Rising Sun

Rating: 4 / 5

Box art for Rising Sun showing samurai clans in feudal Japan with mythological creatures

Everyone who sees this set up asks about it before we’ve even started, the minis and the board art are doing genuine work here, this is not a subtle box. What surprised me on my first plays is that despite looking like a pure “dudes on a map” area control game, the actual engine lives in the mandate cards, and once you’re building your card engine and hate-drafting the mandates your opponents need, that’s where games are actually won or lost, the armies on the table are almost secondary to it.

That card engine cuts both ways though, and I’ve had games where I felt like I never got a real shot at the mandate I needed and just had to go with the flow the whole session, which flattens the strategic feel for whoever draws unlucky there. When it works, the combo click moment is sharp, drafting a shrine card that suddenly synergizes with a monster you’ve already committed to feels genuinely clever, and that click is worth the occasional draft that doesn’t go your way.

Setup and insert situation depends heavily on which expansions you own, the base box alone is manageable but once you’re running the full Kami Unbound and Monster Box additions you need a real 3D insert to keep this from becoming a two-person unpacking job every session, and I’ve invested in exactly that. Teachability is decent, it’s simple to explain in broad strokes even if the negotiation phase takes a game or two to actually click for new players. Mechanically nothing here is groundbreaking on its own, but the combination, gorgeous table presence plus a real card engine plus alliance politics, adds up to more than the sum of its parts.

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