How to Play

Empire of the Sun: The Pacific War 1941-1945

1-2 players 360-360 min 8.3 Board Game Geek Rating

Empire of the Sun is a card-driven Pacific Theater wargame covering Pearl Harbor through Japan's surrender. Players command major Allied and Japanese forces using strategic cards on a hex-based map spanning India to Hawaii. Combat uses a two-tiered system resolving air-naval battles before ground combat. Japanese victory requires forcing US negotiated peace by eliminating countries and inflicting heavy casualties, undermining American political will.

Published 2005

Empire of the Sun: The Pacific War 1941-1945

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Identify player roles
One player is the Active player (▲) and one is the Inactive player (▼) during each offensive
2
Verify supply status
Units must be SUPPLIED to be activated during an offensive
3
Check Inter-Service Rivalry restrictions
Japanese HQ cannot activate both Army and Navy units if Inter-Service Rivalry is in effect; Allied HQ cannot activate both US Army (green) and US Navy (blue) units under the same restriction
4
Note nationality restrictions
Commonwealth HQ cannot activate US Land, US Naval, or Dutch units; US HQ cannot activate Commonwealth or Dutch units
5
Understand activation range
HQ activation range does not extend via water if there is a non-neutralized enemy ZOI, or via land if an enemy land/air unit is present; activation is permitted via impassable terrain

On Your Turn

What you can do during your turn.

1
Activate HQ (Step I.1)
Active player activates 1 HQ to begin the offensive
2
Activate supplied units (Step I.2)
Activate a number of supplied units within the HQ's activation range equal to the OPS number on the card plus the HQ's efficiency rating
3
Move activated units (Step II)
Activated units move one unit or stack at a time, including moving to attack opposing units
4
Declare Battle Hexes (Step III)
Declare hexes containing activated units and at least 1 enemy unit as Battle hexes (maximum 1 per OC, no limit for EC, not in Land China)
5
Weather reaction (Step IV)
Inactive player may play a Weather Reaction Card; used ASP are returned
6
Pre-Reaction Bonus (Step V)
Active player implements EC offensive pre-reaction bonuses if applicable
7
Special Reaction roll (Step VI)
Inactive player rolls if active player captured an unoccupied city/port/airfield/resource within reactive HQ range plus ZOI
8
Inactive player reaction (Step VII)
If 0 Battle hexes, inactive player may play Attack Reaction cards; if 1+ Battle hexes, default intelligence is "Surprise Attack" and inactive player may either play a Reaction card or roll for Intercept
9
Reaction activation (Step VIII)
If Intercept or Ambush, inactive player activates 1 HQ with Battle hex in range, then activates supplied units that must participate in a Battle
10
Attack Reaction cards (Steps IX-X)
Both players may play Attack Reaction cards before and after reaction
11
Resolve Battles (Step XI)
Resolve each Battle hex one at a time
12
Post-battle reactions (Step XII)
Both players may play post-battle Attack Reaction cards
13
Post Battle Movement (Step XIII)
Inactive player conducts PBM first, then Active player conducts PBM
14
Emergency Naval/Air Move (Step XIV)
HQs in enemy-controlled hexes advance to next turn (except ABDA/Malaya which are removed from game)

Winning

How to claim victory.

1
Verify stacking limits (Step XV)
Maximum 3 land plus air units, 6 naval units, and 1 HQ per hex
2
Remove excess units
Owner removes units exceeding stacking limits; supplied excess units return as next turn reinforcements; unsupplied excess units are eliminated
3
Track War in Europe effects
All US Army (green) land and air units are auto-delayed and War in Europe rolls receive -1 modifier

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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