MENU

Fun & Interesting

Rules Breakdown: Empire of the Sun - Part 1

Harsh Rules 6,784 lượt xem 1 year ago
Video Not Working? Fix It Now

Let's begin to breakdown the rules for Empire of the Sun. This episode provides an overview of the game and delves into Strategy Cards and Unit Counters.

Part 1 Chapter Listing
0:00 Intro
0:57 Overview
1:40 Sequence of Play
4:19 Game Objectives
5:51 Game Campaigns & Scenarios
6:47 Strategy Cards
9:34 Card Play & Layout
13:17 Unit Counters
16:40 Forces & ISR
18:01 HQ Counter Layout
20:34 HQ Command Range Coverage
22:45 Zone of Influence

Episode Errata

8:20 Clarification on Japanese Card Draws
On turns 5-12, Japan draws a card for every two resource hexes rounded up, not an additional card. The way the diagram conveys the information makes it seem that Japan draws 4 plus more cards per 2 resource hexes and that's not correct. It's just that Japan can't draw less than four no matter how many resources they hold. So in effect, if Japan controls 0-8 resource hexes they draw 4 cards, 9-10 draw 5 cards, 11-12 draw 6 cards, 13-14 draw 7 cards.
--Thanks to franciscocolmenares1114 for the correction

16:07 Stacking Limit Clarification
No more than three friendly air and/or ground units (of any size) may be stacked in a hex. You can't have 3 air units and 3 ground units in the same hex.
--Thanks to Calmien for the correction

23:38 +2 DRM Should Be -2 DRM
On the intelligence roll, offensive units entering, exiting, or moving within enemy ZOI give a MINUS 2 to the roll (not +2). You're trying to roll low, equal to or less than EC or OC intelligence value on card.
--Thanks to MrDsmalls for the correction

Comment