玩家评分: 8.3

拥有
太阳帝国
Empire of the Sun: The Pacific War 1941-1945

桌游极客排名: 789

本月排名变化: 7

玩家评分: 8.3

玩家人数: 1 - 2 (最佳: 2人)

时长: 360 分钟

难度: 4.36 (重度策略)

适合年龄: 12

专业评分: 6.74

语言依赖:

大量文本需要阅读

出版年份: 2005

出版商:

| GMT Games | Devir

设计师:

| Mark Herman

美工:

| Dave Lawrence | Rodger B. MacGowan | Mark Simonitch

桌游类别:

|航海 |战争 |二战

(从GMT网站:)

太阳帝国(EotS)是马克·赫尔曼的第三张卡驱动设计,因为他将系统引入了我们人民的爱好。 EotS是从对珍珠港的袭击到日本的投降,是太平洋整个战争的战略层面。 EotS是第一个驱动卡牌的游戏(CDG),使系统更接近于经典的六角形游戏,同时保留了人们对CDG的期望的所有紧张和不确定性。当你把你的力量从印度到夏威夷,从阿拉斯加到澳大利亚的时候,你的力量就能够被麦克阿瑟,山本,尼米兹,和Mountbatten的角色扮演。根据整个冲突影院的1942年等面积投影,这个表现在一张地图上。与使用CDG系统的其他游戏一样,玩家尽量最大限度地发挥其卡片的影响力,隐藏他们的意图和陷阱从他们的对手。玩家面临着一系列明确的战略选择。 EotS的重点是指导重大进步的进步。日本人在游戏初期面临挑战,为了实现自己的历史扩张,因为盟军与时并进,与现场部队进行对抗,试图对难以替代的日本老兵部队造成最大的伤害。在EotS战斗中,成功地将优异的陆,空,海力结合在一起,形成了双层战斗体系。第一层是海军作战的决议,二级是地面作战。两层的高潮导致一方在战斗中占有一席之地。决定战略胜利的关键因素是美国政治意愿的水平。日本人赢得这场比赛,迫使美国达成谈判和平,这在历史上没有实现。日本人在打击印度,中国和澳大利亚等国的这一战争中实现这一目标,同时对美国造成重大伤亡。按其历史时间表交付A弹不是一个保证,往往需要奥运和入侵日本。通常在最黑暗的时刻,日本人在EotS中获得胜利。“EotS情景设计与忙碌的爱好者,呻吟者和竞争对手的比赛球员。 EotS被设计为每年在两个小时内播放三次的每年场景(1942年,1943年和1944年)。如果您是CDG的粉丝,EotS将该类型变成熟悉但又是新的方向。如果您是经典六角战舰的粉丝,这款游戏具有所有功能,首先将您带到了这个兴趣,但具有新的兴奋和可重放性。这个游戏是全面的,但是很容易学习。

时间尺度:每转4个月

地图规模:每英里150英里

单位规模:旅,部队,军团& 10;

DESIGNER:Mark Herman

开发人员:Stephen Newberg

MAP&卡夫艺术:马克西蒙尼奇

反艺术:马克西蒙尼奇,戴夫劳伦斯& (帝国帝国(EOTS))使用我的卡驱动系统的变体。该游戏有一张地图涵盖从印度到夏威夷的太平洋剧场,从阿留申人到澳大利亚。 EOTS是使用六进制的第一个卡驱动游戏,有助于计算运动和飞机范围。每场比赛的翻牌时间为4个月(每年3轮),特别是12月41日(特别两张卡)的比赛,总共12场比赛。 (例如,CV Wasp,BB Washington等),空军/空军部队/空军司级的空中兵力,大多数地面部队都是军团/军队,尽管有一个主机的分部和以下级别的专门单位。该游戏共有165张卡片分为盟军和日本甲板。“游戏使用两架战斗系统与空战在地面战斗前进行。该系统具有战斗效率的玩家,这是从.5到2.的力量倍数。该值乘以单位优势是敌人在战斗中的命中次数,有一些特殊条件基于存在的简历数和就像玩游戏一样,中国被抽象出来,使用一些轨道,一些事件的发挥和中国的攻势对盟国施加压力,用资源支持这个剧院,或者看到它掉下来,伤害了盟军士气这与日本土地替代品来自这个剧院的事实是平衡的,所以他们在其他地方的冲突越多,中国越有可能生存。“印度北部和缅甸是活跃的剧院在游戏中大部分持续的地面战争发生的操作。如果日本人能够成功地占领印度北部,那么他们可以驱赶这个国家和它的联邦单位摆脱战争。“澳大利亚也可能被淘汰出局,虽然很难永久保持下去当然,当然还有美国着名的岛屿运动,在太平洋地区开战,把日本打倒了。“#10;

(from GMT website:) Empire of the Sun (EotS) is Mark 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 conflict. 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. EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n 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. TIME SCALE: 4 months per turn MAP SCALE: 150 miles per hex UNIT SCALE: Brigade, Division, Corps, and Army DESIGNER: Mark Herman DEVELOPER: Stephen Newberg MAP & CARD ART: Mark Simonitch COUNTER ART: Mark Simonitch, Dave Lawrence, & Rodger B. MacGowan (from the designer:) Empire of the Sun (EOTS), uses a variant of my card driven system. The game has one map that covers the Pacific Theater of operations from India to Hawaii, and from the Aleutians to Australia. EOTS is the first card driven game to use hexes, which facilitates calculating movement and aircraft ranges. Each game turn covers 4 months (three turns per year) with a special December 41 (special two card) game turn, for a total of 12 game turns for the campaign. The game is at the strategic level using naval units built around a capital ship class (e.g., CV Wasp, BB Washington, etc.), air units at the Air Force/ Air Flotilla/ Air Division level, and most ground units are Corps/ Armies although there are a host of specialized units at the division and below level. The game has 165 cards divided into an Allied and a Japanese deck. The game uses a two tiered combat system with air-naval combat preceding ground combat. The system has players roll for combat efficiency, which is a strength multiplier from .5 to 2. This value multiplied by the unit strengths is the number of hits the enemy takes in combat, with some special conditions based on number of CVs present and the like. As far as game play is concerned, China is abstracted using a track whereby the play of certain events and Chinese offensives puts pressure on the Allies to support this theater with resources or see it fall and hurt Allied morale. This is balanced against the fact that Japanese land replacements come from this theater, so the more they draw it down for conflict in other locations, the more likely China will survive. Northern India and Burma are active theaters of operation where the majority of the continuous ground warfare in the game occurs. If the Japanese can successfully occupy Northern India, they can drive this nation and its Commonwealth units out of the war. Australia can also be knocked out of the war, although it is hard to keep it out permanently. Then of course there is the famous island campaigns with the US driving across the Pacific to knock Japan out of the war.