
Rising Sun
A board game by Eric M. Lang
3-5 3-5 4-5
90-120 minutes Medium
Only a small amount of text on components is needed during play.
Drafting, Set Collection, Simultaneous Action Selection, Variable Player Powers, Area Majority / Influence, Area Movement, Take That, Variable Set-up, End Game Bonuses, Action Drafting, Alliances, Auction: Sealed Bid, Force Commitment, Negotiation, Follow, Variable Phase Order, Betting and Bluffing
Fantasy, Mythology, Bluffing, Negotiation, Wargame
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Description
In Rising Sun, 3 to 5 players take on the role of a clan leader in feudal Japan, competing to accumulate victory points over the course of four seasons. Each clan has a unique ability and differs in seasonal income, starting honor rank, and home province, allowing players to forge their own path to victory. As players navigate the game, they'll form and break alliances, worship the gods, and position their figures around Japan, all while managing their honor, which can grant advantages or allegiance with darker elements. With a mix of diplomacy, negotiation, and strategy, players can gain victory points by winning battles, harvesting provinces, or playing to their clan's virtues. The game is divided into seasons, each with its own deck of cards and phases, including a tea ceremony for negotiating alliances and a war phase for battling over provinces. As winter approaches, players calculate their bonuses to determine the winner, and a new emperor rises under the power of the great Kami.
