Rise & Fall is a full control strategic game. Each player controls a civilization trying to expand and progress in a fantasy world. This world displays a unique landscape where glaciers live on islands and huge cliffs are common barriers and challenges to overcome.
In this gorgeous land each player starts with a small tribe including a village, a citizen and a ship and will grow to a full civilization with more of the pre-mentioned units but also temples, merchants and the precious highlanders, the only ones able to pass those astonishing cliffs.
Rise & Fall is a very immersive and addictive game, easy to understand, with no luck or randomness involved. The initial creation of the world by itself is a real pleasure and each game brings a different map to the table.
The new players will enjoy the game for its “easy access” aspect. Since all the actions you can do are displayed on the six cards of a player’s deck, this makes the game really accessible right from the start.
The more exigent strategist players will love the game for its full control aspect and the fact that the learning curve seems to be a constant line of progression.
—description from publisher
- satisfying to win
- fun to play
- can be tense
- historical events
Mechanics (from transcript analysis)
- action selection — mentions choosing actions
- Area Control — talks about controlling areas in the game
Video topics + discussion points
Quotes (from this video)
- how does this work rule book
- almost zero problems with tamashi even though it was pretty complicated
- it's a killer game like if you can find it
- Astonishingly mediocre, breaking the '90% of games get the job done' rule.
- Flavorless vanilla oatmeal
- Horrible game
- Confusing rules
- Clever system
- Accessible wargame
- Fun card-driven system
- Disappointing fulfillment
- It really needs a rewrite of the rule book
- I sort of like didn't love the conflict part
- if you get blocked off at the beginning of the game like one of the guys did he was miserable the entire game
- Product of its time
- Clunky
- Takes a really long time to play
- The game was so boring
- The fulfillment company is basically the size of the Box everybody saying the size of the Box of the game is basically the exact same size as the USPS um free box the free box it's packed to the edge of that box with no padding with no padding and crushed
- I was just like H how how was just this game is horrible
- We stopped playing and that unfortunately the name of that game was Temple of Horrors
- You should go to the flea market at B gcon baby
- Hot Stuff was the best
- I want to move to Montana and find a big American Wife
- Steel is nothing compared to the strength of the flesh that wields it
- I want to be remembered as the longest living human being of all time
- It's a dense war game
- Stop making prequels of things and making them totally stupid
- Mufasa and Scar aren't actually brothers
- They're not contrast paints they're regular
- I thought I was good but I'm not like a uber fan of Lord of the Rings
- Oh you know the whole thing about and I okay and this is actually kind of awful but it was so for the longest time it was like snuff lopus was like you know everybody thought it was Big Bird's imaginary friend
- When you're asked yeah you will you will say that you heard the torpedo impacted and I was never here just like me
- I have a grievance
- The end of that game was so tense and then it was so satisfying to win.
- Oath is a very complex game but it is so rewarding once you get into it.
- Root's asymmetrical gameplay is its strongest suit.
- Brass Birmingham is one of the most satisfying economic games out there.
References (from this video)
- Looks amazing on the table
- Interactive with combative potential
- Love the area control scoring
- Exploration of the kingdom
- Too abstract for the speaker
- Requires too much forward thinking
- Can lead to taking meaningless turns
- Information overload for optimal play
- Player elimination occurred in one play session
- fantasy
- abstract veneer
- Mage Knight
- HeroScape
Mechanics (from transcript analysis)
- action selection — Players choose cards to perform actions that may trigger subsequent actions or conversions.
- Area Control — The game features area control scoring.
- Resource Management — Players manage resources to perform actions.
Video topics + discussion points
Quotes (from this video)
- I love half the that game I think half that game is as good as anything in the hobby period and the merger mechanism I actually had this conversation with Yun back at uh the Gathering of friends I think it was last year and I was like how has nobody taken that merger mechanism in Indonesia and then used it in their game he goes it surprises me and yours all the time that nobody has blows me away no idea
- Bonanza is my number 10 game of all time
- The juice the juice wasn't worth the squeeze
- F James you know he's not getting it he's not doing anything to the point where it was just I was like why don't you just bring your your hat
- I think the game the manual even says like don't go too close to each other on setup and we were all just like oh that looks like a really good spot it's like yeah that does look like a really good spot I'm going there too
References (from this video)
- deep, back-and-forth strategic play
- rich components and thematic feel
- heaviness and complexity may deter casual players
- can be long to play
- empire-building with dynamic card-driven actions
- grand, multi-layered strategy with land and resource management
- thematic, strategic, chess-like
- Dungeon Twister
Mechanics (from transcript analysis)
- Area Control — Compete for control of key spots to earn points and money.
- Card-driven actions — Play action cards that interact with board positions and other cards.
- variable abilities / board interactions — Cards replace and unlock new abilities that alter strategies.
Video topics + discussion points
Quotes (from this video)
- Seven giant heavy games. Good grief.
- The ideas are cool, but there's just something missing from Space Bureau.
- This is not a bad game. My rating for Antiquities is a 6 out of 10.
- frankly the new version is a lot better.
References (from this video)
- Beautiful components and table presence.
- Engaging map-building process.
- Interesting abstract conversion puzzle.
- Thematic world-building.
- Offers strategic depth for those who master it.
- Steep learning curve and potentially confusing rules order.
- Risk of player elimination due to card management.
- The opening setup can feel weak and requires specific order of play.
- Can feel like 'circle strafing' with little direct interaction until a mistake is made.
- May not appeal to players who prefer more direct or asymmetric gameplay.
- As the leader of a clan, use the skills of your people to control and exploit the rich lands, seize lucrative trading opportunities for your civilization, and lead it to eternal prosperity.
- A world where snowy summers flirt with tropical forests, fjords border azure archipelagos, and glaciers caress sun-drenched plains, a world constantly changing under the influence of clans inhabiting it.
- Twilight Imperium
- Gaia Project
- Age of Innovation
- Terra Mystica
- Furnace
- Sideral Confluence
- Glory to Rome
Mechanics (from transcript analysis)
- Area Majority/Control — Scoring involves area majority in different terrain types like grasslands, seas, forests, mountains, and glaciers.
- Card-driven actions — Players play cards from their hand, and the actions available are dictated by the units they have on the board.
- Engine Building — The game involves building up an engine through conversions and resource generation, aiming for prosperity.
- Resource Management — Players collect and manage resources like wood, stone, and coins.
- Set collection (trophies) — Claiming trophies based on having all units of a certain type out on the board is a key objective and game-end trigger.
- Tile Placement — The game starts with players placing hexagonal tiles to build the world map.
- Unit conversion — Units can be converted into other types of units (e.g., Nomad to Mountaineer, Ship to City) at a cost.
Video topics + discussion points
Quotes (from this video)
- I mean like literally could turn not off any options I yeah I could but phone's just going off for the stream tonight that's fine all right so I learned this trick uh from Paul so thank you sure uh I'm going to train three kitties kitties hold on here play tiities so for one coin yeah I can turn a nomad into a mountaineer yeah yep so there's one of them there's two there's three and anyone literally any one of those yeah that's a good point but there's no glaciers over there actually so probably this one is better probably this one is better there you go that's I would like 15 uh three coins so two back all right and I would like to remind everybody that love Love Can Build a Bridge as can to Nomads okay go ahead claim that 15 yes uh yes I have built all the kitties ice ice Kitty okay it's going to be a fast game I'm not happy about this yeah I reckon not can I point out that I was supposed to get two coins not one sure so take a back I would like another coin I the bank the bank does what you tell it to do here really unlike real life yeah yeah did you want to make another kitty I don't remember how far back yeah it was my last turn yeah you could have like that was there right right it was and you had the money so I don't know well but just I think I need the money so I'm going to hang on to that um so before you do anything the kitty c yeah do I have to have a nomad card to do that though hold on uh okay Nomad action yes yeah yeah and I don't have a nomad card I correct you cannot like to build a bridge there yeah I just was reminding people not unnoticed all right okay so what happens about the bo Trapped Under the Bridge you said you can't stay there you can't my guess is it gets kicked out one way no I'm I'm going to make a make a it's going to Blue would get to choose which of those three spaces I like it it's adequate tough crowd um okay so I am going to uh well this is why I realized this because
- We'll start with grasslands y so green controls more space more has more pieces in grasslands here so that's going to be three what else we got that's it for mine uh Paul's got a okay so that's three for James yeah Paul what you got on grasslands one two three four five six 7 8 9 10 11 12 13 14 15 16 17 19 19 that's good now C zones MH looks like a tie it looks like a tie and I believe that is is nothing so nothing for SE zones good thing I kept that boat simple man I se zones I boat him uh uh forests three points per forest and this is for contiguous forests yeah so I get three six CU I I own that and then one two three so that's another nine there yes so 15 for Paul and I'm just going to count my hexes so one two 3 four five six 7 8 9 10 that's 30 and now Mountain at Four Points a piece mountains and Glaciers are all the same thing so green that is all one mountain that is all one mountain that is all Mountain 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 times three time 4 uh 18 36 72 uh and that times 4 12 for me 12 that is that is not uh going to get it done and uh now you counted your Bridge already in this so technically it's supposed to be different but it doesn't matter um okay Paul H leader in the clubhouse Paul is 20 39 39 and 12 51 leader in the clubhouse oh yeah 51 points he did outscore you from the last game did he he did yeah he did by a lot by he like right that's why I didn't play that's right you did play last game not really I played at it okay you played more than I 72 I made it to the end 72 78 78 and 21 is 99 102 202 um James squeaked out the win at nose4 by a nose by like 51 Jimmy Duran nose just like to genocide
- All all joking and all kidding aside or kittying aside M this is the game right being able to figure out that puzzle and I overlaid in a different landscape every time yeah yeah and I actually really despite what happened tonight I really liked that because I love abstracts I like the conversion I struggle mightily with these type going to use that word too um I I really really struggle with see I I can appreciate what this game is doing and enjoy like the the World building the the the actual constructing of the map and and all that um I I I'm pretty sure I was guitar grapher in my previous life but um but past that this game I bounce off of so incredibly hard not because it's a bad game not because it's dumb or it's broken or it's whatever it's none of those things I it breaks I I I don't do this type of game very well and I struggle in all honesty I didn't want to slow everything down and that's why and I would have and that's why I just wasn't going to play this tonight not because I think it's bad it's just Edward struggles with this type of game yeah yeah I'm not convinced
References (from this video)
- evolution and decline
- narrative-driven civilization
- campaign-like progress
Mechanics (from transcript analysis)
- insertion into discussion — mentioned as a related game in inserts discussion
Video topics + discussion points
Quotes (from this video)
- legacy game where you are cooperatively building a village together
- very little rules overhead
- onboarding into the game was really easy
- retail release for Wingspan Americas and Vidiculture Bordeaux is this Friday
- the Nesting Box is designed to hold all Wingspan and Viticulture contents
- I love that you asked the question. Jim, I appreciate that
- Momentum is an amazing motivator
- One thing that I've found is that progress, even tiny, adds up
References (from this video)
- Deep strategy and planning with relatively low luck
- High interactivity and a strong central board presence
- Modularity and guilds add variability and replayability
- Solid solo mode with pirate AI and scalable difficulty
- Rules are easy to teach and learn
- Potential for player elimination and early loss
- Base game can feel repetitive without expansions or mods
- Early turns can be slow and tediously strategic
- Production/ Kickstarter issues with publisher impacting access
- civilization/empire-building with resource management and area control
- abstracted civilization-building on a modular board
- simulation/abstract
- Roads and Boats
- Hansa Teutonica
- Concordia
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Optional guilds provide asymmetric powers and scoring variations.
- Asymmetry and guild powers — Optional guilds provide asymmetric powers and scoring variations.
- End Game Bonuses — Endgame is triggered by collecting a number of trophies; end scoring includes area control and resource-based bonuses.
- Endgame trophy race and area control — Endgame is triggered by collecting a number of trophies; end scoring includes area control and resource-based bonuses.
- Hand Management — Acquired cards go to hand and are played for unit-specific actions.
- Hand management and card play — Acquired cards go to hand and are played for unit-specific actions.
- Modular Board — The board is assembled from modular pieces and can be drafted or randomly arranged.
- Modular board setup — The board is assembled from modular pieces and can be drafted or randomly arranged.
- Resource/territory scoring — Scoring includes majority control and resource dominance.
- Unit activation via cards — Players activate units by playing cards that grant multiple actions per unit.
- Unit type transformation — Units can transform into other types (e.g., Nomads to cities or ships).
Video topics + discussion points
Quotes (from this video)
- Rise and Fall is a game by Kristoff Bolinger
- 2024 release that was kickstarted in 2023
- the goal of this game is to go around moving these characters activating them once at a time
- the goal of this game is to get out as many of one type of unit as possible to claim a trophy
- this game can be further modulated with different guilds or asymmetric player powers
- The rules of this game are really easy to learn
- I think this is worth a try
References (from this video)
- highly skillful and interactive
- offers a space for strategic depth and mastery
- strong thematic integration for a civilization game
- perceived as more complex and potentially less accessible
- ancient empires with competing trophies
- civilization-building on a shared board
- mastery-driven, chesslike competition
- Glass Road
- Castles of Burgundy
- Rise and Fall is contrasted with Black Forest
Mechanics (from transcript analysis)
- Hand Management — players hold and play a hand of cards to drive actions and scoring.
- Player Board | Main Board — players interact on a common board, racing to achieve trophies and control spaces.
- shared board with competition — players interact on a common board, racing to achieve trophies and control spaces.
- variable board progression — board state evolves during play, influencing optimal strategies over time.
Video topics + discussion points
Quotes (from this video)
- Rise and Fall has risen for me and not fallen.
- This is a very strong year of games.
- I would rather play Rise and Fall over Black Forest.
- I remember one of the last games I played where everyone was taking a completely different route.