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Empire of the Sun

Expanded Sequence of Play


4.1 Strategic Phase
4.11 Reinforcement Segment (9.1) (placed @ in-supply port [ground/naval/HQ] or airfield [air] in
activation range of in-supply HQ not in UEZOI & within stacking/placement reqs) [HQs & B29s
cannot be delayed - Army ground & air and CVEs may be sent to Europe]
4.12 Replacement Segment (10.0) (new as reinforcement, existing if in supply, not in UEZOI)
4.13 Strategic Warfare Segment (11.0) (Sub success = -1 card, -1 ASP [min 1], lower escorts)
4.14 Deal Strategy Cards Segment (see also 11.1 for Japanese cards, 11.5 for Allied cards)
4.2 Offensives Phase
4.21 Initiative Segment most cards goes first, unless Future Offensive played as EC (6.29.A)
4.22 Offensives Segment
5.0 Play Strategy Card may do 1 of below:
A. Conduct OC Offensive (6.0)
B. Conduct China OC Offensive (12.72)
C. Withdraw Air Unit (7.33)
D. Withdraw HQ (7.54)
E. Bring HQ into play from turn track (7.56)
F. Play as Event (5.3)
G. Make Future Offensive (6.29)
H. Discard
4.3 Political Phase
4.31 National Status Segment (12.0)
12.2 Philippines (1*) Manila & Davao, includes Jolo & islands within 2 hexes of Manila
12.3 Malaya (1*) Singapore & Kuantan
12.4 Dutch East Indies (1*) 7 resource hexes & Tjilatjap, includes Sumatra, Java, Borneo, Celebes,
Bali, Amboina, Timor, Morotai
12.5 Burma (1*) Rangoon, Mandalay, Lashio, & Mytkiyina
12.6 India (2) Northern India triggers unrest/unstable countdown (Allies -1 card)
12.7 China (2) surrender occurs in Offensive Phase when China Collapses (Allies -1 card)
12.8 Australia (2*) all coastal port/airfields on mainland (Allies -1 card)
12.84 Mandate Rabaul & Guadalcanal, includes Admiralty Is., Kavieng, Rabaul, Bougainville,
Guadalcanal, and all adj. 1-hex islands and contiguous land
12.85 New Guinea all ports & resource
12.9 Japan all hexes on Honshu or supply source cant trace to resource for 3 consec. Turns
12.92 Marshall Islands Eniwetok & Kwajalein, includes all islands within 2 hexes
4.32 US Political Will Segment (16.4)
16.41 When nation changes hand, adjust Political Will as indicated (* = reversible)
16.41 If all surrender, reduce by 2
16.42 Alaska (1) if Japanese occupy for 4 consecutive turns
16.42 Hawaii (1) if Japanese occupy for 2 consecutive turns (includes Midway)
16.43 Strategic Warfare
A. Japanese control 3 or less between turns 5-12, +1 (only once)
B. Strategic bombing reduces hand size (even if at minimum), +1 (once/turn)
16.45 Entire Allied attacking force including US XX or XXX size is elim, -1 (once/turn)
16.46 No US carriers on map, -1; no US naval units on map, addl -1
16.47 Allies dont capture & retain # hexes = ASP [max 5] on turns 4+, -1
4.4 Attrition Phase (13.4)
HQ in supply if path to supply source (see 13.1 for what blocks supply line)
Unit in supply if in range of in-supply appropriate HQ (see 13.1 for what blocks supply line)
Full-strength units out of supply are reduced, reduced units out of supply & out of range elim
ZOI and enemy units do not block HQ range for maintaining reduced units
4.5 End of Turn Phase
Japan victory: US Political Will = 0
Allied victory: Strategically bombed 4 consec turns, < 2 resources, B29 in range of Tokyo (16.2)
Flip/remove various game markers

Empire of the Sun v2.0


Expanded Sequence of Play v2.00

1 of 2

2008 Medanian Design Bureau

Empire of the Sun


Expanded Sequence of Play
Conduct OC Offensive (6.0)
1. One in-supply HQ is active HQ (6.21)
a. Number of in-supply units activated = HQ eff + (OC or Logistics) (5.12)
b. Activated units must be in range of active HQ (UEZOI blocks on water hexside)
2. Activated units move, battles declared (6.22-23)
a. Strategic Naval/Air = friendly port/airfield to friendly port/airfield not in UEZOI (7.23/7.33)
b. Strategic Ground = any coastal to friendly port (twice distance if from friendly port) (7.44)
c. Amphib = any coastal to any non-mountain coastal (Port Moresby can be amphib) (7.45)
i. May not enter/exit hex with enemy naval w/o escort along entire path (7.45.B)
ii. May not enter/exit hex with UEZOI (7.45.B)
iii. Cannot amphib with Brit armor, Chinese, Dutch, or Indian (7.45)
d. Special Reaction (6.27) if ground unit stops in React-controlled unoccupied Named Loc, in react HQ
range, in react ZOI, and successful intelligence roll (not by card) per eligible hex, hex is Battle hex
Hexes entered via ground movement alone are not eligible for Special Reaction.
3. Battles declared (6.24), intelligence condition determined (6.25)
a. No battles = end of offensive (Special Reaction (6.27) may create battles)
4. Reaction player plays cards [0-3] / Int. roll <= , 9 = (6.25.C) (-2 if units enter/exit ZOI)
5. If intelligence condition is not surprise attack (6.26)
a. One in-supply HQ is reaction HQ if 1+ Battle Hex in range (nothing blocks)
b. Number of in-supply reacting units = React HQ eff + (OC or React Logistics) [includes SR]
c. Activated units must be in range of react HQ (UEZOI blocks on water hexside) [1 ASP max]
d. Reaction player moves units only to declared battles [SR allowed even if int cond = surprise]
e. Ground disengagement eligible if unit(s) is/are stronger (can go to land hex not attacked from)
6. Resolve battles (8.0)
a. Air/Naval Combat (8.2)
i. Activated air/naval attack factors in battle hex + activated in-range air/carrier
ii. Surprise Attack = Offensive player first / Ambush = Reaction player first
iii. Roll effectiveness rating (natural 9 = critical hit, even hit distribution rule negated)
iv. Calculate hits and apply (air & carriers not in hex immune to surface ships (8.2.F.4))
v. Ground units targeted only if no air/naval last step (Reaction choice) immune (8.2.F.5)
vi. Japanese may exchange steps lost among carriers (8.2.F.7)
vii. Determine winner (8.3) (strongest surviving; if none, Offensives win (8.31))
b. Ground Combat (8.4)
i. Add all ground attack factors in battle hex
ii. Each player rolls effectiveness rating (ground combat always simultaneous)
iii. Hits calculated and applied (Offensive amphib defense values halved (8.4.B.5))
iv. Determine winner (most steps inflicted in ground combat) (hex control determined)
7. Post-battle movement (8.6)
a. Reaction player moves activated non-ground units (8.61)
i. Emergency Naval Placement friendly port in 10 hexes (immune to ZOI) or elim (7.23)
ii. Emergency Air Placement friendly airfield in (extended) range or elim (7.33)
b. Offensives player moves activated units (8.62) (except amphib winners)
Hexside : condition (blocks path?)
Sea : in UEZOI
Land : Enemy air/ground occupied
Any : Unplayable
Land : non-port coastal if entered by sea
Sea: non-port coastal if entered by land
Land : enemy-controlled port if by sea
Sea : enemy-controlled port if by land

Intel (6.26) Activ (7.52) Supply (13.1) Attrition (13.4)


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ZOI only from in-supply air/carrier units, only neutralized by non-LRB ZOI [LRB = range
Stacking Limits: HQ = 1 (7.51), air/ground = 3 (7.34), naval = 6 (7.24) at end of card play
Single-engine Japanese aircraft = army; twin-engine Japanese aircraft = navy

Empire of the Sun v2.0


Expanded Sequence of Play v2.00

2 of 2

6+]

2008 Medanian Design Bureau

Empire of the Sun


Expanded Sequence of Play
Inter-Service

Rivalry army OR navy, US army/air delayed, divert drm -1, Jap use ASPs (14.0)

Empire of the Sun v2.0


Expanded Sequence of Play v2.00

3 of 2

2008 Medanian Design Bureau

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