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Rising Sun
Rising Sun - Image 2
Home / Area Control

Rising Sun

BGG Rank: 147
Players: 3 - 5, Recommended: 5+, Best: 5+
Playing Time: 120 minutes
Weight (Complexity): 3.30 / 5
Mechanisms: Action Drafting, Alliances, Area Majority / Influence, Area Movement, Auction: Sealed Bid, Betting and Bluffing, Closed Drafting, End Game Bonuses, Follow, Force Commitment, Negotiation, Set Collection, Simultaneous Action Selection, Take That, Variable Phase Order, Variable Player Powers, Variable Set-up
Category: Bluffing, Fantasy, Miniatures, Mythology, Negotiation, Wargame
Family: Components: Map (Continental / National scale), Components: Miniatures, Country: Japan, Crowdfunding: Kickstarter, Game: Rising Sun, Theme: Samurai
Designer: Eric M. Lang
Artist: Adrian Smith
Publisher: CMON Global Limited, Guillotine Games, ADC Blackfire Entertainment, Arclight Games, asmodee, Delta Vision Publishing, Edge Entertainment, Galápagos Jogos, Game Harbor, Hobby World, Portal Games, Rozum
Category: Area Control
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The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise? Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province. Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins. In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding. Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan. The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner. Each Season is divided into five phases: 1) Seasonal Setup because every Season has a certain Season deck with different cards, 2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season, 3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces, 4) War Phase, during which players battle over several Provinces, and 5) Seasonal Cleanup. As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.

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Average Playing Time

4-8 hours

Best Player Count

4 Best, 5 Best

Collection

Hannes

Difficulty

Standard

Played

Played

Recommended Player Count

3 Players, 4 Players, 5 Players

Special Mechanisms

Teams

Expansion Image
Players: 3 - 5, Recommended: -, Best: -
Playing Time: 120 minutes
Weight (Complexity): 0.00 / 5
96 Kickstarter Exclusive Clan and Province mini cards, to be used with the 3 special game modes which change the rules of war. Included with the Kickstarter edition of the 68-page Rising Sun graphic novel, an exclusive edition of the 3 Rising Sun issues published by IDW. Originally, those game modes required players to write on a piece of paper their chosen Province or Clan, but this promo will give each player a full set of 8 Province cards and 8 Clan cards they can pick from. Here's an overview of the 3 game modes: Ninjas of Rising Sun: Each player secretly assigns a Ninja to a Province, surprising their opponents and taking down 2 figures there before the War Phase. The Ichiko: Each player secretly attempts to predict who will win the battle at a certain Province. If they get it right, they steal the War Province token from its rightful winner. Merciful Conquest: Each player secretly indicates a Province to receive special battle rules: They will grant more Victory Points to the winner, but the losing figures will not be killed. Also includes the Tower Season Cards Set, containing the 15 Season cards originally made for the Dice Tower and designed by their team. It includes brand new Enhancements, Virtues, War and Winter upgrades, to create a new play experience in conjunction with the basic Season cards. —description from publisher
Expansion Image
Players: 3 - 6, Recommended: 6, Best: 6
Playing Time: 120 minutes
Weight (Complexity): 3.36 / 5
This set contains all the exclusive stretch goals unlocked during the Kickstarter including a box to store them all in. These items include an extra set of season cards, the plastic strongholds and alliance tokens for the base game clans, plastic mandate cards, plastic ronin tokens, the Fox Clan, and 10 monsters (Koneko, Kotahi, Phoenix, Nure-Onna, Sunakake Baba, Sacred Warrior, Kitsune, Jikininki, Daikaiju, and Earth Dragon)
Expansion Image
Players: 3 - 5, Recommended: 5+, Best: 5
Playing Time: 120 minutes
Weight (Complexity): 3.00 / 5
A set of four extra monsters to be added to Rising Sun that the clans can purchase and use. The monsters include: Oni of Plagues Fire Dragon Jinmenju Jorogumo
Expansion Image
Players: 3 - 5, Recommended: 5, Best: 5
Playing Time: 120 minutes
Weight (Complexity): 3.44 / 5
Description from the publisher: Kami Unbound is a new ruleset which makes the presence of the Kami even more potent and vital in Rising Sun! Normally, the influence of the Kami is restricted to the bonuses each of them grant during the Kami turn, granted to the Clan who has the most Shinto worshiping them. With Kami Unbound, the Kami will get their own figure, which starts the game in a specific Province. While no Clan worships that Kami, the figure just stands there, watching over the mortals' actions. However, as soon as one of the Clans sends one of their Shinto to worship that Kami, they take its Kami power card (an all new component), placing it next to their Clan Screen to mark that they have the favor of that god. While you have the favor of a Kami, its figure basically counts as one of your figures. It can be moved when you Marshal and counts as 1 Force to your Clan when deciding Harvests and Battles. Also, being the powerful forces they are, Kami can never be Taken Hostage, targeted with Betrayal, or even killed! More than that, the Kami card lists a special power the player can choose to activate. In order to use the Kami power, the player must Consume one of the Shinto they have worshiping that Kami. In an overwhelming demonstration of faith, the Shinto is removed from the Temple tile and returned to your reserve (though not technically killed). When this is done the power on the Kami card is activated, granting its controller its power! Players may lose the favor of a Kami, however, either by Consuming one of their Shinto to activate the Kami power, or because another player recruited more Shinto than them to that Kami (or is tied for Shinto but has more Honor than them). If that happens, the Kami card, and control of the Kami, immediately passes to the new player who now gains all the benefits of having the favor of that Kami (including being able to activate the Kami's power!).
Expansion Image
Players: 3 - 6, Recommended: 6+, Best: 6
Playing Time: 120 minutes
Weight (Complexity): 3.13 / 5
Sailing across the ocean from another land, the Dynasty Invasion brings two full new Clans, who will count on their own Seven Lucky Gods and introduce an extra Set of Season cards! This expansion brings a lot of extra variety to Rising Sun, featuring two Clans that forego the allegiance of Japanese Monsters, relying on their own Seven Lucky Gods instead. The Dynasty Invasion expansion box contains: 27 Miniatures 1 Moon Clan Daimyo 3 Moon Clan Shinto 3 Moon Clan Bushi A 3 Moon Clan Bushi B 1 Sun Clan Daimyo 3 Sun Clan Shinto 3 Sun Clan Bushi A 3 Sun Clan Bushi B 7 Lucky Gods 4 Plastic Clan Markers 2 Clan Screens 1 Political/War Tile 8 Stronghold Tokens 15 Season Cards 7 Lucky God Monster Cards 22 Miniature Bases

monkeyvsmonkey rated: N/A/10

playtested

windfarms rated: N/A/10

just want a plain retail copy

Jaysvice rated: N/A/10

3 to 6 players

shaggi30 rated: N/A/10

KS Edition with the Daimyo Box, Kami Unbound and Monster Pack. + Premium sleeves.

eliradius rated: N/A/10

14+

Blodhemn rated: N/A/10

KS edition, with Folded Space (Daimyo) insert

samoan_jo rated: N/A/10

(160)

keschnell rated: N/A/10

Painted and magnetized miniatures

Falco24 rated: N/A/10

I am 100% in on this game the moment it comes out on Kickstarter!

minscfan rated: N/A/10

Grown from Blood Rage mechanics...

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