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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
Page 1 of 8
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.
Page 2 of 8
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
Page 3 of 8
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.
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
Inter-Service Rivalry
Reinforcements
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.
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.
Replacements
Page 5 of 8
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
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).
Page 6 of 8
Australia
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.
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
1942
1943
1944
China surrenders
1 per hex
1 per hex
1 per hex
+2 bonus
+2 bonus
+2 bonus
3 (not cuml)
-3
-1 (not cuml)
1 per box
1 per box
1 per box
-1 per box
-1 per box
-1 per box
1 per game
1 per game
1 per game
1 per game
3 per game
3 per game
3 per game
-3
3 (not cuml)
-3
-1 (not cuml)
-3
-1 per hex
VPs
2 or less
3 to 5
6 to 9
10 or more
Page 8 of 8
Game Design by
Mark Herman
_____________________
GMT Games