(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.
- Churchill
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's about 90% of what it is we're trying to do. Okay.
- So, here is my answer to you, George, and to everybody else out there.
- We sometimes feature games that are obscure, uh, like maybe an incorporated or like a Granville or anything like that to highlight it so that it might get picked up and reprinted.
- The star of the show is whatever game we're featuring. That's what's the star.
- It's a logistics card game for two players.
- I have no affinity for Star Trek or Star Wars for that matter. Different animals, I understand. Don't don't yell at me. I'm just saying it.
References (from this video)
- World War II conflict
- World War II
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is the challenge where I try tried to play a subset of the rather large collection of board games tabletop historical War Games specifically that I have on my shelves that I have yet to play or fully play
- the goal here is to start making progress chipping away at those games on your shelves that have yet to be played
- the Shelf of Shame is so embarrassing
- all of these are shelf of Shame right I me usually call it shelf of opportunity but this is yeah some of these I really need to play
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Battle Before The Muse River scenario
- one of the most historically infused games that I've ever run across
- just a training scenario to see if I can get used to movement and defensive fire and first fire and all those things maybe some close combat
- I've got Raiders of the deep and Phantom Fury I've got these in boxes right now
- my goal really for this year is to play a lot of games play five new games a month what I'm trying to do with this now is to get some breath to the tea to experience a lot of different games uh and play them but not necessarily go that deep yet
- do you have a gaming te um what and if so what are those things that you feel like you've played a ton of that have gotten you to a lot of depth
- The winner is Kevin a212 congratulations Kevin
- hope to see you at SD histon or maybe perhaps watching the professional wargaming live discussion on Saturday
References (from this video)
- Very pleased with the way it came out
- Always have a game of it set up
- Interesting period of the game (Allied comeback)
- World War II Pacific Theater
- Pacific War
Mechanics (from transcript analysis)
- Card Driven — Features dual-use cards (Ops vs. Event) that make sense for the World War II era with military staffs.
Video topics + discussion points
Quotes (from this video)
- Rathman was a genius at doing like amazing things with very little.
- The Spar of the map and the way he did the color choices you know with the blue you know what he did makes it look like uh there's no um there's no green on the map right because I mean there would be some because but the trees were covered so it's got like a blue it's got like winter look to it and it just looks it just looks like the cover itself too it covers carries that whole thematic color exactly exactly
- it really was one of the first games that really focused on intelligence.
- You shouldn't have very little information; you should have tried to have the level of information they had at the time.
- It's got just a really elegant Siege system Logistics you know Depot system battle system so it's great
- I always have a game of Empire the Sun or for the people going all the time and so it's a tossup between those two but if I had to choose it would I I travel I find traveling with Empire the sun's easier because it's got better smaller scenarios I can play on the road
- that really kicked off The Monster game era at SPI and that was one of the first ones well the first one was but that was like a oneoff guy doing it
- I actually prefer and only play the first edition with the original rules everybody complained about those I think those rules were brilliant
References (from this video)
- Personal favorite
- Easier to travel with than For the People
- Has better, smaller scenarios for playing on the road
- Intuitive setup using counters
- World War II
- Pacific Theater
- For the People
Mechanics (from transcript analysis)
- scenario play — Features smaller, more manageable scenarios suitable for travel.
- Setup Aids — Counters provide instructions for game setup, allowing for intuitive play without constant rulebook reference.
Video topics + discussion points
Quotes (from this video)
- Rathman was a genius at doing like amazing things with very little.
- The Spar of the map and the way he did the color choices you know with the blue you know what he did makes it look like uh there's no um there's no green on the map right because I mean there would be some because but the trees were covered so it's got like a blue it's got like winter look to it and it just looks it just looks like the cover itself too it covers carries that whole thematic color exactly exactly
- it really was one of the first games that really focused on intelligence.
- You shouldn't have very little information; you should have tried to have the level of information they had at the time.
- It's got just a really elegant Siege system Logistics you know Depot system battle system so it's great
- I always have a game of Empire the Sun or for the people going all the time and so it's a tossup between those two but if I had to choose it would I I travel I find traveling with Empire the sun's easier because it's got better smaller scenarios I can play on the road
- that really kicked off The Monster game era at SPI and that was one of the first ones well the first one was but that was like a oneoff guy doing it
- I actually prefer and only play the first edition with the original rules everybody complained about those I think those rules were brilliant
References (from this video)
- Arguably Mark Herman's magnum opus
- Designer still loves playing it
- Good price for a big game
- A big game
- A hard game
- World War II
- Pacific Theater of World War II
- Vietnam
Mechanics (from transcript analysis)
- Card Driven Game (CDG) — It's a Pacific World War II CDG.
Video topics + discussion points
Quotes (from this video)
- Oh my God this sounds fantastic
- don't get killed oh my God I am all in
- Jeremy's coming up with some wicked cool ideas ain't he
- this is a wicked way that the coin system is being stretched
- this is really really pretty clever
- Man I love the themes that we're going with
- this is the game that's putting NB on the map
- super super into that game
- this is not really my jam
- dude has an encyclopedic amount of knowledge when it comes to designing War Games marks one of the Titans
References (from this video)
- Challenging but expected to become clearer
- Chosen as solo game of the summer
- Challenging to get a foothold on gameplay initially
- World War II conflict
- South Pacific
Mechanics (from transcript analysis)
- scenario play — Currently playing the South Pacific scenario.
- Two-player setup for solo — Currently set up as a two-player game for solo play.
Video topics + discussion points
Quotes (from this video)
- Got it. Off the line. Another man-to-man combat game. Each counter is a single man, just like in combat 3, but uh combat is a solo game. This is uh it's got solo guidance for it, but it's designed as a two-player game, although it's I think it's going to be very solo friendly.
- I feel like that sort of it's easy for me to sit down when I've got 20 minutes and just cruise through my phone and look at social media, but instead I can play a whole game. And so I think these games offer me an opportunity to do something more interesting than Doomcroll
- when talk about companies that have high production values with their stuff, I mean, of course, we've got the big ones, you know, GMT, Compass Games, and things. Worthington Publishing is right up there with Bua Sims in terms of the quality of their content. The boxes are good, the counters are good, materials are good, the cards are all vinyl. I mean, just really they don't they they make good stuff, too, which is always really nice to see some durability.
- It's going to be something different, right? I mean, it's always good to throw different things in the channel. Something a little bit different, but I think there's enough overlap with it with Wargaming that and and I know there's a lot of football fans on the channel as well.
- 49% no, 51% yes. So roughly 50% half of the people watching this video play miniatures wargaming as well as tabletop board gaming or or play and don't play anything else which was I thought it's more than I thought.
- Miniatures games for me represent the extension of a childhood hobby of mine, which was building and painting model airplane kits. Totally can see that. So you're building the miniatures, painting the miniatures, playing the games. These can all go together into one big hobby.
- The other thing would be PC Hex Encounters kind of like we did with the Panzer Core 2. The nice thing about that is that it's very easy to play in a live stream format because the rules are all managed for you in the background.
References (from this video)
- Made some progress by shifting to Vassel
- Expects to have it learned and played within a month
- Doesn't have room on tables to play all games
- Had to shift to digital to make progress
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This reminds me of Coin Light. And the game that comes to my mind is Root. And not that this is the same thing or a spin-off, but it's got a Root type feel.
- I've read through the rules looks very accessible and pretty easy to jump into.
- Production values on this one are really high.
- I really appreciate I think Fal has a nice touch on accessibility, depth of gameplay, quality of components, just really putting things together in a nice package that builds some very interesting things with good gameplay and a lot of accessibility.
- 42% tactical, 30% operational, 29% strategic.
- My favorite game of all time is Combat Commander, which is a tactical level game.
- I'm split between the different scales. Given the time I'd play them all, I love the idea of grand tactical, but don't have the space they generally acquire.
- Wow, it's taking a while here. Oh, we've got Arvin Runstein5707.
- New to these games. So, still learning, but strategic seems like my jam.
References (from this video)
- Innovative combination of hexagons and CDGs
Mechanics (from transcript analysis)
- Card Driven Games (CDGs) — Considered an innovation by combining hexes with CDGs, building on Mark Herman's initial CDG concept.
- Hexagonal Grid — Uses hexagonal grids, which was an innovation in combination with CDGs.
Video topics + discussion points
Quotes (from this video)
- All human progress all innovation is a matter of ideas having sex. That is to say there actually is not any innovation that is just not based on anything else not based on anybody else's ideas right it's all a matter of what ideas already there how can I take and put them together synthesize in new ways to new purposes maybe you know twist it this way a little bit you know you use the word tweak um and then sometimes that new fusion of ideas is indeed adds up to a fundamental new new new new thing or breakthrough right
- It was a sandbox, right? I mean, they g it was a sandbox and we were invited to create and games hadn't done that before.
- I think the greatest innovation would here it is would be a rat and a rat free rule book.
- Yes. War games are innovative.
References (from this video)
- Iconic and considered one of the best wargames
- Fantastic time playing with the designer
- Understanding of game mechanics improved significantly after teaching session
- Fascinating game design
- Steep initial learning curve/hitting cliffs
- Requires knowing a lot of things at once initially
- Strategic level game of the entire Pacific War in World War II, playable as American/Allied or Japanese forces.
- The Pacific War 1941 to 1945
Mechanics (from transcript analysis)
- Card-driven (implied) — The designer teaching the game and discussing design behind the Erasmus bot implies a level of strategic depth often found in card-driven systems, though not explicitly stated.
- Solo Play — Features solo bots, specifically the Erasmus bot, allowing players to play either side solo.
- Strategic/Operational Warfare — A strategic level game with some operational elements covering the entire Pacific War in World War II.
Video topics + discussion points
Quotes (from this video)
- This is the video where I look back on the previous month's gaming experiences, be they PC games, traditional war games, traditional board games, and pick out the three highlights as candidates for game of the month, and then award one of those three candidates the game of the month award.
- And the reason why they're a sponsor of this channel is that they specialize in war games, both new and used.
- So, it's got a Tactics 2 type of Blitzkrieg nostalgia theme to it that I find really endearing and intriguing.
- The second reason is that the game rules are very fresh and innovative. Movement, combat, everything's like, 'Oh, that's clever.'
- It's a very chill and relaxing game. So, it's one of my mental health games.
- One of the iconic games designed by Mark Herman. Probably if you said, 'What are the top 10 war games that are out there?' Empire of the Sun would be one of them.
- It was 2 hours, perhaps of the best wargaming hours of my life.
- This is the easiest one I've had to pick.
- And therefore, the February 2026 game of the month winner is Empire of the Sun from GMT Games.
References (from this video)
- Iconic and influential design; enduring appeal
- Flexible scenarios for road trips and convention play
- Very large and heavy; table space and time required
- political-military diplomacy; naval and air logistics; allied vs axis planning
- World War II Pacific theater; multi-year strategic engagement
- deep, multi-year campaign with variable-length scenarios and strategic overlays
- For the People
- Lee Moves North
Mechanics (from transcript analysis)
- grand strategic, multi-map design — Large-scale map interaction with layered political and military mechanics
- solitaire system — Solitaire system that teaches strategy and tests opposing AI behavior
Video topics + discussion points
Quotes (from this video)
- it's a really really solid World War II East Front game
- the solitaire system is basically how to teach you strategy
- worth getting to the table I will tell you that