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Rise box art

Rise

Game ID: GID0266351
Game Info
Year
2022
Players
3-5
Age
13+
Playtime
60 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

In Rise, you assume responsibility for the economic and social development of a city. There are not many limits to your possibilities: On various tracks, you can influence how best to provide for your citizens' well-being, whether through culture, science, or political relations — but all of this can be achieved only in accordance with respect for conservation of the environment and the satisfaction of the population.

The game revolves around ten tracks on which you move your markers to gain further effects and gather influence. The unique and innovative card mechanism, which includes events and tough decisions, will change your decision making from round to round.

Once twelve rounds have been played, players count their points to see who was able to accumulate the most influence in the city.

Description

In Rise, you assume responsibility for the economic and social development of a city. There are not many limits to your possibilities: On various tracks, you can influence how best to provide for your citizens' well-being, whether through culture, science, or political relations — but all of this can be achieved only in accordance with respect for conservation of the environment and the satisfaction of the population.

The game revolves around ten tracks on which you move your markers to gain further effects and gather influence. The unique and innovative card mechanism, which includes events and tough decisions, will change your decision making from round to round.

Once twelve rounds have been played, players count their points to see who was able to accumulate the most influence in the city.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 11
This page: 11
Sentiment: pos 6 · mix 4 · neu 1 · neg 0
Mentions per page
Showing 1–11 of 11
Video zm_0BYwYLSo Discussion at 0:32 sentiment: positive
video_pk 69397 · mention_pk 165876
Rise video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic Euro game
  • Unique combo domino effect scoring
  • Enjoyed by girlfriend
Cons
  • Has fallen off the spotlight
  • Could benefit from an expansion
Thematic elements
  • Climbing tracks
Comparison games
none
Mechanics (from transcript analysis)
  • Climbing tracks — Rise is a fantastic Euro um that all about climbing tracks and it really does have this kind of roll and right feel um as when you move up some tracks it'll push you up other tracks which will give you other bonuses.
  • Roll and write feel — It really does have this kind of roll and right feel um as when you move up some tracks it'll push you up other tracks which will give you other bonuses.
  • set collection — I really did focus on keeping my people happy through the happiness track and keep on trying to bump off the end to get two points each time you do that.
  • Track advancement — When you move up some tracks it'll push you up other tracks which will give you other bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rise is a fantastic Euro um that all about climbing tracks and it really does have this kind of roll and right feel um as when you move up some tracks it'll push you up other tracks which will give you other bonuses it really does have that kind of combo domino effect scoring um all well that's what this game is all about really and I don't think any other game does it better than rise does.
  • This is such a cool game that I must admit I do need to be in the right mood to play because it is quite cerebral it's a bit of a game of attrition where you need to be patient and know when to strike and know when to sit back.
  • What a wonderful game it's so smooth and so streamlined but still offers so many options and it's exactly what I want for a game in my collection.
  • This is probably the most competitive game of bble that I've had um very cut Thro as we were tearing each other's temples down switching temples off to the other side.
  • Really cool Euro again criminally underrated and overlooked um but maybe the new addition will get this one back into the spotlight so that is ayia.
  • I actually prefer this game to Splendor because um it's it's just a bit more bit more interesting in my opinion.
  • Kind of really does walk that tight rip of being a Euro but also an abstract strategy game.
References (from this video)
No references stored for this video.
Video VyHsrEBBSLI Analysis at 4:24 sentiment: mixed
video_pk 67707 · mention_pk 163893
Rise video thumbnail
Click to watch at 4:24 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Satisfying to conquer nations and watch enemies crumble.
  • Can involve long, epic games.
Cons
  • Games can be very long (5-7 hours).
Thematic elements
  • World domination/conquest
Comparison games
  • Monopoly
  • Connect 4
  • Life
  • Oll
  • Operation
  • Sorry
  • Ticket to Ride
  • Katon
  • Azul
  • Domino's
  • Clue
Mechanics (from transcript analysis)
  • Area Control — Players try to conquer territories.
  • Combat — Players engage in battles to take over territories.
  • Dice rolling — Used for combat and determining outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Do I say the words Kingdom Death Monster?
  • Are these games still good? I guess is the question. Are they worth saving? Are they worth holding on to? Are they worth purchasing?
  • It could be that the quality of the games have just increased so dramatically that these really fall into the wayside.
  • Monopoly has opened the door for players all around the world to be very comfortable house ruling and playing from a teach and never actually reading the rule book which in some ways is a benefit to our space.
  • I don't think they're good games, but I did grow up loving and enjoying gaming because of them.
  • Imagine a, you know, uh, deluxified, you know, full, uh, full build operation game produced by like Awaken Realms or something along those lines...
  • Driving is the single most dangerous thing basically any of us do on a daily basis.
References (from this video)
No references stored for this video.
Video 3oDnHJDccL0 Discussion at 3:05 sentiment: mixed
video_pk 66208 · mention_pk 160953
Rise video thumbnail
Click to watch at 3:05 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
  • military strategy and conquest
  • Global domination map
  • Array
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players control territories on a world map
  • Combat: Dice — Attack/defense determined by dice
  • Dice combat — Attack/defense determined by dice
  • reinforcement timing — Reinforcements arrive in waves
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Monopoly is no different at times you could have sessions where it seems that there's no end in sight and you just want it to be over
  • the investigators will be figuring out not only who the murderer is but how they committed the murder
  • each person is only given one opportunity to guess
  • if they guess incorrectly they can no longer guess
  • in Clank in space you are all thieves making your way through someone's ship
  • the game makes the sting of being eliminated less painful and it gives you the power to potentially take someone down with you
  • Cascadia visually shows you when it's coming to an end and this just makes the experience more pleasant for everyone
  • whether it's finding a cure in pandemic or fighting against a monster
References (from this video)
No references stored for this video.
Video KfICeXBNa-s Watch It Played Rules Teach at 2:01 sentiment: positive
video_pk 65636 · mention_pk 159365
Watch It Played - Rise video thumbnail
Click to watch at 2:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The rule about not showing victory coins might prevent teaming up on the leader.
  • The game encourages strategic thinking about future turns and token placement.
Cons
  • Hiding victory coins might reward players with better memory.
  • Some players might not think the rule about hidden victory coins benefits the game.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players place tokens on locations to control them and gain victory coins. Control of a location can be taken over by another player.
  • Declining Races — A race can go into decline, which means its tokens are flipped over, they no longer count towards abilities, and the player only collects victory coins for remaining tokens without further actions.
  • Dice rolling — Dice are rolled to determine the success of conquering a location.
  • Redeployment — Players can pick up tokens from certain locations and place them in others.
  • set collection — Players collect victory coins based on the number of locations they control with their tokens.
  • token placement — Players place tokens on the board to represent their armies and control locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you want to kind of equalize that element of it, then just don't keep them hidden.
  • So, here's the map as we left it at the end of the last video. And the biggest challenge facing our players was whether or not to put the commando humans into decline.
  • And the suggestion that got the most votes. So, thanks for that, Ed9 Monkey. That's what we're going to do. We're going to put the Commando humans into decline.
  • This shows that while you still collect the victory coins for remaining humans on the field, they are now in decline and cannot be used during your turn.
  • And then you get to add up your victory coins for the remaining tokens from that declined race that are still in play.
  • All right. So, Luke has done his deployment and now he can collect his victory coins.
  • And that's a bad thing, guys. We need to do something about this orc problem.
  • And now, with the help of the reinforcement die, I'm going to try to conquer that area. So, I have to roll a two or more.
  • Ooh, not enough. Your unlucky rolls come back to haunt you.
  • So, here's your 11 victory coins, Andrea. And now we have to decide what we're going to do for our next turn.
References (from this video)
No references stored for this video.
Video Xo8RSozX6Ac Watch It Played Rules Teach at 0:11 sentiment: positive
video_pk 64420 · mention_pk 157879
Watch It Played - Rise video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear explanation of classic rules and setup
  • Covers reinforcement, combat, and territory card mechanics
  • Mentions multiple variants for replayability
  • Discusses endgame conditions and elimination rules
Cons
  • Year published and edition details are not provided
  • Designer field combines two names as spoken in the transcript
  • Some rules are summarized rather than fully formalized in the notes
Thematic elements
  • global domination / world conquest
  • The board is a map of the world divided into six colored continents with territories.
Comparison games
none
Mechanics (from transcript analysis)
  • card_trading_and_tracks — Trading in card sets provides troops and is tracked on board; the first to trade slides their cards under the board and gains bonuses; future trades increase rewards over time.
  • combat_resolution — Attacking requires at least two troops; defender commits 1-2 troops; attackers roll dice equal to attacking troops (up to 3) and defenders roll one die per defending troop; highest dice are paired to determine casualties; you must leave at least one troop behind; captured territories transfer to the attacker.
  • Elimination — If a player is eliminated, they hand over their cards; the game continues until one player controls all territories.
  • maneuver — After combat, you may move troops from one territory to another connected territory you control, leaving at least one behind in the origin and ensuring all moved troops end in the same destination space.
  • player elimination — If a player is eliminated, they hand over their cards; the game continues until one player controls all territories.
  • reinforcements — At the start of a turn, you gain troops equal to floor(territories you control / 3); continent bonuses can add more troops if you control entire continents.
  • territory_cards_and_sets — After capturing at least one territory, you draw a territory card; sets of three cards (mixed types, same type, or wilds) can be traded in for troops, with bonuses defined by the card set.
  • troop_types_and_values — Three piece types: infantry (1), cavalry (5), artillery (10); you can exchange pieces of equal value to upgrade your forces.
  • turn_structure — A turn consists of reinforcement, attack, and maneuver phases.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the goal of the game is to eliminate your opponents by capturing all 42 territories of the board making you the new global ruler
  • you can attack in any number of spaces one battle at a time as long as the space you're attacking from has at least two of your troops
  • the ultimate objective is to eliminate the other players
References (from this video)
No references stored for this video.
Video eIHJKw8cE10 Let's Table It Playthrough at 4:00 sentiment: positive
video_pk 61888 · mention_pk 154518
Let's Table It - Rise video thumbnail
Click to watch at 4:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Layered rotating Palace board creates dynamic, evolving planning decisions.
  • Asymmetrical kin with varied abilities add depth and strategic variety.
  • Two actions per turn combined with a day/night cycle drive engaging choices.
  • Strong thematic ties to scoring, moon shards, and palace-based rewards.
Cons
  • Setup and box organization can be fiddly or time-consuming.
  • High interaction may increase analysis paralysis at higher player counts.
Thematic elements
  • Competitive worker-placement kingdom management to gain prestige and favor for the Phoenix Queen
  • Kingdom of Ryoen in a fantasy world with mystical forces and animals
  • Descriptive, component-focused overview and demonstration with emphasis on mechanisms and scoring
Comparison games
none
Mechanics (from transcript analysis)
  • daytime and nighttime phases — Each round has a daytime sequence of actions followed by nighttime scoring and resolution.
  • influence and majority scoring — Influence on sectors is scored to determine nighttime rewards and per-sector majority bonuses.
  • Layer building — A Palace board that rotates and has multiple layers to create shifting daytime effects.
  • layered rotating Palace board — A Palace board that rotates and has multiple layers to create shifting daytime effects.
  • limited action spaces / pacing — A finite number of placements per round necessitates careful planning and pacing.
  • Phoenix Palace rewards — The Palace provides two effects and can be rotated to access different benefits; lanterns can trigger daytime effects.
  • resource engine and recruitment — Resources are managed to recruit allies with asymmetrical abilities and influence strategy.
  • set collection / moon shards — Points are gained from sets of moon shards (colors) and unmatched shards provide single points.
  • unveiled vs cloaked placement — Place kin face up to trigger its ability; place face down to spend a coin and withhold the ability.
  • Variable Phase Order — Each round has a daytime sequence of actions followed by nighttime scoring and resolution.
  • worker placement — Place kin on sectors or the Phoenix Palace to take actions; some spaces require paying resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I hope this gives you an idea of the game and more importantly I hope you able to see what's inside this box
  • the Phoenix Queen is about to awaken in her Mountaintop Palace
  • the contention is always high in this game
References (from this video)
No references stored for this video.
Video Cpr4gb2nrfg Game Night Picks - Pair Of Dice Paradise Discussion at 5:51 sentiment: neutral
video_pk 35165 · mention_pk 104987
Game Night Picks - Pair Of Dice Paradise - Rise video thumbnail
Click to watch at 5:51 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Iconic long-form strategy game
  • Good for group dynamics
Cons
  • Length and downtime can be challenging
  • older design feel
Thematic elements
  • Strategic risk-taking and expansion
  • Global conquest and territory control
  • epic geopolitical strategy with long tail of outcomes
Comparison games
  • Clue
  • Twinkle
Mechanics (from transcript analysis)
  • Area Control — Players aim to control territories on a world map
  • combat resolution — Dice-based battles determine territory outcomes
  • Combat: Dice — Dice-based battles determine territory outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I walked away from that game night saying I want more of whatever this is
  • the writing in this game is the best writing I have ever seen in a board game
  • it's my first time playing it and we've set the scene and there's like candles to make it spooky
  • Choose Your Own Adventure flare
  • the wonderful mysterious and sometimes wacky universe that we call home
References (from this video)
No references stored for this video.
Video 2WSCc-pg3lQ Game Night Picks - Pair Of Dice Paradise Interview at 10:50 sentiment: mixed
video_pk 33853 · mention_pk 100810
Game Night Picks - Pair Of Dice Paradise - Rise video thumbnail
Click to watch at 10:50 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Easy to explain, accessible for families
  • great for long game nights
Cons
  • crowding on the board, downtime, luck-driven
Thematic elements
  • strategy, conquest and risk
  • global domination in a stylized map world
  • campaign-like risk campaign across turns
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — players occupy territories to gain bonuses
  • Combat: Dice — combat resolved by dice rolls
  • Dice combat — combat resolved by dice rolls
  • reinforcement and card draw — gain reinforcements and cards for strategic options
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Isn't it kind of ironic that only one company is allowed to publish Monopoly?
  • Why don't board gamers ever go camping? Because they can't handle the setup time for the tent.
  • What happens when a board gamer dies? It's got dark. They get returned to the box.
  • Touring Machine has dozens of and dozens if not hundreds and hundreds of different levels of all levels of difficulty.
  • We built this city on rocks and rolls.
References (from this video)
No references stored for this video.
Video OTgI6zeCFqE Getting Games Discussion at 12:53 sentiment: positive
video_pk 1953 · mention_pk 5548
Getting Games - Rise video thumbnail
Click to watch at 12:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative action-selection within a work replacement frame
  • Strong table presence and tactical depth
Cons
  • Complex rules; potential for long teach
Thematic elements
  • Tracking events and benefits via worker-placement-like actions
  • Multi-track, action-selection Euro
Comparison games
none
Mechanics (from transcript analysis)
  • action selection / worker-placement hybrid — Tricky interaction with events and benefits depending on placement
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the final version right here with the final art and the final components
  • Jessica honestly spent a ludicrous amount of time making this game a reality
  • I designed it and she actually made this a game that you can hold in your hands
  • I am so proud of this game
  • It's surreal to see it here at the end
  • I'm Overjoyed to see people playing it as well
  • Spring cleaning oriented but there are obvious reasons
  • I will cherish forever
References (from this video)
No references stored for this video.
Video 2suUiGkhlVU Chairman of the Board Top List at 8:47 sentiment: positive
video_pk 1850 · mention_pk 5361
Chairman of the Board - Rise video thumbnail
Click to watch at 8:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Satisfying chain-action economy
  • Smooth and approachable yet deep in decision space
Cons
  • Tracking multiple tracks and actions can be a bit complex
Thematic elements
  • Domino-effect actions
  • Abstract track-building / vertical growth track system
  • mechanical/abstract
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven action selection — draft lines of cards to trigger cascading actions
  • Domino-effect actions — one action triggers others in a chain like dominoes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Caesar's Empire is a great game to try, and it plays well at multiple player counts
  • this game is so simple and smooth that I absolutely love it
  • Rise has a lot of potential to stay evergreen
  • Tell Atom... the core twist on this game is that when you are drafting these Dice and community resources...
References (from this video)
No references stored for this video.
Video SmI60T5zXBo No Rolls Barred Playthrough at 0:00 sentiment: mixed
video_pk 413 · mention_pk 102336
No Rolls Barred - Rise video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • high entertainment value through chaos and humor
  • creative twist with nuclear bombs increases tension
  • dynamic player interaction via alliances and betrayals
Cons
  • heavy luck factor can overshadow strategy
  • game length and complexity may be draining for some
  • nerfed balance due to nuclear events
Thematic elements
  • world domination through restless diplomacy, betrayal, and nuclear chaos
  • Napoleonic-era global conquest reimagined with aliens and nuclear weapons
  • humorous, improv-driven, chaos-filled
Comparison games
  • Risk (classic)
Mechanics (from transcript analysis)
  • Combat: Dice — Players roll dice to resolve battles between adjacent territories.
  • Dice-based combat — Players roll dice to resolve battles between adjacent territories.
  • event/power cards (nuclear twist) — Power cards or event cards introduce nuclear bomb effects and disruptive events.
  • Events — Power cards or event cards introduce nuclear bomb effects and disruptive events.
  • Hidden deployment — Troops may be moved between connected regions at end of turns with some constraints.
  • limited redeployment — Troops may be moved between connected regions at end of turns with some constraints.
  • randomized combat outcome — Dice outcomes introduce luck and deter predictable play.
  • reinforcement deployment — New troops are added each turn proportional to controlled territories.
  • Territory control — Players claim and reinforce territories to maximize reinforcements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spread them.
  • THE SHOW WHERE WE TAKE classic board GAMES AND WE DESTROY THEM WITH NUCLEAR WEAPONS cuz it's cool.
  • This is so diabolical.
References (from this video)
No references stored for this video.
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