Empire of the Sun
Trying to remain objective when a fundamentally
decent wargame is weighed down by inadequate rules development and trying to use
customers as playtesters
I'm trying to keep an open mind about this game.
Mark Herman has a reputation as a top-of-the-line game designer (not that I'm
entirely convinced of this myself), and the card-driven wargame format still has
such great untapped potential.
But
it's hard.
It's hard to work through a
game with rules this poor and still keep up your optimism. How many really good
wargames have had really lousy rulebooks? I can't think of any. It's hard to
deal with player aids with multiple egregious errors and not have a sneaking
suspicion that this is a game that is, at best, half done, and wonder if the
designer and developer aren't just wasting my time. And it's hard to face the
fact that your nice professionally-printed rulebook has become obsolete and
replaced with stapled-together photocopies within days of actual players getting
their hands on the game.
Empire of the
Sun, like Mark Herman's previous We the People and For the People games, is
based on card play. Cards have either a simple numerical operation value or an
event. The operations value of the card abstractly represents the level of
preparation for an offensive: a higher value means both more units can be
involved and they can come from further away - and also that the defender will
have an easier time reacting to it. The defender can react by playing cards of
his own, or can rely on die rolls; Allied security is pretty tight, and the
Japanese will have a hard time reacting to most smaller operations, while due to
the efforts of Magic, Japanese operations are about as secure as Internet
Explorer, and the Allies should be able to intercept most of the time even
without a card play.
I think this
offensives procedure, the heart of the game, works very well. As an idea it's
simple, produces a historical feel, leverages the advantages of the strategy
cards, and forces interesting choices. The difference between a 1 and a 3 ops
isn't as great as it is in Hannibal, so you don't get the same level of tension
- for the Japanese, even their small operations will tend to be easily
intercepted, so 1 operations seem rarely useful - but it works well
enough.
Unfortunately, even here in the
heart of the game where things should be rock-solid, Empire of the Sun has rules
problems. It takes a full page just to explain the very simple loss-allocation
system, and the rules essentially admit that they aren't really confident as to
whether it works or not and if all the contingincies are covered (it's right
there on the bottom of the left column on page 19). The air movement rules are,
when viewed in the best possible light, confusing. The procedure for doing an
interception - basically, roll a die and roll less than the number printed on
the card, with a single possible +2 modifier - should take about 5 lines to
explain, but instead it takes about two over-wordy paragraphs, copied and pasted
a couple times, and is then restated in summary a few more times (I count one
paragraph-length explanation, 5.22, and then another two paragraphs dedicated to
this in 6.25 C & D, much - but not all - of which is duplicated. Then we
have overviews of the intelligence die roll again in 4.22 - which has a half
column overview of an offensive - then again in 6.1, which dedicates another
half-column to an overview of an
offensive).
This is frustrating beyond
a reasonable point, but ultimately tractable. What is more frustrating are the
victory conditions. The Pacific Theatre is a hard problem, as Mr. Herman admits
in the designer's notes, and coming up with sensible victory conditions isn't
easy. But the ones in here are not particularly
satisfactory.
To win, the Allies have
to either invade and conquer Japan or accomplish three tasks: hit Japan with
strategic bombers for four turns in a row; strip Japan of all but one resource
hex; and have a B29 in range of Tokyo.
This might sound plausible, but much
of it depends on pure luck. Strategic Bombing is just a die roll; if you roll a
'9' on the turn your first B29 arrives, when you only have one bomber, you're
out of luck and will have to do a far more difficult invasion of Japan. There
are two resource hexes in Manchuria that the Western Allies are legally barred
from taking, and can only realistically be taken by the Soviets (the Chinese are
at least allowed to attack them, but they are so far away it's a practical
impossibility) ... which requires a sequence of cards to come out in the right
order - Tojo resigns, followed by the Soviet Manchurian invasion - cards over
which the players have only the most minimal levels of control. I haven't tried
to figure the odds, but given the huge 80 card decks for each player, this is
not a highly-predictable event.
So,
whether you get to do the easy option or the really hard option is more or less
a crap shoot. OK, so let's say you've consigned yourself to invading Japan. This
is not inherently a problem. However, the game also features an abstract War in
Europe. As this heats up, the Allied army and army air reinforcements may be
sent to Europe. The problem is, it's entirely possible, through simple bad luck,
to lose enough infantry corps in this way to make an invasion of Japan
impossible, as happened to Milton in our game. What we saw was that as the war
wound down, it became clear that the odds of the Tojo/Soviet cards coming out in
time and in the right order were vanishingly small. So the Japanese just
withdrew every unit in their order of battle and piled them into the Japanese
mainland, stripped China of all of its replacement points, and waited. Since the
Americans had lost all but two or three corps to the war in Europe, they were
screwed. All the prior interesting play, and all the investment in the 30-page
rulebook, had come down to a handful of dice rolls and card draws over which the
players had essentially no control. And it should be noted, that even had the
Allies not lost their reinforcements (or if the Olympic/Coronet card returned
the units that were lost to Europe, which would only be realistic and fair),
invading Japan is exceptionally dicey. The Japanese are likely to get a few
turns of warning that an invasion is going to be the only way for the Allies to
win, in which they can recall most of their units to Japan and dig in (a couple
poor-quality reduced air units are all that is required to shield units using
strategic movement from the wrath of the entire Allied carrier and submarine
fleet, and there are no limits on how many Japanese units can be
sea-transported). If they do this, the Allies have no chance to clear Japan
given how attritional ground combat is and how bloody amphibious assaults
are.
To call this endgame underwhelming
would be an understatement. One of my fundamental rules of gaming is that player
control has to go up with the rules and game length. For me personally, if
you're going to make me learn 30+ pages of rules and play for 8 hours, I really,
really have to feel like my play matters. Preferably a
lot.
Can the game overcome these
problems? Possibly. The most promising angle is simply to admit that neither the
first turn of the Pacific War (the Japanese surprise attack) nor the last year
(where the Allies are simply trying to dismantle the outclassed, outgunned, and
outnumbered Japanese in the most efficient manner possible) make for terribly
compelling gaming for either player. So the real game here is '42-'43, maybe
through early '44, and if we accept this than the hokey victory conditions for
the full game can be ignored. In '42 and '43, the good parts of the game are
predominant, and the balance goes from Japanese strength to Allied strength, but
not in such an extreme way. And you have all kinds of things going on: the
Central Pacific campaign, the Solomons, China-Burma-India, and China proper, all
of which are interesting. Both sides have hitting power. The event decks have
variety and seem flavorful and well-done, in general. And there is real tension
in the operations card play in this period. All good
stuff.
In the end, I haven't played
that much, so my judgement is not definitive yet. My enthusiasm for the campaign
game has been significantly blunted now that I've played it, but I am still
reasonably enthused by the middle war years. I think there is good stuff in
Empire of the Sun, but the fact that it feels like the last round (or rounds) of
playtesting are being done by the customer who paid $50-$75 is definitely
demoralizing. Once things settle down, this may turn into a good game, but even
then it's still going to be a bit of a niche game in my opinion - one more for
the technocrats, and I think it is, unsurprisingly, going to appeal to the same
folks who liked For the People. For those of us who are waiting with growing
impatience for the card-driven wargame that follows in the footsteps of
Hannibal: Rome vs. Carthage ... I think I can safely say we're still
waiting.
Posted: Friday - May 13, 2005 at 11:39 PM