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Three Moves Ahead

Three Moves Ahead 465: Mark Herman's Empire of the Sun

Three Moves Ahead

Idle Thumbs

Strategy, Strategy Games, War, Games & Hobbies, War Games, Games, Video Games

4.8532 Ratings

🗓️ 5 April 2019

⏱️ 96 minutes

🧾️ Download transcript

Summary

Rob and Bruce are here to sing the praises of Mark Herman's Empire of the Sun, a brilliant adaptation of the war in the Pacific. Enjoying the game through the magic of VASSAL, our wargaming duo describe how about Empire of the Sun does a commendable job of conveying the challenges of imperfect information, the plans of the Imperial Japanese fleet, and inter-service rivalry - all through the elegance of card-based play.

Transcript

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0:00.0

Good evening you are listening to Three Moves Ahead, and I'm your host, Rob Zakney.

0:03.5

Tonight, I'm joined by our elite irregular panelist, Dr. Bruce Garrick.

0:08.1

Hello gamers.

0:10.2

So it's not quite winter, but it is a war game, and it is a war game that I spent much of the winter playing with this guy right here.

0:21.0

We're going to be talking about Mark Herman's Empire of the Sun,

0:25.3

a strategic level, card-driven war game of the Pacific Theater of World War II.

0:31.7

Bruce, this was one that you've been keen to get me to try for at least a year.

0:36.5

And I think I remember last year I saw you at the tail end playing a vassal session with

0:42.7

our friend Don Stone.

0:44.8

And I think Don Stone wrapped that up by saying he thought it might be the greatest war game

0:49.8

he's ever played.

0:50.7

He wasn't sure, but he was inclined to think it was at the time. So, Bruce,

0:56.1

what is Empire of the Sun? Where did it come from? Yeah, I think it came from the very fertile

1:02.7

design mind of Mark Herman, but I think it also came from a couple other sort of confluences of

1:10.0

situations. One is uh it came from the card driven design a mechanic

1:17.3

which sort of solved some problems in game design that i think designers are having a problem

1:25.0

fitting history into their games uh so they kind of offloaded it a little bit into a different mechanic,

1:30.6

which I think really made a lot of,

1:33.5

it saved a lot of fiddliness in gameplay.

1:36.2

It also is the product of,

1:40.4

I think,

1:41.6

people being more willing to,

...

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