
2018 · Fantasy
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.
- Players
- 3–5 best 4
- Playing time
- 90–120 min
- Age
- 14+
- Complexity
- 3.3 / 5
About the game
- Design
- Art
- Publishers
Expansions
See them in Ludoya
Rising Sun: Kami Unbound2018
Rising Sun: Monster Pack2018
Rising Sun: Dynasty Invasion2018
Rising Sun: Daimyo Box2018
Iron Maiden Pack #12023
Rising Sun: Tower Season Cards Set2019
Rising Sun: Comic Book Extras2021
Rising Sun: Promo 1 – Sacred Warrior, Phoenix, and Nure-Onna2019
Cthulhu: Death May Die – Fear of the Unknown: R'lyeh Rising2024
Raging Sun (fan expansion for Rising Sun)2018
Rising Sun (2nd Edition): Celestial Influence2026
Rising Sun: CMON Comics – Vol. 1 Promos2021Photos from Ludoya tables
All photos in LudoyaOn Ludoya's tables
Full stats in Ludoya- 247
- Plays logged
- 472
- Players
- 2h 54m
- Average play
- 112
- In collections
- 18
- On wishlists
- 1
- Pre-ordered
7.4/10
from 72 Ludoya reviews
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]
No plays logged
Mestremuten7.0 Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 0/1
First impressions · 2 plays
Ed.Kickstarter
First impressions · 2 plays
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
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.
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Play Rising Sun with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.














