Rules Breakdown: Empire of the Sun - Part 1
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

Rules Breakdown: Empire of the Sun - Part 2

Rules Breakdown: Empire of the Sun - Part 3

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Harsh Rules - Learn to Play Twilight Struggle Part 1

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Rules Breakdown: Empire of the Sun - Part 5

EotS Basics: Amphibious Assault

Rethinking Allied Opening Strategy

