You are on page 1of 8

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

This Quick Learning Guide, along with the Player Aid Cards,
provide about 95% of what you need to play Empire of the
Sun. This guide is intended to provide an intro for new
players, and a refresher for experienced players. It is
organized in three parts:
A. How Offensives Work
B. Other Stuff You Need to Know
C. How You Win

pages 1 - 3
4-5
6-8

Designed by: Mark Herman


Published by: GMT Games

When the strategy card is played for its Operations


Value, the player may declare only one battle hex, but
may also move units into unoccupied hexes controlled
by the opposing player.
When the strategy card is played for the Event, the
player may declare as many battle hexes as desired.

4. Determining the Intelligence Condition

When a strategy card is played to initiate an offensive, the


player announces if the card will be played for its Event or
for its Operations Value.
The offensive player may activate a number of units equal
to the efficiency rating of a single in-supply HQ being used
to conduct the offensive, plus the Operations Value of the
strategy card (or the Event Logistic Value if the card was
played as an Event).
The units to be activated must be in supply, and within
range of the HQ.
The activation path from the HQ to the unit may not
enter or exit an unneutralized Air ZOI (see page 3)
across an all-water hex side.

The default intelligence condition for the offensive is


Surprise Attack, unless the strategy card states otherwise.
The Reaction player may change the intelligence
condition by playing a Reaction strategy card that
specifies the intelligence condition as Intercept or
Ambush.
If the Offensives strategy card did not specify a Surprise
Attack, the Reaction player may make an intelligence die
roll to attempt to change the intelligence condition to
Intercept.
If one or more offensive players units move into,
through, or out of an opposing Air ZOI (neutralized or
not), the reaction player subtracts 2 from the intercept
die roll.
If the die roll is equal to or less than the Operations Value of
the strategy card played (or the Event Logistic Value if the
strategy card was played as an Event), the intelligence
condition is changed to Intercept.
An unmodified intelligence die roll of 9 always results
in a Surprise Attack.

2. Offensive Player Unit Movement

5. Reaction Player Movement

A. How Offensives Work


Activation and Movement
1. Offensive Player Unit Activation

Activated units may move a distance equal to the unit


types base movement allowance multiplied by the
Operations Value of the strategy card.
The base movement is 5 for naval units, 1 for ground
units, and the normal/extended range for air units. (See
the Movement Allowance Chart printed on the map and
on the player aid for more detailed information.)
An air unit moves in segments equal to or less than its
extended range. An air unit must land in a friendly
controlled hex with an airfield at the end of each segment of
movement.
To participate in a battle, an air unit must occupy a
friendly controlled hex with an airfield within normal
range of the battle hex.
No more than 3 friendly air and/or ground units of any
size (plus one HQ) may be stacked in a hex.
During an offensive or battle, any number of naval units
may be stacked in a hex.
When not conducting an offensive or battle, no more
than 6 friendly naval units may be in the same hex.

3. Declaring Battle Hexes


After all movement by activated units, the Offensive player
declares which hexes will be designated as battle hexes.
Any hex that contains units for both players must be
declared a battle hex.
Hexes that contain Reaction units only, but are in range
of the Offensive players air and carrier units, may be
declared as battle hexes.
Revised Aug 28, 2014

If the intelligence condition is Surprise Attack, there is no


Reaction player movement. If the intelligence condition is
Intercept or Ambush, the Reaction player may designate
one in-supply HQ as the reacting HQ if at least one
declared battle hex is within range of that HQ (whether
blocked or not).
The Reaction HQ may only activate units that are in
supply and within range of the HQ.
If the Reaction player played a Reaction card to change
the intelligence condition, the Reaction player may
activate a number of units equal to the HQs efficiency
rating plus the logistic value of the Reaction card.
If the Reaction player did not play a Reaction card, the
Reaction player may activate a number of units equal to
the HQs efficiency rating plus the Operations Value of
the strategy card played by the Offensives player.
The Reaction player may only activate units that will
participate in a declared battle.
Reaction units that are in a battle hex may be activated
and leave the battle hex, but must participate in the
battle in the battle hex that they departed from.
If an Offensives ground unit ended its move in an
unoccupied Reaction player controlled city, port, resource
hex, or airfield hex that is within range of the Reaction HQ
and in a Reaction Air ZOI (whether neutralized or not), the
Reaction player may attempt an intelligence die roll to
declare the hex as a battle hex.
If successful, the Reacting units count toward the total
number of Reaction activations.

Page 1 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Air/Naval Combat Resolution

1. Determine Battle Strength


Players add up the activated air and naval attack strength in
the battle hex plus any activated air, CV, CVL, CVE units
that are in range of the battle hex.
Air units using their non-parenthetical extended range
in battle halve their attack strength (rounded up).
An air unit with an extended range in parenthesis
that used its extended range to move in the current
offensive is not counted in the battle.
The Reaction player also adds in the strengths of any
inactive naval and air units that began the offensive in
the battle hex, even if inactive after reaction activation.

3. Apply Battle Hits


The player causing the hits applies the hits to the opposing
players units.
If a number of hits cannot be applied due to the
following rules, those hits are lost.
If a number of hits equal to an opposing units defense
strength are applied to that unit, it is flipped to its reduced
side or eliminated if already on its reduced side.
Full-strength units must be reduced before reducedstrength units can be eliminated.
This restriction is ignored if a Critical Hit occurred
due to an unmodified die roll of 9, or due to an
event card.
No full-strength unit can be eliminated until all fullstrength units are reduced.
This restriction is ignored if a Critical Hit occurred.
Non-aircraft carrier naval units that are not in the battle
hex, but are stacked with an aircraft carrier naval unit
that participated in the battle, must be eliminated before
any reduced strength air or naval unit can be
eliminated.
Revised Aug 28, 2014

This restriction is ignored if a Critical Hit occurred.

Air, CV, CVL, or CVE Carrier units that are not in a hex
containing opposing naval units (they are within range
of the battle hex, participated in the battle, but are not in
a battle hex), cannot receive hits unless the opposing
force also includes one or more Air, CV, CVL, or CVE
units. A unit can take hits for each unit that is so
matched.
For example, if a player attacks with one air unit and
one CV unit against 3 CV units, hits could be
applied to only 2 of the 3 CV units.

If opposing air or naval units were present in the battle,


hits can only be applied to air and/or naval units.
If a player is the only player with air and/or naval units
in the air/naval battle, then hits may be applied to any
opposing ground units in the hex.

2. Calculate Battle Hits


Each player rolls a die and applies modifiers (see player
aid) to determine the combat effectiveness rating. Each
players total attack strength multiplied by the effectiveness
rating equals the total number of hits caused by that player.
If the intelligence condition is Intercept, both players
will simultaneously apply the hits to the other players
units.
If the intelligence condition is Surprise Attack, the
Offensive player will apply all hits first.
The Reaction player then recalculates the combat
strength of surviving units in the battle hex, rolls a
die and applies modifiers, and applies the resulting
hits to the Offensive players units.
If the intelligence condition is Ambush (which is only
possible by playing a reaction card), the Reaction player
will apply all hits first.
The Offensives player then recalculates the combat
strength of surviving units, rolls a die and applies
modifiers, and applies the resulting hits to the
Reaction players units.

Designed by: Mark Herman


Published by: GMT Games

The last ground step in a hex cannot be eliminated due


to air and naval hits.

In an air/naval battle where the Allied player did not


achieve a critical hit, if the Japanese player has more than
one surviving aircraft carrier unit, the Japanese player may
apply one step loss to a Japanese aircraft carrier unit and
recover one step lost by another aircraft carrier.

4. Determine the Winner of Air/Naval Combat


If no air or naval units survive the battle, then the Offensive
player wins the battle. If the Reaction player has one or
more surviving air unit or aircraft carrier unit present, and
the Offensive player has no surviving air unit or aircraft
carrier units, the Reaction player wins the battle.
Otherwise, both sides add up the attack strengths of the
surviving air and naval units which contributed attack
strength in the battle, active or inactive. The side with the
higher total is the winner of the air/naval combat. In case of
ties, the Reaction player wins.
Air units that had their attack strengths halved for the
battle due to range, do so for this calculation also.
Only non-CV naval units in the battle hex are counted.
If the Reaction player is the winner, the battle is concluded.
Move on to conduct any remaining battles. If this was the
last battle for the Offensives player, go to Post Battle
Movement.
Exception: If ground units entered the hex via ground
movement, not via amphibious assault, then
immediately conduct a Ground Battle before resolving
other battles.
If the Offensive player is the winner, and any ground units,
through amphibious assault or land movement, remain in
the battle hex with Reaction ground units (active or
inactive), a ground combat procedure is conducted.
If the Offensive player loses the ground battle, then the
battle is concluded and any ground units in the battle
hex must retreat. If the Offensive player wins the
ground combat, the Offensive player gains control of the
hex.

Page 2 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Ground Combat Resolution

1. Determine Battle Strength and Calculate Hits


Ground combat is always simultaneous, regardless of the
intelligence condition.
Both sides add up their activated ground unit attack
values, plus the attack strengths of any inactive ground
units that began the offensive in the battle hex (even if
they remained inactive after reaction activation).
Each player rolls a die and applies modifiers (see player
aid) to determine the combat effectiveness rating. Each
players total ground strength multiplied by the
effectiveness rating results in the total number of hits
caused by that player.

2. Apply Battle Hits


The player causing the hits applies the hits to the opposing
players units.
Only ground units can be hit. Both activated and nonactivated ground units in the battle hex can be hit.
Ground units that conducted Amphibious Assault in
that hex have their defense strength halved (rounded
up) for applying hits.
If a number of hits equal to an opposing units defense
strength are applied, the unit is flipped to its reduced side
or eliminated if already on its reduced side.
Full-strength units must be reduced before reducedstrength units can be eliminated.
No full-strength unit can be eliminated until all fullstrength units are reduced.
Excess hits are lost if these conditions cannot be
fulfilled.

3. Conclude Ground Combat

If the Reaction player is the only one with surviving


ground units in the battle hex, the Reaction player
maintains control of the hex, and the Offensives player
retreats.
If the Offensive player is the only one with surviving
ground units in the battle hex, the hex is now controlled
by that player, and that players air and naval units may
conduct post battle movement to that hex.
If both players have ground units remaining in the hex
after all hits are applied, the player that took the most
step losses retreats. If tied, the Offensives player
retreats.
If both sides are eliminated in a ground combat, the
Reaction player maintains control of the hex.

4. Retreat
If the following conditions cannot be met, or if the battle
hex is a one-hex island, the Reaction ground unit is
eliminated.
A retreating Offensive ground unit that entered a hex by
ground movement must retreat back into the hex from
which it entered the battle.
A retreating Offensive ground unit that entered a hex by
amphibious assault conducts post battle movement like
a naval unit (see Post Battle Movement below).
Revised Aug 28, 2014

Designed by: Mark Herman


Published by: GMT Games

A retreating Reaction ground unit is retreated by the


Offensive player into an adjacent named location
friendly to the retreating unit if possible.
If not possible, the unit is retreated into an adjacent
hex that does not contain an Offensive unit, and is
not a hex from which an Offensive ground unit
entered the battle.
Retreating units cannot over-stacked.

Post Battle Movement


Post battle movement is conducted after all battles have
ended.
Only active units that have not conducted strategic
movement can execute post battle movement.
Movement allowances for air and naval units in post
battle movement are equal to those used for the
Offensive. (No strategic movement is allowed.)
Air and naval units must end their post battle
movement in a friendly controlled airfield (if air) or port
(if naval).
Ground units do not conduct post battle movement
except to retreat as a result of an unsuccessful
amphibious assault. Such units must end their post
battle movement in a friendly controlled port.
The hex that the units move to must be in supply and
within range of a friendly HQ. If this is not possible,
then any controlled hex is allowed.
At the conclusion of an offensive (or during the Political
phase through National Surrender), if a player gains control
of a hex which contains opposing air and naval units that
were not active, the inactive units may make an emergency
move.
If there is a friendly port within 10 hexes, then the naval
units are placed, not moved, to that location.
If there is a friendly airfield within normal or extended
range, the air unit is placed, not moved, to that location.
Opposing Air ZOIs have no effect on an emergency
move.

Aircraft Zone of Influence Summary


All in-supply air units and aircraft carrier units project a
2 hex Zone Of Influence (ZOI).
An Air ZOI can be neutralized by an opposing
in-supply air unit or aircraft carrier unit projecting
its Air ZOI into the same hex.
Exception: LRB (long-range bomber) units cannot
neutralize an Air ZOI.
An unneutralized Air ZOI has the following effects:
All units conducting strategic movement may not enter
or exit an unneutralized Air ZOI.
Ground units conducting amphibious assault may not
enter or exit an unneutralized Air ZOI.
An activation path from an HQ to a unit may not enter
or exit an unneutralized Air ZOI across an all-water
hexside.
A supply path may not enter or exit an unneutralized
Air ZOI across an all-water hexside.

Page 3 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Designed by: Mark Herman


Published by: GMT Games

B. Other Stuff You Need to Know

Amphibious Shipping Points (ASPs)

Along with the outline of How Offensives Work on pages 1-3


above, the Player Aid Cards provide information on most of
the game mechanics, and are excellent references during
play. What follows on pages 4 and 5 are other rules you will
need to know.

Amphibious Assault
A ground unit moving via Amphibious Assault moves from
any coastal hex to any non-mountain coastal hex a distance
less than or equal to the same distance as a naval unit can
move in the current offensive.
Exception: An Amphibious Assault may move to Port
Moresby (even though it is a mountain coastal hex).
A ground unit conducting an Amphibious Assault spends
Amphibious Shipping Points (ASPs) to move.
A division size or smaller ground unit uses one ASP.
A reduced Corps or Army sized unit uses one ASP.
A full-strength Corps or Army unit uses two ASPs.
Exception: the Korean Army cost 2 ASPs per step.
During Reaction, no more than one ASP may be used for
Reaction movement.
The path taken by Amphibious Assault ground units may
not enter or exit an opposing controlled hex that contains an
opposing naval unit, unless the assaulting unit moves with
a friendly naval unit for the entire length of its movement.
An Amphibious Assault ground unit may never enter or
exit an unneutralized opposing Air ZOI.
Moving an aircraft carrier unit to a hex that neutralizes
an opposing Air ZOI prior to moving the Amphibious
Assault ground unit allows the Amphibious Assault
unit to move through the area.
Moving an aircraft carrier unit along with the
Amphibious Assault ground unit neutralizes an
opposing Air ZOI during and after movement.
If an Amphibious Assault ground unit is moving without
an accompanying friendly naval unit, and opposing naval
forces of any type end their movement in the battle hex as
part of reaction movement, the assault is cancelled.
Each ground unit takes one step loss. If not eliminated,
each unit then conducts Post Battle Movement.
US Army ground units (blue background) may only
conduct Amphibious Assault movement into a Japanese
controlled and occupied one hex island if they end their
movement in a hex containing a US Marine unit (olive
background) that also just completed a successful
Amphibious Assault movement into the same hex.

Important: Ground Combat Resolution in a battle hex that


was Amphibiously Assaulted is modified in two significant
ways:
If the Reaction player had any land units in a hex prior
to the Offensive player conducting the Amphibious
Assault into that hex, the Combat Effectiveness die roll
for the Reaction player is modified by +3.
Ground units that conducted Amphibious Assault in
that hex have their defense strength halved (rounded
up) for applying hits (only).
Revised Aug 28, 2014

The Allied player receives 1 ASP reinforcement per turn


beginning with game turn 2 unless the War in Europe
(WIE) level is 3 or 4. These reinforcements permanently
increase the level available for subsequent turns.
The Japanese permanently lose one ASP each time the
Allies make a successful submarine warfare attack (see
Strategic Warfare below).
The Japanese can never lose their last ASP.
During Reaction, no more than one ASP may be used
for Reaction movement.

Japanese Organic Naval Unit Transport


The Japanese have five brigade-sized land units that can
conduct Amphibious Assault by either using one ASP per
unit, or by moving with a CA, CL, or APD naval unit
during their entire movement at no cost in ASPs.
Each of these naval units. whether at reduced or full
strength, can move one of these five brigade-sized units.
If the naval unit is eliminated during an offensive, the
ground unit it was transporting is also eliminated.

Strategic Movement
An Offensive air, naval or ground unit may move twice the
movement point value allowed by the current offensive.
An air unit using Strategic Movement must land in a
friendly controlled hex with an airfield at the end of
each segment of movement.
A naval unit or ground unit using Strategic Movement
must move from a friendly port to another friendly port.
A ground unit using Strategic Movement does not
require the use of ASPs.
A unit using Strategic Movement cannot enter a battle hex
or enter an unneutralized opposing Air ZOI.
An air unit that uses Strategic Movement may not
participate in a battle during that Offensive.

Future Offensive
Once per game turn each player may designate one
Strategy Card to be held over for a future offensive, event,
or reaction.
A player cannot designate a card as a future offensive
card if one is currently designated.

Initiative Determination
The player with the most strategy cards at the start of the
Offensives Phase must play first.
Exception: If the player with fewer cards will play a
Future Offensive card as an Event, that player plays
first.
If both players have the same number of cards, the
Japanese player plays first during 1941 and 1942 game
turns, and the Allied player plays first during 1943, 1944
and 1945 game turns.

Page 4 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Designed by: Mark Herman


Published by: GMT Games

Inter-Service Rivalry

Reinforcements

The following is additional information for the Inter-Service


Rivalry rules printed on the Player Aid.
US Army ground units (blue background) may use
Amphibious Assault during Inter-Service Rivalry, but
without the use of US Naval /Marine units (olive
background).
Japanese Army units are defined as: all army-size
ground units, and all air units with ID < 20 (singleengine aircraft silhouette).
Japanese Naval units are defined as: all counters, all
air flotillas with ID > 20 (two-engine aircraft silhouette),
and all SN and SS ground unit brigades.
During yearly scenarios, if Inter-Service Rivalry comes
into effect at any time, the affected player can remove
Inter-Service Rivalry by playing any Operations card
with an Operations Value of 3 as the entire effect for that
card play.

The following is additional information for the


Reinforcement rules printed on the Player Aid.
The Allied player places all reinforcements first.
The Allied player receives 1 ASP reinforcement per
game turn beginning on Game Turn 2 unless the War in
Europe (WIE) level is 3 or 4.
Reinforcements may not be placed in an un-neutralized
Air ZOI. Placement of a reinforcement cannot alter
enemy Air ZOI to allow other placements.
HQs used for reinforcement placement must have
begun the turn on the map unless the reinforcements are
placed in the same hex as a newly arriving HQ
reinforcement.
An HQ reinforcement must be placed in a friendly
supply-eligible port.
Allied reinforcements may be delayed due to the WIE
level, Inter-Service Rivalry, or an event.
Only US Army ground and air units (blue units) and
US CVE (not CV or CVL) naval units can be delayed.
A die roll is made individually for each potentiallydelayed unit. If the die roll falls in the range
indicated on the WIE track, the unit is placed on the
game turn track 3 turns later to attempt to re-enter
as a reinforcement on that turn.
A unit may be delayed multiple times per game.

Headquarters
An HQ may be voluntarily withdrawn from the map as the
sole action during the play of any operations card.
An HQ is involuntarily withdrawn from the map if it is
alone in a hex entered by an opposing ground unit, or if it is
in an opposing controlled hex at the conclusion of a battle
or due to national surrender.
Exception: The Malaya and ABDA HQs are permanently
removed from play in this circumstance.
An HQ that is withdrawn from the map (voluntary or
involuntary) is placed on the game turn record track and
returns during the reinforcement phase of the next game
turn and cannot be delayed.
An HQ may be returned to the map earlier as the sole
action during the play of any operations card by placing the
HQ in any friendly controlled supply eligible port in Japan
for the Japanese, or in Australia, Oahu or India for the
Allies.

The following is additional information for the


Replacements rules printed on the Player Aid.
The Allied player places replacements first.
To receive replacements, reduced units already on the
map must be supplied and not in an un-neutralized
enemy ZOI.
Eliminated units returning to the map are treated the
same as reinforcements.

Strategic Warfare

Supply
The following is additional information for the Supply rules
printed on the Player Aid.
The Ultimate Supply Sources are:
Allies: hexes on the east, south, and west map edges.
Japanese: controlled city hexes in Japan Home
Islands.
A supply line from an HQ to an Ultimate Supply Source
can be of any length.
During an offensive, all activated units remain supplied
until the end of the offensive.
If opposing air units mutually cause each other to be out
of supply, but would be supplied if not for the opposing
Air ZOI, only Allied air units would be in supply.

Revised Aug 28, 2014

Replacements

The following is additional information for the Strategic


Warfare rules printed on the Player Aid.
A successful Submarine Warfare die roll has the
following additional effects:
A permanent reduction of Japanese ASPs by one,
unless the current Japanese ASP level is equal to 1.
The existing Escort Modifier is reduced from +4 to
+2, or from +2 to zero.

Page 5 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

C. How You Win


The Victory Conditions for the 1942, 1943, and 1944
scenarios are shown on the back page of this learning guide.
The Victory Conditions for the Campaign Game appear in
sections 16.1 through 16.3 in the rulebook.

US Political Will
The US Political Will level is tracked on the map and can be
an important factor in winning the game. The marker may
change position when an event is played, or if certain
conditions occur during the National Status Segment. The
following are clarifications to the US Political Will effects
printed on the Player Aid.
Allied Nation Surrender: If an Allied nation, other than
China or India, surrendered to the Japanese and is then
subsequently recaptured by the Allies, US Political Will
is increased by the amount originally lost.
Occupation of Alaska: US Political Will is reduced by
one only if a Japanese unit continuously occupied any
hex in the Aleutian Islands (hexes 4600-5100) at the end
of any 3 consecutive Political Will Segments.
Occupation of Hawaii: US Political Will is reduced by
one only if a Japanese unit continuously occupied any
hex in the Hawaiian Islands (Hexes 5708, 5808, 5908) or
Midway (5108) at the end of any 2 consecutive US
Political Will Segments.
US Casualties: US Political Will is reduced by one only if
an entire attacking force is eliminated in Ground
Combat during an Allied Offensive, and at least one of
the units was a US division or corps sized unit that was
eligible to receive replacements. No more than one
Political Will point can be lost per game due to this
condition.
Progress of the War: During game turns 4-12, US
Political Will is reduced by one if the the Allies fail to
capture and retain control of a number of Japanese
controlled hexes (that contain a named location,
resource hex, port, or airfield) equal to at least 4 or the
number of Allied ASPs, whichever is smaller.
In all one-year scenarios, all events that modify US
Political Will must be played using the cards operations
value instead.

China
The Japanese player may conduct Chinese offensives by
playing an appropriate event card, or by playing any
Operations card with an Operations Value of 3.
There is no limit to the number of Chinese Offensive
Event cards that can be played per turn.
Playing an Operations card to conduct a Chinese
offensive can occur no more than once per turn, and
additionally, only during even numbered game turns.
A China Offensive due to the play of an operations card is
resolved as follows:
The Japanese player calculates an Offensive Baseline
value: add the number of Japanese Divisions in China,
Revised Aug 28, 2014

Designed by: Mark Herman


Published by: GMT Games

and subtract the value on the Burma Road Status track.


The Japanese player then rolls the die and adds one for
each Allied non-LRB air units (or the 14 AF LRB) in the
Air Units in China box (limit of 2).
If the die roll is less than or equal to the Offensive
Baseline value, the marker on the Chinese Government
Front Status track is moved one box to the left, toward
or into the Government Collapsed box.
If the die roll is greater than the Offensive Baseline
value, and if there at least one Allied air unit in China,
the marker is moved one box to the right.
On all other results, the marker does not move.
There are 2 ways the Allies may have air units in China:
Air units may be placed in the Air Units in China box
during the Reinforcement Segment.
An air unit may fly to China from an airbase in
Northern India.
China surrenders the instant the marker is in the China
Collapses box during the Offensive Segment (but not as a
result of an event card).

Burma Road
The Burma Road is the strategic transport route in hexes
2206, 2306, and 2407.
If a contiguous strategic transport route can be traced
from Kunming to Madras, through Allied controlled
hexes, the Burma Road is open.
If the Japanese control one or more hexes that interrupt
the route, the Burma Road is closed.
If the Allies play Card 17 for the event, the Burma Road
marker is flipped to its HUMP side for the remainder of the
game as long as the Allies control an in-suppy Northern
India airfield.
If the Allies do not control a supply-eligible Northern
India airfield, the Burma Road marker is placed in the
Burma Road/ NO HUMP box, but returns to the Burma
Road Closed/ HUMP box as soon as this condition can
be met.

India
Northern India consists of Jorhat (2104), Dimapur (2005),
Ledo (2205), Dacca (1905), and Imphal-Kohima (2105).

If the Japanese player controls all hexes of Northern


India, move the India marker to its Unrest box during
the National Status Segment.

If India is in unrest for two consecutive National Status


Segments, move the marker into the India Unstable box.

If India is unstable for two consecutive National Status


Segments, India surrenders.

If the Allied player controls any portion of Northern


India, move the marker to the India Stable position
during the next National Status Segment to begin the
cycle again.

Page 6 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Designed by: Mark Herman


Published by: GMT Games

Australia

Review of Key Points

Australia surrenders if all airfields and ports on mainland


Australia are Japanese controlled during the National
Status Segment.
Australian units already in play are unaffected by
Australia surrendering, and continue to be available for
normal use by the Allied player.
Australia can only surrender once per game. Allied
units can regain control of Australian mainland hexes
later in the game, but it doesnt undo the earlier
surrender.
Any Australian reinforcements that would arrive after
Australia surrenders are permanently lost.
Reduced Australian units that remain in play may
receive replacements, but are removed from the game if
eliminated.

Declaring Battle Hexes during an Offensive:

Surrender Effects

There are 4 key rules when allocating hits to Air and Naval
units that are not in the Battle Hex:
a) Full strength units must be reduced before reduced
strength units can be eliminated. Exception: Critical Hit
(roll of 9).
b) No full-strength unit can be eliminated until all fullstrength units are reduced. Exception: Critical Hit.
c) Non-aircraft carrier naval units must be eliminated
before any reduced strength air or naval units can be
eliminated. Exception: Critical Hit.
d) If a player has more air-capable units in a battle, the
maximum number of those units that can take hits is
equal to the number of opposing air-capable units.

If a player captures the locations necessary to make a nation


surrender (see the Player Aid for details), then during the
National Status Segment, the conquering player
automatically gains control of all hexes with airfields or
ports that are not occupied by opposing units. In addition:
If the Australian Mandates surrender, the conquering
player also controls all Mandate hexes not occupied by
opposing ground units.
If New Guinea surrenders, the conquering player also
controls all named locations on New Guinea not
occupied by opposing units.
If the Marshall Islands surrender, the conquering player
also controls all islands within 2 hexes of those
locations.
If the Philippines surrenders, remove all Allied ground
units in Philippine hexes from play (units without a dot
may be eligible to return per the reinforcement rules).
If Malaya surrenders, no Allied units are removed.
If Burma surrenders, remove all Commonwealth units
that have Burma (B) in their unit designation from play.
The Dutch East Indies surrenders during the National
Status Segment if the Japanese player controls Tjilatjap
(2019) and the seven resource spaces on Sumatra,
Borneo, and Java. If the Dutch East Indies surrenders, all
Dutch units are removed from play and the Japanese
control all Dutch airfields and ports that do not contain
US or Commonwealth ground units.

Emergency Air-Naval Movement


If a player gains control of a hex which contains opposing
air and/or naval units, the units may make an emergency
move.
If there is a friendly port within 10 hexes, then the Naval
units are placed, not moved, to that location.
If there is a friendly airfield within normal or extended
range, the air unit is placed, not moved, to that location.
Opposing air ZOIs have no effect on an emergency
move.

Revised Aug 28, 2014

When a strategy card is played as an Event, the player may


declare as many battle hexes as desired. When played for its
Operations Value, only one Battle Hex may be declared.
However, additionally, the player may also move units into
unoccupied opposing player controlled hexes.

Determining an Offensive Intelligence Condition:

The Reaction player may roll a die to attempt to change the


intelligence condition to Intercept. Subtract 2 if an offensive
unit move into, through, or out of a Reaction Air ZOI
(whether neutralized or not). A die roll less than or equal to
the Operations Value of the card (or the Event Logistic
Value if played for the Event), changes it to Intercept. An
unmodified roll of 9 never changes it.

Allocating Hits during Air-Naval Combat Combat:

Attempting Amphibious Assaults:


Ground Combat Resolution in a battle hex that was
Amphibiously Assaulted is modified in 2 significant ways:
a) If the Reaction player had any land units in a hex prior
to the Offensive player conducting the Amphibious
Assault into that hex, the Combat Effectiveness die roll
for the Reaction player is modified by +3.
b) Ground units that conducted Amphibious Assault in
that hex have their defense strength halved (rounded
up) for hit application purposes (only).
During an Amphibious Assault, no more than one ASP may
be used for Reaction Movement.

Resolving Attrition:
There are 4 rules to remember during the Attrition Phase:
a) Full-strength Air and Ground units that are not insupply are flipped to reduced strength.
b) Reduced-strength Air and Ground units that are not insupply are eliminated if not within range of an HQ.
For purposes of this rule, the HQ range path cant be
blocked by opposing units or Air ZOI.
c) Attrition does not affect Naval units.
d) Attrition affects both players simultaneously; opposing
units can put each other out of supply.
This Guide and the Player Aid Cards provide about 95% of
what you need to play Empire of the Sun. Players should refer
to the rulebook when other situations arise.

Page 7 of 8

Compiled by: Tom Eskey

A Quick Learning Guide

Empire of the Sun


The Pacific War 1941-45

Empire of the Sun Victory Points

Designed by: Mark Herman


Published by: GMT Games

1942

1943

1944

China surrenders

Closing the Burma Road

Isolating Townsville from Oahu

Controlling Northern India hexes

1 per hex

1 per hex

1 per hex

Controlling all Northern India hexes

+2 bonus

+2 bonus

+2 bonus

India Unrest awarded on last turn

India Unstable awarded on last turn

3 (not cuml)

Control of Australian Mandates

Allies control of Australian Mandates

-3

Allies control of 4 or more Mandate hexes

-1 (not cuml)

US Political Will is 5 or below

1 per box

1 per box

1 per box

US Political Will is 6 or above

-1 per box

-1 per box

-1 per box

Control Kauai at end of game turn

1 per game

1 per game

Control Hawaii at end of game turn

1 per game

1 per game

Control Oahu at end of game turn

3 per game

3 per game

Allies control of Marshall Islands

3 per game

-3

Control of New Guinea

Allies do not control New Guinea

3 (not cuml)

Allies control of New Guinea

-3

Allies control of 4 or more New Guinea ports

-1 (not cuml)

Rabaul not captured or unsupplied

Allies control no ports in Philippines

Allies control exactly 1 port in Philippines

Allies control port <12 hexes from Tokyo

-3

Allies do not control port < 9 hexes from Tokyo

Allies control 1 or more Resource Hexes

-1 per hex

1942 Automatic Allied Victory


If the Japanese do not control at least 11 of the 14 Resource hexes by the end of game turn 4

1942, 1943, and 1944 Victory Point Levels

VPs

Allied Decisive Victory

2 or less

Allied Tactical Victory


Japanese Tactical Victory

3 to 5
6 to 9

Japanese Decisive Victory

10 or more

Revised Aug 28, 2014

Page 8 of 8

Game Design by
Mark Herman

_____________________

GMT Games

Compiled by: Tom Eskey

You might also like