Empire of the Sun (EotS) isMark
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
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.
2 Sets of Counters (1/2 inch and 5/8 inch)
2 Player Aid Cards (11 by 17 and 8 1/2 by 11 inch)
1 22 x 34 inch Mapsheet
2 Decks of Strategy Cards (82 Japanese and 83 Allied)
1 10-sided Die
GAMES 100, Historical
Simulation Nominee - 2006
Scenarios.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.
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