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.
Ryozen - Unboxing & Overview
- 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.
- Setup and box organization can be fiddly or time-consuming.
- High interaction may increase analysis paralysis at higher player counts.
- 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
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
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)
- Iconic long-form strategy game
- Good for group dynamics
- Length and downtime can be challenging
- older design feel
- Strategic risk-taking and expansion
- Global conquest and territory control
- epic geopolitical strategy with long tail of outcomes
- 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
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)
- Easy to explain, accessible for families
- great for long game nights
- crowding on the board, downtime, luck-driven
- strategy, conquest and risk
- global domination in a stylized map world
- campaign-like risk campaign across turns
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
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)
- Innovative action-selection within a work replacement frame
- Strong table presence and tactical depth
- Complex rules; potential for long teach
- Tracking events and benefits via worker-placement-like actions
- Multi-track, action-selection Euro
Mechanics (from transcript analysis)
- action selection / worker-placement hybrid — Tricky interaction with events and benefits depending on placement
Video topics + discussion points
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)
- Satisfying chain-action economy
- Smooth and approachable yet deep in decision space
- Tracking multiple tracks and actions can be a bit complex
- Domino-effect actions
- Abstract track-building / vertical growth track system
- mechanical/abstract
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
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)
- high entertainment value through chaos and humor
- creative twist with nuclear bombs increases tension
- dynamic player interaction via alliances and betrayals
- heavy luck factor can overshadow strategy
- game length and complexity may be draining for some
- nerfed balance due to nuclear events
- world domination through restless diplomacy, betrayal, and nuclear chaos
- Napoleonic-era global conquest reimagined with aliens and nuclear weapons
- humorous, improv-driven, chaos-filled
- 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
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.