Rising Sun

2018 · 판타지

Rising Sun

Players lead rival clans in legendary feudal Japan, competing across four Seasons to earn Victory Points through warfare, alliances, and devotion to the Kami. Each clan has unique abilities, income, honor rank, and a home province; gameplay cycles through setup, a Tea Ceremony for negotiating seasonal alliances, a Political Phase to select mandates and position forces, a War Phase of area battles, and cleanup. Diplomacy, binding and nonbinding deals, honor standing, and seasonal cards shape outcomes; ties are broken by Honor and points come from winning battles, controlling provinces, and fulfilling clan virtues.

인원
3–5 최적 4명
플레이 시간
90–120분
연령
14+
복잡성
3.3 / 5
7.4 Ludoya 기준₩133,845부터전쟁 게임블러핑영역 과반/영향력세트 수집비공개 드래프트

Ludoya 테이블에서는

Ludoya에서 전체 통계 보기
260
기록된 플레이
498
플레이어
2h 55m
평균 플레이 시간
125
컬렉션 보유
18
위시리스트 등록
1
예약 구매

7.4/10

Ludoya 리뷰 82개 기준

  • Garfield8.0

    #41 Similar to Blood Rage, but more complex. Too many big monsters for my taste. A little bit less movement possibilities. War phase should use a timer. There were people that thought about 2-3min where to place the coins! I think 1min should be enough. [c] Theme: ★★★☆☆ <!-- size 7]Ok --> Gameplay: ★★★★★ <!-- size 7]Good amount of decisions to make --> Interaction: ★★★★☆ <!-- size 7]Fighting against others --> Artwork: ★★★★☆ <!-- size 7]Appealing --> Luck: ☆☆☆☆☆ <!-- size 7]Nope --> Strategy: ★★★★☆ <!-- size 7]Yes --> Components: ★★★★★ <!-- size 7]Perfect --> Play duration: ★☆☆☆☆ <!-- size 7]First 4p game took us almost 3h! --> Easy to teach: ★★☆☆☆ <!-- size 7]A lot to teach --> Rules quality: <!-- size 7]Not yet read --> Setup time: ★★★☆☆ <!-- size 7]Takes a little bit... Tidy up is a nightmare... --> No downtime: ★★☆☆☆ <!-- size 7]War phase was horrible --> Replay value: ★★★☆☆ <!-- size 7]Ok --> [/c]

    플레이 기록 없음

  • Mestremuten7.0

    Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 0/1

    첫인상 · 2회 플레이

  • Sergio Botello7.9

    Ed.Kickstarter

    첫인상 · 2회 플레이

리뷰 읽고 평가하기

룰 질문

Ludoya 룰 도우미가 룰북을 바탕으로 답변했습니다.

If I form an alliance, what does it actually do for me and my ally—do we both get the same bonuses and can one of us betray later?

An alliance grants non‑aggression and shared benefits on certain actions (both players may receive the ally bonus on Mandates and other effects); however either player may betray later, which breaks the alliance and costs Honor—see pages 11–13 and the Betray rules on page 18.

When I pick a Political Mandate, do I always act first and does my ally get discounts or bonuses?

The current player’s Mandate turn gives them initiative: you draw/choose Mandates in the Political Phase and the current player (and their ally when specified) receives the primary bonus or discount for that Mandate (see page 13 for choosing Mandates and pages 14–16 for Recruit/Marshal/Train specifics and who gets the bonus).

How do Shrine (Kami) resolutions work—do all shrines resolve at once, and how are ties decided?

Kami Turns trigger shrine resolutions one at a time from left to right on the board; for each shrine compare total Force to determine the reward and use players’ Honor to break ties (see pages 19–20, with Honor tiebreak explained on page 7).

In a battle, how does the coin bidding and hiring Ronin work, and what breaks ties in combat?

Before resolving a contested province players may bid coins for War advantages (per the bidding rules) and may hire Ronin to add +1 Force each; the highest total Force wins and ties are broken by Honor (see pages 21–24 for battle sequence, coin bidding, hiring Ronin, and tie resolution).

What exactly happens when I use the Betray action—do I lose Honor and can I replace my pieces on the map?

Betray breaks your alliance, causes an Honor loss, and lets you replace up to two of your map figures with same‑type reserve pieces (note Daimyo and Shrine figures are immune to replacement); full Betray effects are on page 18.

이 게임의 룰북을 읽는 Ludoya 룰 도우미가 열립니다.

게임 정보(인원, 플레이 시간, 연령, 제작진) 출처: BoardGameGeek.