their card that was saved from an earlier turn specifically as an Event Card Offensive, so hopefully you saved a good one to catch the enemy off balance.
For example, a military event that activates an HQ to perform a huge offensive, that is currently out of supply.
I can save that card and spend some time getting that HQ back into supply in order to use that card later.
Figure 5 is a key for those icons that can also be found in the rulebook.
The Japanese player draws the 7 cards found in Figure 6 above, to start their first turn of 1942 with.
Overall a decent hand, that snakes and ladders how to play board game some good military events, and also allows the Japanese to start making headway in other aspects of the game.
Initially, we need to take stock of those 3 big Military cards.
The East Force card is perfect for turn 2, because it allows not only a big Event Offensive, but drops paratroops into the Dutch East Indies DEI in order to eliminate a Dutch unit and capture one of those all important resource spaces.
If we can get China into a bad situation by destabilizing their government then they will surrender, and in doing so reduce the US hand size by 1 in subsequent rounds.
Take a look at Figure 8, to see the China track.
Figure 8 β€” Chang Kai-shek moves the Chinese Government Front marker down 1 space towards Government collapse.
In our starting hand we also have the Bridge on River Kwai event.
This event is extremely helpful in capturing Rangoon and securing a stronghold in the China Burma India CBI Theater.
Due to the terrain through the jungles and brush it is very slow going with ground troops in the area, so opening up this railway will make the attacks more potent and sustainable.
Figure 9 β€” Hexes 2108 and 2109 need to be controlled in order to implement the Bridge over the River Kwai political event card.
Okay, so that was a lot, but we got empire of the sun board game review it!
The cards can seem daunting when you have a new hand of 7, because they contain a lot of information and often have many exceptions to the written rules printed on them.
But through careful thought, and most importantly a well laid out plan, you will be able to effectively use your cards to further your war efforts.
If you enjoyed this entry, then watch out for the next in the series coming soon.
So, for me, this is the perfect way to organically grow into learning the game.
Question driven by the Tactics Zones post: it would appear, to my inexperienced eye, that you spend an awful lot of time just counting hexes to establish distance from HQ, again and again, each turn for each chit.
Liked by Hi there!
Thanks so much for reading.
You seem to be in a very similar boat as me, in that the rules were player board games uk daunting at first!
I plowed through them to get the just, and then started to for free board game instructions mine very slowly just to see the rules in action.
As to your question, the short answer is yes.
You do spend a fair bit of time tracing hexes for supply and command, and counting out the ZOIs.
Like Actually the Vassal module comes to the rescue.
If you right click the HQ unit and click SHOW AREA, it will show you how far the range of that HQ is….
No more counting hexes.
I have owned it companies board game quite a while now, but have yet to empire of the sun board game review a full game due to the initial overwhelming factor.
I have to learn it and then try to teach others how to play if I am not going to play solo.

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Review My Rising Sun review after one play. but I think they are among the more detailed I've seen in a board game (apart from some that you have to assemble, such.


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Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
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Well, I happen to believe that any game deserves a review, no matter hold old or new it is, because part of my enjoyment of boardgaming is comparative design analysis and historical evaluation. Empire of the Sun doesn’t just hold up remarkably well after almost a decade and a half–it actually looks better compared to what has followed it.


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(from GMT website:) 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.


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Empire of the Sun, 3rd Printing. 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.


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Board game of the War in the Pacific during World War II Evolution of Avalon Hill's Empire of the Rising Sun game Mates to its companion game covering Europe (now out of print) Strategic level, covering the area from Burma to China & the Pacific west to Hawaii


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Welcome to the latest installment of our Empire of the Sun introductory series.
If this is your first landing with the series you can take a look at the first installment about.
For a more general look at the game I wrote.
In this way Empire of the Sun feels very different, from the card management persepective at least.
But there is a form of tension in the cards that are dealt to you, because if you draw a hand of very few military events early, it can really change the type of strategy you have to employ in order to expand as the Japanese, or respond as the US early on.
Most other games say draw X cards, and you do so, simple as that.
Empire of the Sun has a more fluid drawing system, that reflects the state of the war and the resources available to you as military commander.
So, the rules regarding drawing your hand are contained in section 12.
So what is Stategic Warfare?
The Japanese player starts turn 2 The normal campaign starting point in Jan 1942 with a hand draw of 7 cards.
Before these cards are drawn, the Allied player makes a submarine attack die roll.
The Allied player subtracts the game turn from the die roll, if the result is zero or less then the Japanese draw is reduced by one card.
In all 1942 turns there is a +1 torpedo listed on the game turn track, this is a modifier to the Strategic Warfare roll just mentioned.
It represents dud torpedoes used in the early Pacific campaign and basically ensures that the Japanese player will start with a strong number of cards.
The American hand increses by one card per turn to a max of 7 cards, however will be reduced during the game due to the national surender of India, China, or Australia, as well as getting bogged down in the War in Europe.
Suffice it to say the bombers carry out bombing empire of the sun board game review on Japanese Home Island industry from forward airbases, and this translates into less industrial strength or a smaller hand for the Japanese to work with.
Anatomy of a Card Looking at the opinion board game discount code phrase there will be a certain level of familiarity with other Herman-style CDGs; an Ops value in the top left hand corner, a title, an image and some kind of event or special action description.
To start with, each card can be used in one of two general ways: As an Event Card, or as an Offensives Card.
Employing the card as an Event invokes the majority of the text on the card and allows special rules breaking effects that are the historical backbone of the game.
Using a card as just an Offensives Card means that you are in effect ignoring the special capabilites of the card and using it as more of a generic Operations value to do whatever it is you want to do within the regular confines of the game system.
Figure 1 β€” There are 4 different types of cards in Empire of the Sun L-R: Military, Resource, Political and Reaction.
Empire of the Sun contains four different types of cards in each deck.
Figure 2 shows a pretty standard Military card, with a few red annotations.
The coloured bar at the top varies based on the card type, and the number in the top right hand corner is just a numerical assignment that each card in the game has, for ease of reference in errata, etc.
Every card has a value listed from 1-3, and represents a few things.
If using the card for the event only, the number is used as a multiplier for a units movement allowance.
An example of this is that naval units moving normally have a base move of 5 hexes.
If using the card as just a generic Offensives card, and ignoring the event, then the previous movement modifier still applies, however the OC value also dictates the base number of units that can be activated in that offensive.
As a side note you also add the HQs efficiency rating to this in order to calculate the total number of units that can be activated, so it is possible to conduct offensives with more than 3 units!
And finally 5 is the logistics value, used when playing the Event.
The logistics value dictates the base number of units that can be activated by play of this Event.
So for Western Force Conquest of Sumatra, the Japanese player can activate 5 units.
In addition to this you can activate units equal to the logistics value of the HQ that was used to conduct the offensive.
Other parts of the card are the awesome artwork, top notch empire of the sun board game review always, and then special rules or effects of the event which, again, are only activated by using the card for the event.
Types of Cards The different types of Strategy Cards in Empire of the Sun all fulfill very different aspects of the game, but each can read more integral to the success or failure of your campaign.
The US Military Event: Operation Dexterity Military Cards black are the crux of your capacity to wage effective war in the Pacific.
Mark Herman did a great job of adapting each historical event so that the restrictions on the HQ activation and what you could do with the activated units means that the offensives you conduct with those cards will often look, or feel like, or exactly represent the depicted battle.
This is a really nice touch, and amazing that in such an open ended game this kind of historical I wont say accuracy but leaning is a feat of design.
A Couple of examples of Political Cards.
Political Cards yellow usually represent people or important, non combat events that affect either the war effort indirectly, or the national status of one or more countries on the board.
Each deck has a few War in Europe cards, which have a sliding scale of their effectiveness during the game for each side.
The other cards are ususally famous people, like Chiang Kai-shek, or Ghandi who alter the status of different countries and their political stability β€” either bringing them closer to national surrender or strengthening their infrastructures.
Resource Cards green contain valuable replacements and reinforcements amongst other things.
Empire of the Sun is a model for the war in the Pacific and as such the US navy juggernaut pumps out more and better vessels throughout the game.
On the other hand the Japanese player will find reinforcements and replacement points very hard to come by, as their strategic resources are starved during the collapse of the empire.
With that in mind, mouse trap board game play free online cards are unbelievably valuable for the Japanese player, and can extend the longevity for those elite this web page units.
chicago board game bars will almost never want to use these for anything other than the event especially playing as Japan, the US has a bit more freedom with these cards due to their reinforcement numbers and replacement points.
Reaction Cards blue are played when your opponent is conducting offensives, or is the phasing player.
They are used to interrupt offensives, or as above, to change the intelligence levels, or to hamper the enemy in other ways.
Some reaction cards are full counter attack offensives that allow you to bring units into combat and outflank the enemy.
Knowing this is very important, because that should tell you that using them as Reaction Cards for the events is very important.
Future Offensives Cards This special rule enables you to hold a card over until a later portion of the game, as well as potentially stealing the initiative.
You can play a card face down as your action, and then on a subsequent turn you can use that card for whatever it is.
A simple sacrifice of cards now for cards later.
If a player who does not hold the initiative fewer cards in initial card draw wishes to go first empire of the sun board game review can do so only by playing their card that was saved from an earlier turn specifically as an Event Card Offensive, so hopefully you saved a good one to catch the enemy off balance.
For example, a military event that activates an HQ to perform a huge offensive, that is currently out of supply.
I can save that card and spend some empire of the sun board game review getting that HQ back into supply in order to use that card later.
Figure 5 is a key for those icons that can also be found in the rulebook.
The Japanese player draws the 7 cards found in Figure 6 above, to start their first turn of 1942 with.
Overall a decent hand, that has some good military events, and also allows the Japanese to start making headway in other aspects of the game.
Initially, we need to take stock of those 3 big Military cards.
The East Force card is perfect for turn 2, because it allows not only a big Event Offensive, but drops paratroops into the Dutch East Indies DEI in order to eliminate a Dutch unit and capture one of those all important resource spaces.
If games las vegas nv can get China into a bad situation by destabilizing their government then they will surrender, and in doing so reduce the US hand size by 1 in subsequent rounds.
Take a look at Figure 8, to see the China track.
Figure 8 β€” Chang Kai-shek moves the Chinese Government Front marker down 1 space towards Government collapse.
In our starting hand we also have the Bridge on River Kwai event.
This event is extremely helpful in capturing Rangoon and securing a stronghold in the China Burma India CBI Theater.
Due to the terrain through the jungles and brush it is very slow going with ground troops in the area, so opening up this railway will make the attacks more potent and sustainable.
Figure 9 β€” Hexes 2108 and 2109 need to be controlled in order to implement the Bridge over the River Kwai political event card.
Okay, so that was a lot, but we got through it!
The cards can seem daunting when you have a new hand of 7, because they contain a lot of information and often have many exceptions to the written rules printed on them.
But through careful thought, and most importantly a well laid out plan, you will be able to effectively use your cards to further your war efforts.
If you enjoyed this entry, then watch out for the next in the series coming soon.
You can always check out the post as well as empire of the sun board game review you want to learn more in the mean time!
So, for me, this is the perfect way to organically grow into learning the game.
Question driven by the Tactics Zones post: it would appear, to my inexperienced eye, that you spend an awful lot of time just counting hexes to establish distance from HQ, again and again, each turn for each chit.
Liked by Hi there!
Thanks so much for reading.
You seem to be in a very similar boat as me, in that the rules were empire of the sun board game review daunting at first!
I plowed through them to get the just, and then started to play very slowly just to see the rules in action.
As to your question, the short answer is yes.
You do spend a fair bit of time tracing hexes for supply and command, and counting out the ZOIs.
Like Actually the Vassal module comes to the rescue.
If you right click empire of the sun board game review HQ unit and click SHOW AREA, it will show you how far the range of that HQ is….
No more counting hexes.
I have owned it for quite a while now, but have yet to play a full game due to the initial overwhelming factor.
I have to learn it and then try to teach others how to play if I am not going to play solo.

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The Manhattan Project: Energy Empire is a great to bring out with gamers new to worker placement and resource management, but seasoned gamers can tire quickly with not enough to challenge from one game to the next. If you’d like to pick up a copy of The Manhattan Project: Energy Empire, you can get it for about $50.


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Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
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Unboxing: Comparison - Empire of the Sun 2nd Ed. from GMT Games - The Players' Aid

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Empire of The Rising Sun (RSN–1995) is a board wargame published originally by Avalon Hill, designed by Bruce Harper with much input by Dave Casper into the naval warfare rules. This is the Pacific War companion game to Advanced Third Reich (A3R), using similar rules, and containing once again a copy of "Ultra" magazine with a synopsis of the.


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Introduction Empire of the Sun is empire of the sun board game review strategic level card driven turn based board game portraying the Pacific Theater of World War II from December 1941 to August 1945.
There are three campaign games starting in December 1941, January 1942 and January 1943 respectively and three year long scenarios for 1942, 1943 and 1944.
Taking the role as the war leaders of either empire of the sun board game review Japanese or Western Allies, players use cards to launch offensives that allow them to maneuver fleets and armies across a hexagonal map board spanning from the Indian Ocean to Pearl Harbor, Hawaii.
The cards can also be used to simulate aspects of the war, to include the initial Japanese offensives in late 1941, inter-service rivalry and the allied code breaking ambushes such as the Battle of Midway.
The card driven nature of the game represents limited resources, forcing the players to always make choices as there is never enough to go round.
Offensive and Reactive movement and combat as well as supply are probably the areas that have caused the most controversy in this respect.
The victory conditions have also sparked much discussion, the onus being on the Western Allies to ride out the initial Japanese onslaught and then launch a series of counterstrikes without suffering excessive casualties that will allow the conquest of the Japanese home islands before the end of the campaign.
Empire of the Sun is a fascinating synthesis of new concepts as well as Mark Herman?
War in the Pacific.
It may prove to be the board volcano game eruption treatment of strategic level warfare in the Pacific Theater of World War II.
Plot and Presentation On December 7, 1941, the Japanese Empire launched a series of attacks on British, Dutch, Australian and US forces in the Pacific Theater that rivaled the earlier German blitzkriegs in Europe.
Surprise attacks spearheaded by naval and land based air power on Pearl Harbor and the Philippines destroyed or disabled much of America?
Over the next six months, the Japanese overran Burma, Hong Kong, Malaya, Singapore, the Dutch East Indies, Guam, Wake, New Britain, and much of New Guinea.
They inflicted tremendous losses on the Allied forces while suffering few setbacks or casualties of their own.
With these conquests came the natural resources needed to support the Empire that the Japanese home islands could not provide.
The tide of conquest was halted in May and June 1942 when Allied reactions to Japanese offensives, abetted in many cases by intelligence such as Ultra, defeated attempts to take Port Moresby in New Guinea and Midway Island in the Central Pacific.
More importantly, the Japanese lost irreplaceable aircraft carriers and empire of the sun board game review crews, blunting their offensive capability.
The next year saw a battle of attrition, as both sides mounted offensives and counter-offensives throughout the theater.
By mid-year 1943, The Japanese had lost the battle for Guadalcanal in empire of the sun board game review Solomon Islands and Buna in New Guinea, had been forced out of the Aleutian Islands, and were generally on the defensive everywhere.
The US submarine campaign against Japanese shipping was well underway, threatening to cut Japan off from the resources so recently acquired by force.
Four general Allied offensive areas developed.
In the Southwest Pacific, it was a drive up the Solomon?
A Central Pacific drive would liberate Guam and give the Allies bases from which to launch long range bomber strikes followed by the invasion of Japan itself.
In Burma, the last Japanese invasion of India would not be turned back until early 1944 and it was not until early 1945 that an overland supply route to China, the last offensive area, was reopened.
Resource constraints dogged both sides throughout the conflict.
The Japanese Army and Navy were constantly at odds over the balance between China, Burma and the Pacific.
The Allies possessed more resources, but in addition to allocating amongst the four areas, had to determine the split between the Pacific and European Theatres.
Combined arms were the key empire of the sun board game review victory in the Https://gsdonline.ru/board-game/mouse-trap-board-game-play-free-online.html, whether air and land power in China, Burma, and India or air, naval, and land in the Pacific Ocean.
In hindsight, the Japanese were not capable of defeating the Western Allies.
Even with the majority of Allied forces arrayed against the Germans, the Japanese were soon vastly outnumbered.
Realistically the best they could hope for was to make the war so costly that, combined with German successes, the Allies would agree to a negotiated peace.
This was not to be, however, and the Allied offensives continue to gain momentum.
Major Japanese bases, such as Rabaul and Truk, were neutralized and bypassed as Japanese forces were decimated and the ring tightened.
The capture of Iwo Jima and Okinawa followed in preparation for the invasion of the Japanese home islands, set to commence in November 1945.
The strategic submarine and bomber campaigns continued to remorselessly isolate and destroy Japan?
Japan appeared willing to fight on, however, the combination of atomic bomb attacks and the Soviet Union?
Empire of the Sun depicts all of the major elements found in the Pacific Theater funky monkey board game World War II.
The overwhelming nature of the initial attacks, the combined arms nature of the conflict, intelligence, Japanese resource requirements, strategic submarine and bomber warfare, the relative strength of Japan in regards to the Western Allies, political will, the war in Europe and the CBI China, Burma, India theater.

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Monopoly Empire Board Game Cash Pack Pieces Parts 2013 Replacement Paper Money.. Empire of the Sun board game The Pacific War 1941-1945 GMT 1st Edition unused.


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The Dice Tower is dedicated to getting folks to learn about the wide world of exciting new board games. We do video reviews, and an audio show, and more.


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Review and example of play for 'Empire of the Sun' at theboardgaminglife.com (theboardgaminglife.com) Strategies for the 1943 Scenario in Mark Herman's Empire of the Sun


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Introduction Empire of the Sun is a strategic level card driven turn based board game portraying the Pacific Theater of World War II from December 1941 to August 1945.
There are three campaign games starting in December 1941, January 1942 and January 1943 respectively and three year long scenarios for 1942, 1943 and 1944.
Taking the role as the war leaders of either the Japanese or Western Allies, players use cards to launch offensives that allow them to maneuver fleets and armies across a hexagonal map board spanning from the Indian Ocean empire of the sun board game review Pearl Harbor, Hawaii.
The cards can also be used to simulate aspects of the war, to include the initial Japanese offensives in late 1941, inter-service rivalry and the allied code breaking ambushes such as the Battle of Midway.
The empire of the sun board game review driven nature of the game represents limited resources, forcing the players to always make choices as there is never enough to go round.
Offensive and Reactive movement and combat as well as supply are probably the areas that have caused the most controversy in this respect.
The victory conditions have also sparked much discussion, the onus being on the Western Allies to ride out the initial Japanese onslaught and then launch a series of counterstrikes without suffering excessive casualties that will allow the conquest of the Japanese home empire of the sun board game review before the end of the campaign.
Empire of the Sun is a fascinating synthesis of new concepts as well as Mark Herman?
War in the Pacific.
It may prove to be the classic treatment of strategic level warfare in the Pacific Theater of World War II.
Surprise attacks spearheaded by naval and land based air power on Pearl Harbor and the Click at this page destroyed or disabled much of America?
Over the next six months, the Japanese overran Burma, Hong Kong, Malaya, Singapore, the Dutch East Indies, Guam, Wake, New Britain, and much of New Guinea.
They inflicted tremendous losses on the Allied forces while suffering few setbacks or casualties of their own.
With these conquests came the natural resources needed to support the Empire that the Japanese home islands empire of the sun board game review not provide.
The tide of conquest was halted in May and June 1942 when Allied reactions to Japanese offensives, abetted in many cases by intelligence such as Ultra, defeated attempts to take Port Moresby in New Guinea and Midway Island in the Central Pacific.
More importantly, the Japanese lost irreplaceable aircraft carriers and air crews, blunting their offensive capability.
The next year saw a battle of attrition, as both sides mounted offensives and counter-offensives throughout the theater.
By mid-year 1943, The Japanese had lost the battle for Guadalcanal in the Solomon Islands and Buna in New Guinea, had been forced out of the Aleutian Islands, and were generally on the defensive everywhere.
The US submarine campaign against Japanese shipping was well underway, threatening to cut Japan off from the resources so recently acquired by force.
Four general Allied offensive areas developed.
In the Southwest Pacific, it was a drive up the Solomon?
A Central Pacific drive would liberate Guam and give the Allies bases from which to launch long range bomber strikes followed by the invasion of Japan itself.
In Burma, the last Japanese invasion of India would not be turned back until early 1944 and it was not until early 1945 that an overland supply route to China, the last offensive area, was reopened.
Resource constraints dogged both sides throughout the conflict.
The Japanese Army and Navy were constantly at odds over the balance between China, Burma and the Pacific.
The Allies possessed more resources, but in addition to allocating amongst the four areas, had to determine the split between the Pacific and European Theatres.
Combined arms were the key to victory in the Pacific, whether air and land power in China, Burma, and India or empire of the sun board game review, naval, and land in the Pacific Ocean.
In hindsight, the Japanese were not capable of defeating the Western Allies.
Even with the majority of Allied forces arrayed against the Germans, the Japanese were soon vastly outnumbered.
Realistically the best they could hope for was to make the war so costly that, combined with German successes, the Allies would agree to a negotiated peace.
This was not to be, however, and the Allied offensives continue to gain momentum.
Major Japanese bases, such as Rabaul and Truk, were neutralized and bypassed as Japanese forces were decimated and the ring tightened.
The capture of Iwo Jima and Okinawa followed in preparation for the invasion of the Japanese home islands, set to commence in Empire of the sun board game review 1945.
The strategic submarine and bomber campaigns continued to remorselessly isolate and destroy Japan?
Japan appeared willing to fight on, however, the combination of atomic bomb attacks and the Soviet Union?
Empire of the Sun depicts all of the major elements found in the Pacific Theater during World War II.
The overwhelming nature of the initial attacks, the combined arms nature of the conflict, intelligence, Japanese resource requirements, strategic submarine and bomber warfare, the relative strength of Japan in regards to the Western Allies, political will, the empire of the sun board game review in Europe and the CBI China, Burma, India theater.

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Empire of The Rising Sun (RSN–1995) is a board wargame published originally by Avalon Hill, designed by Bruce Harper with much input by Dave Casper into the naval warfare rules. This is the Pacific War companion game to Advanced Third Reich (A3R), using similar rules, and containing once again a copy of "Ultra" magazine with a synopsis of the.


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Empire of the Sun Rules & Tactics Intro: Strategy Cards – The Players' Aid
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Welcome to the latest installment of our Empire of the Sun introductory series.
If this is your first landing with the series you can take a look at the first installment about.
For a more general look at the game I wrote.
CDGs can take the edge off daunting hex and chit games by adding card play, which feels like a more euro style mechanic.
In this way Empire of the Sun feels very different, from the card management persepective empire of the sun board game review least.
But there is a form of tension in the cards that are dealt to you, because if you draw a hand of very few military events early, it can really change the type of strategy you have to employ in order to expand as the Japanese, or respond as the US early on.
Most other games say draw X cards, and you do so, simple as that.
Empire of the Sun has a more fluid drawing system, that reflects the state of the war and the resources available to you as military commander.
So, the rules regarding drawing your hand are contained in section 12.
So what is Stategic Warfare?
The Japanese player starts turn 2 The normal campaign starting point in Jan 1942 with a hand draw of 7 cards.
Before these cards are drawn, the Allied player makes a submarine attack die roll.
The Allied player subtracts the game turn from the die roll, if the result is zero or less then the Japanese draw is reduced learn more here one card.
In all 1942 turns there is a +1 torpedo listed on the game turn track, this is a modifier to the Strategic Warfare roll just mentioned.
It represents dud torpedoes used in the early Pacific campaign and basically ensures that the Japanese player will start with a strong number of cards.
The American hand increses by one card per turn to a max of 7 cards, however will be reduced during the game due to the national surender of India, China, or Australia, as well as getting bogged down in the War in Europe.
Suffice it to say the bombers carry out bombing raids on Japanese Home Island industry from forward airbases, empire of the sun board game review this translates into less industrial strength or a smaller hand for the Japanese to work with.
Anatomy of a Card Looking at the cards there will be a certain level of familiarity with other Herman-style CDGs; an Ops value in the top left hand corner, a title, an image and some kind of event or special action description.
To start with, each card can be used in one of two general ways: As an Event Card, or as an Offensives Card.
Employing the card as an Event invokes the majority of the text on the card and allows special rules breaking effects that are the historical backbone of the game.
Using a card as just an Offensives Card means that you are in effect ignoring the special capabilites of the card and using it as more of a generic Operations value to do whatever it is you want to do within the regular confines of the game system.
Figure 1 β€” There are 4 different types of cards in Empire of the Sun L-R: Military, Resource, Political and Reaction.
Empire of empire of the sun board game review Sun contains four different types of cards in each deck.
Figure 2 shows a pretty standard Military card, with a few red annotations.
The coloured bar at the top varies based on the card type, and the number in the top right hand corner is just a numerical assignment that each card in the game has, for ease of reference in errata, etc.
Every card has a value listed from 1-3, and represents a few things.
If using the card for the event only, the number is used as a multiplier for a units movement allowance.
An example of this is that naval units moving normally have a base move of 5 hexes.
If using the card as just a generic Offensives card, and ignoring the event, then the previous movement modifier still applies, however the OC value also dictates the base number of units that can be activated in that offensive.
As a side note you also add the HQs efficiency rating to this in order to calculate the total number of units that can be activated, so it is possible to conduct offensives with more than 3 units!
And finally 5 is the logistics value, used when playing with risk board game download mac apologise Event.
The logistics value dictates the base number of units that can be activated by play of this Event.
So for Western Force Conquest of Sumatra, the Japanese player can activate 5 units.
In addition to this you can activate units equal to the logistics value of the HQ that was used to conduct the offensive.
Other parts of the card are the awesome artwork, top notch as always, and then special rules or effects of the event which, again, are only activated by using the card for the event.
Types of Cards The different types of Strategy Cards in Empire of the Sun all fulfill very different aspects of the game, but each can be integral to the success or failure of your campaign.
The US Military Event: Operation Dexterity Military Cards black are the crux of your capacity to wage effective war in the Pacific.
Mark Herman did a great job of adapting each historical event so that the restrictions on the HQ activation and what you could do with the activated units means that the offensives you conduct with those cards will often look, or feel like, or see more represent the depicted battle.
This empire of the sun board game review a really nice touch, and amazing that in such an open ended game this kind of historical I wont say accuracy but leaning is a feat of design.
A Couple of examples of Political Cards.
Political Cards yellow usually represent people or important, non combat events that affect either the war effort indirectly, or the national status of one or more countries on the board.
Each deck has a few War in Europe cards, which click here a sliding scale of their effectiveness during the game for each side.
The other cards are ususally famous people, like Chiang Kai-shek, or Ghandi read article alter the status of different countries and their political stability β€” either bringing them closer to national surrender or strengthening their infrastructures.
Resource Cards green contain valuable replacements and reinforcements amongst other things.
Empire of the Sun is a model for the war in the Pacific and as such the US navy juggernaut pumps out more and better vessels throughout the game.
On the other hand the Japanese player will find reinforcements and replacement points very hard to come by, as their strategic resources are starved during the collapse of the empire.
With that in mind, these cards are unbelievably valuable for the Japanese player, and can extend the longevity for those elite prewar units.
You will almost never want to use these for anything other than the event especially playing as Japan, the US has a bit more freedom with these cards due to their reinforcement numbers and replacement points.
Reaction Cards blue are played when your opponent is conducting offensives, or is the phasing player.
They are used to interrupt offensives, or as above, to change the intelligence levels, or to hamper the enemy in other ways.
Some reaction cards are full counter attack offensives that allow you to bring units into combat and outflank the enemy.
Knowing this is very important, because that should tell you that using them as Reaction Cards for the events is very important.
Future Offensives Cards This special rule enables you to hold a card over until a later portion of the game, as well as potentially stealing the initiative.
You can play a card face down as your action, and then on a subsequent turn you can use that card for whatever it is.
A simple sacrifice of cards now for cards later.
If a player who does not hold the initiative fewer cards in initial card draw wishes to go first they can do so only by playing their card that was saved from an earlier turn specifically as an Event Card Offensive, so hopefully you saved a good one to catch the enemy off balance.
For example, a military event that activates an HQ to perform a huge offensive, that is currently out of supply.
I can save that card and spend some time getting that HQ back into supply in order to use that card later.
Figure 5 is a key for those icons that can also be found in the rulebook.
The Japanese player draws the 7 cards found in Figure 6 above, to start their first turn of 1942 with.
Overall a decent hand, that has some good military events, and also allows the Japanese to start making headway in other aspects of the game.
Initially, we need to take stock of those 3 big Military cards.
The East Force card is perfect for turn 2, because it allows not only a big Event Offensive, but drops paratroops into the Dutch East Indies DEI in order to eliminate a Dutch unit and capture one go here those all important resource spaces.
If we can get China into a bad situation by destabilizing their government then they will surrender, and in doing so reduce the US hand size by 1 in subsequent rounds.
Take a look at Figure 8, to see the China track.
Figure 8 β€” Chang Kai-shek moves the Chinese Government Front marker down 1 space towards Government collapse.
In our starting hand we also have the Bridge on River Kwai event.
This event is extremely helpful in capturing Rangoon and securing a stronghold in the China Burma India CBI Theater.
Due to the terrain through the jungles and brush it is very slow going with ground troops in the area, so opening up this railway will make the attacks more potent and sustainable.
Figure 9 β€” Hexes 2108 and 2109 need to be controlled in order to implement the Bridge over the River Kwai political event card.
Okay, so that was a lot, but we got through it!
The cards can seem daunting when you have a new hand of 7, because they contain a lot of information and often have many exceptions to the written rules printed on them.
But through careful thought, and most importantly a well laid out plan, you will be able to effectively use your cards to further your war efforts.
If you enjoyed this entry, then watch out for the next in the series coming soon.
You can always check out the post as well as if you want to learn more in the mean time!
So, for me, this is the perfect way to organically grow into learning the game.
Question driven by the Tactics Zones post: it would appear, to my inexperienced eye, that you spend an awful lot of time just counting hexes to establish distance from HQ, again and again, each turn for each chit.
Liked by Hi there!
Thanks so much for reading.
You seem to be in a very similar boat as me, in that the rules were very daunting at first!
I plowed through them to get the just, and then started to play very slowly just to see the rules in action.
As to your question, the short answer is yes.
You do spend a fair bit of time tracing hexes for supply and command, and counting out the ZOIs.
Like Actually the Vassal module comes to the rescue.
If you right click the HQ unit and click SHOW AREA, it will show you how far the range of that HQ is….
No more counting hexes.
I have owned it for quite a while now, but have yet to play a full game due to the initial overwhelming factor.
I have to learn it and then try to teach others how to play if I am not going to play solo.