The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise?
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province.
Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins.
In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding.
Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan.
The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner.
Each Season is divided into five phases:
1) Seasonal Setup because every Season has a certain Season deck with different cards,
2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season,
3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces,
4) War Phase, during which players battle over several Provinces, and
5) Seasonal Cleanup.
As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.
12 Days of Giveaways - Ep 1
- gorgeous miniatures
- alliances and negotiations add depth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- blue lagoon is a great game
- it's got so colorful so much fun
- there's this great moment in blue lagoon where you just realize that you've got a certain island secured
- it's a sandbox style pirate game
- i'm going to buy this for myself 100
- Ethnos is an awesome very simple area majority game
- Ticket to Ride Europe
- Nidavellir
- Dune Imperium
- Code Names is just so great that it's word games are just easy for no i shouldn't say they're easy for everyone to get into
References (from this video)
- Rich social dynamics and diplomacy depth
- High replayability due to asymmetric clans and unique abilities
- Secret bidding adds dramatic reveals and negotiation depth
- Longer playtime at higher player counts
- Steep learning curve and heavier teaching
- Production can be perceived as expensive for some
- Negotiation, alliances, betrayals, and secret bidding
- Feudal Japan with diplomatic intrigue and fantasy elements
- Diplomatic, negotiation-driven play with secret agendas
- Blood Rage
- Inis
Mechanics (from transcript analysis)
- alliances and betrayals with seasonal resets — players form and break alliances; betrayal is allowed each season, reshaping diplomacy
- hidden bidding and table talk — negotiation and information management drive the experience; reveals can shift power dynamics
- season/mandate action selection — players draft mandates and perform them in fixed clockwise order, with allies affecting who acts first
- structured combat in provinces — combat happens in predefined provinces with multiple battles per season
- war phase with secret bidding for advantages — coins are bid for war advantages; tension and strategic prioritization shape outcomes
Video topics + discussion points
Quotes (from this video)
- They're cousins from the same family, not siblings.
- The moment someone gets a pretender token and starts working toward meeting more conditions, the entire table turns against them.
- If you want negotiation and table talk with the highest strategic ceiling, Rising Sun is the natural fit.
References (from this video)
- Array
- Historical
Mechanics (from transcript analysis)
- Area Control — Players compete for influence over regions on the map.
Video topics + discussion points
Quotes (from this video)
- house rules are in my opinion one of the best parts of board games as a medium
- we almost never do house rules this isn't because we're like opposed to them
- it's really easy to break something and destroy a game's balance
- i encourage you all to think about what you're looking for in board games
- it's technically possible to be playing a board game incorrectly because you got rules wrong
References (from this video)
- Thematic coin aesthetics align with Rising Sun's setting
- Large heavy coins add to tactile feel
- Versatile use across games when not tied to Rising Sun
- Price of the bundle and cost-per-coin
- Not all coin sizes fit every game's coin slots
- Coins may be too large for some game components
- Array
- Fantasy/feudal Japan-inspired world
- Mythic/epic
- Scythe
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these coin chips deliver that in Spades
- it's actually pretty tiring to constantly be lifting this case up
- ultimately this is all just for aesthetics and more tangible feel to your games
- obviously for talking games like Rising Sun which already have super thematic coins
- Deluxe coin upgrade for Scythe which is 80 coins for like 30 bucks and usually less on Amazon
- pirate gold isn't a good match
References (from this video)
- Rich thematic flavor and large player count
- Deep political intrigue and alliances
- High complexity
- Long setup and play time
- Array
- Fantasy-inspired feudal politics
- Competitive negotiation and alliance-building
Mechanics (from transcript analysis)
- Area Control — Players compete for influence across a map and battle for control of regions.
- negotiation — Players form and break alliances through dialogue and diplomacy.
Video topics + discussion points
Quotes (from this video)
- dungeons and dragons yeah i got an entire campaign prepped
- i set up dune while you're gone
- what do you mean you're not available for rising sun
- it's nice to have someone willing to play board games like this
- let's play
References (from this video)
- Rich negotiation and alliance dynamics that influence diplomacy
- Strong thematic integration of feudal Japan with mythical elements
- Layered systems (season cards, mandates, war, monsters) that support varied strategies
- High complexity and a long setup/playtime (~120 minutes per session)
- Can be daunting for new players to learn due to multiple subsystems
- Non-binding alliances can lead to unstable play and potential power swings
- area control, diplomacy, honor, and warfare with supernatural elements
- feudal Japan with mythic monsters and temples
- thematic, faction-driven warfare with negotiation and alliances
Mechanics (from transcript analysis)
- alliances and Ronin — alliances grant bonuses but are non-binding; Ronin tokens signal alignment and bonuses
- Area Control — players control regions and temples to accumulate victory points and influence
- hostages and income — hostages convert into season income and scoring opportunities; strategic hostage management
- mandates and political track — political phase uses mandates to determine actions and bonuses; link between war and governance
- monsters and kami mechanics — monsters and kami alter control dynamics, provide powerful effects, and interact with temples
- season card deck — season-specific cards drive actions, provide bonuses, and shape rounds
- temples and Shinto/Kami interactions — temples act as focal points; Shinto, Kami, and related rules influence control and scoring
- war phase and combat — seasonal wars resolve battles with coins, forces, and war tokens; multiple steps to determine winner
Video topics + discussion points
Quotes (from this video)
- Rising Sun an area of control and negotiation game
- This is a game for three to six players
- remember that deals are not binding in this game so be aware
References (from this video)
- Epic scale and presence with a dramatic table presence
- Rich thematic setting and grand setup create a memorable experience
- Social dynamics and alliance-building can be highly engaging
- High complexity and long playtime can be daunting
- Heavy components and setup can slow flow for some groups
- Requires coordination; can be less satisfying online due to lack of tangible components
- Political intrigue, alliance-building, and large-scale conflict centered around a grand map and faction powers.
- Epic conflict among competing factions in a mythic, feudal Japan-inspired world with heavy political/diplomatic overtones.
- Theme-driven, negotiation-influenced conquest with dramatic, table-presented moments.
- Oathsworn
- Nemesis
- Twilight Imperium (TI4)
Mechanics (from transcript analysis)
- Area Control — Players vie for control of regions on a shared map, influencing scoring and power dynamics.
- area_control — Players vie for control of regions on a shared map, influencing scoring and power dynamics.
- combat_resolution — Dice-based or opt-in combat with player power interactions to resolve battles.
- negotiation — Players form temporary alliances and agreements that affect turn-by-turn strategy and outcomes.
- negotiation/alliances — Players form temporary alliances and agreements that affect turn-by-turn strategy and outcomes.
Video topics + discussion points
Quotes (from this video)
- the soul of the game is the people interacting with the pieces
- online board gaming is a separate experience
- the physical space enhances the experience
- beginning and end of it is is it fun
References (from this video)
- Thematic and social negotiation-driven experience
- Rich, immersive setting with dramatic moments
- Complex negotiation can slow play
- Rulebook can be dense for newcomers
- Diplomacy, alliances, and intrigue
- Mythic feudal conflict in a fantasy world
- Epic negotiation and strategic action
- Brass: Birmingham
- Hansa Teutonica
Mechanics (from transcript analysis)
- alliances/diplomacy — Players form and break alliances to influence combat and control regions.
- combat with asymmetrical powers — Different factions have unique abilities affecting combat outcomes.
Video topics + discussion points
Quotes (from this video)
- the library I've had to look is freaking awesome
- the board gamer community is one of the finest community of all the obbies it is
- 99.999% people are nice and just want to play games and have fun
- wash your hands wash your hands damn it
- probably don't plan too much
- it's four days long
- airon is known as the friendly and inclusive gaming space
References (from this video)
- Twilight Imperium
- Castles of Burgundy
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this for me is not work it's fun and I intend to keep it that way
- I value meaningful decisions more than anything else, what is the consequence to my actions
- I would 100% choose to teach a game over being taught to the game
- quantity over quality is a key point I think harms the hobby
References (from this video)
- epic scope and player interaction
- spectacular components
- long playtime
- steep learning curve
- diplomacy, warfare, and alliances
- mythical feudal Japan
- epic, faction-driven
- Beyond the Sun
Mechanics (from transcript analysis)
- Area Control — control influence over regions on a map
- bidding — auction-style mechanism for key abilities and reinforcements
- Variable player powers — factions with unique abilities affect strategy
Video topics + discussion points
Quotes (from this video)
- we call him a beige gamer because the color of my skin
- it's basically monopoly with cows
- beige is fine I like beige
- Rising Sun is the behemoth of modern euros
References (from this video)
- Fantastic gameplay with multiple paths to victory
- Great negotiation and alliance mechanics
- Beautiful game component design
- Flexible strategies - can win through battles or other shenanigans
- Area control and military conquest with mythological elements
- Feudal Japan with mythological monsters
- Strategic with negotiation and alliance gameplay
Mechanics (from transcript analysis)
- Area Control — Players recruit monsters to control territories on the map
- Asymmetric powers — Different army units have unique abilities - some can fly, others have special benefits
- backstabbing — Players can break alliances and betray partners for strategic advantage
- Dudes on a map — Players move armies with different benefits and powers
- negotiation — Tea Ceremony phase where players form alliances and partnerships
Video topics + discussion points
Quotes (from this video)
- you can recruit monsters to your army that give you super powers
- it's a beautiful scary, it's a beautiful looking game
- this game is just a mini explosion, it's great
- gizmos is a lot of fun so we're giving this away our very first giveaway gizmos
- this little box the game when you see it it's not very pretty but it's so fun
- blood rage is a fantastic game
- massive Darkness two is freaking amazing
- the origami zombie side black plague is by far our favorite zombie side
- if you're gonna buy any zombie side game off the shelf Black Plague favorite one favorite one
- Cthulhu death may die is absolutely fabulous
- we can't stop playing this game
- zombie side Gear Up is getting another board game coffee seal of approval this game is so much fun
References (from this video)
- Strong thematic flavor and visual impact
- Dynamic negotiation and alliance-building
- Rule complexity can be daunting for new players
- Balance can feel uneven between factions in some playgroups
- diplomacy and faction-based conquest
- mythic feudal Japan-inspired world
- grand strategy with mythic trappings
- Blood Rage
- Empires of the Void II
Mechanics (from transcript analysis)
- area control / area majority — Players vie for influence across territories and key locations.
- Conflict resolution — Engagement-based combat with distinct phases and powers.
- negotiation — Players form and break alliances during strategy phases.
Video topics + discussion points
Quotes (from this video)
- Artwork does have a big impact on my interest in playing the game.
- I bought games just for artwork that I've never played.
- Santorini doesn't turn me off, and Arcadia Quest doesn't turn me off exactly but I would prefer it to be more realistic in general.
- I think games with Xavier Colette his kind of artwork he did the a lot of the dixit stuff.
- I love getting up and coming down here and shooting a video and editing a podcast and developing content for the next show.
- quit drinking soda it's poison.
- Feast for Odin is a Viking-era title that rewards careful planning.
References (from this video)
- great social interaction
- beautiful components
- ramp-up time
- alliances can be unpredictable
- diplomacy, alliance, and war
- fantasy feudal Japan-inspired world
- mythic diplomacy and negotiation
- Blood Rage
- Chaos in the Old World
Mechanics (from transcript analysis)
- Area Control — territory and influence drive scoring
- combat resolution — battles determined by cards and rewards
- negotiation — alliances and deals shape the game state
Video topics + discussion points
Quotes (from this video)
- Eric Lang is the rock star of board-gaming
- artwork and production matters; artwork and production matters; it's not just putting a game out
- Jamie Stegmaier... Kickstarter guru
- it's not just putting a game out, artwork and production matters
References (from this video)
- Deep faction asymmetry
- strong table presence
- Diplomacy, negotiation, and combat
- Fantasy feudal world
- Faction-driven conflict and negotiation
- Blood Rage
- Game of Thrones: The Board Game
Mechanics (from transcript analysis)
- Area Control — gain points through influence and control
- Combat — combat with units and power differentials
Video topics + discussion points
Quotes (from this video)
- yeah i'm also working on this crazy fast 4x space game called last light that's gonna be coming out
- you can actually build residential buildings and double triple stack tiles to make them taller
- it's a spin-off of the katan series
- final score is 14 out of 20
- you are correct it is rising sun
References (from this video)
- thematic depth and negotiation tension
- high-quality components and production
- rules complexity
- can be long and heavy to run smoothly
- Diplomacy, alliance-building, and area influence
- Mythic Japan-inspired fantasy setting with feudal factions
- Negotiation-driven, alliance-centric
- Blood Rage
Mechanics (from transcript analysis)
- area control / negotiation — players negotiate and form alliances to influence regions
- asymmetric factions — factions have unique powers and goals
- Dice-based combat — combat resolved through dice and card play
Video topics + discussion points
Quotes (from this video)
- Battlestar Galactica that you're in love
- it's like you're playing a game with a supercomputer
- I love complex games more than I like simple games
- Rising Sun which is an amazing game
- Eric Lang helped make people want to get board games
- you see his face everywhere
- the showman of the tabletop gaming world
References (from this video)
- beautiful production
- strong thematic feel
- deep strategic choices
- learning curve
- combat can be heavy
- area control, negotiation, mythic combat
- Feudal Japan with mythic creatures and clans
- mythic-epic conflict
- Agricola
Mechanics (from transcript analysis)
- Area Control — Players compete for control of territories on a map.
- area_control — Players compete for control of territories on a map.
- end_game_scoring — End-game scoring based on various objectives.
- monster_summoning — Monsters may be summoned to affect the board.
- tile_actions — Actions are chosen from a set of tiles and executed.
Video topics + discussion points
Quotes (from this video)
- Rising Sun is absolutely fantastic.
- La Havre broke the cycle of Agricola clones and gave us something brand new.
- Ra was given a deluxe reprint not that long ago.
- The Voyages of Marco Polo is a dice placement game.
References (from this video)
- Fell in love with it
- One of few games in its genre they both enjoy
- Great time at the table
- Unique bidding mechanic
- Out of print
- Expensive
- Area control and warfare
- Feudal Japan - Shinto worship
- Thematic feudal Japanese setting
- Ankh
- Blood Red and Rose May
- Other area control games in the genre
Mechanics (from transcript analysis)
- Area Control — Controlling areas through placement and combat
- Auction — Auction-based action selection
- Auction / Bidding — Bidding mechanic for fighting actions which is unique
- bidding — Bidding mechanic for fighting actions which is unique
Video topics + discussion points
Quotes (from this video)
- Azul is just a classic classic game
- I will always want to play this game it's a staple
- Racing is my favorite game mechanic
- I love watching everything kind of like waterfall off of each other
- Castles of Burgundy is incredible I love Castle's birdie
- I love this game so basically like the world is dying
- The best part about Black Angel the little robot guys
- Bet on yourself always always I don't even care if I lose the game believe in yourself
- Dice Throne is an incredible 1v1 battle Yahtzee game
- Wingspan I am almost always in a game of Wingspan on BGA
- This game is beautifully designed it just feels good when you play it
- I can't win and I am getting freaking sick of it
- It's always a great time when it hits the table
- Paint the Roses is a Cooperative deduction game
- I've fallen back in love with it
- Some of the best gaming experiences I've had is playing that game
- I really really love Flamme Rouge it is an excellent game
- I will fall in love with this game it's got the recipe for it to be like a top 10 game
References (from this video)
- epic feel with big decisions and dramatic diplomacy
- designed by Eric Lang; polished production and strong theme
- longer playtime; potential stalemate if negotiations stall
- alliances, negotiation, and conquest through cards and powers
- feudal, mythic Japan-inspired setting with supernatural diplomacy
- mythic grandeur with social negotiation
- Rising Sun
- Blood Rage
- Ank Gods of Eg
Mechanics (from transcript analysis)
- card-driven powers and conflicts — cards grant special actions and can affect conflicts and diplomacy
- miniatures-style area control — players vie for territories using allied or opposing forces
- temporary alliances — players form and break alliances with shifting loyalties
Video topics + discussion points
Quotes (from this video)
- Silos is all about area majority and being in the right spot at the right time because the UFO is moving around the board and you have to predict where it's going.
- It's basically a meeting of a strategy game and a pure party game; it's hilarious.
- The Cosmic Silos Trilogy—Silos, Ego, Orbits—launched as a bundled Kickstarter with big box content.
- El Grande is a classic; Silos flips the idea by making the card actions feel like a slot machine, more frequent and dynamic.
- I love the retro Quan Moria art; it's quirky and visually striking.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- oh dang I only got a minute to talk about some board games
- let's blind rank five games I don't know what's coming next
References (from this video)
- Highlights that value comes from time spent with people, not fancy components.
- Encourages mindful purchasing and avoiding gatekeeping expansions.
- Expansions and premium components can tempt purchases that don't improve the core experience.
Mechanics (from transcript analysis)
- Area Control — players vie for control over regions and influence on the board.
- negotiation — players form temporary alliances and negotiate terms to achieve goals.
- negotiation / alliances — players form temporary alliances and negotiate terms to achieve goals.
Video topics + discussion points
Quotes (from this video)
- One of the biggest mistakes I ever made was forcing friends to play games that they're just not interested in.
- Don't be like me. Trust me.
- Board games are absolutely everybody.
- I spent $250 going all in on Rising Sun and I've played it three times.
- Istanbul is one of my favorite games now and we play it absolutely all of the time.
- Ra currently sits in my top five games of all time. I absolutely adore it.
References (from this video)
- gorgeous board and well-designed territories
- diverse factions with unique powers
- strong card-building concept
- requires a high player count to shine
- can be lengthy
- territory control with asymmetric powers
- fantasy feudal world with monsters and humans
- mythic diplomacy and conflict
- Blood Rage
- The Godfather
- Chaos in the Old World
Mechanics (from transcript analysis)
- asymmetric player powers — factions have unique abilities that shape strategies
- card-building / hand management — cards influence your army and abilities throughout the game
- Combat — tactical battles with faction-specific options
- Territory control — factions vie for map control and strategic positioning
Video topics + discussion points
Quotes (from this video)
- it's just a wonderful deck building game with fantastic artwork thematically and replayability
- Core Worlds is one of my favorite deck building games of all time
- the board is gorgeous the territories the way they're laid out it just makes for well-done territory control
- I love the card building concept in these games this one and blood rage as well you buy your monsters and your monsters for the game
- Defenders of the Realm fantastic cooperative game you can't miss with this one plus it's got Larry Elmore art gives me that nostalgic feeling of Dungeons and Dragons in the 80s it's gorgeous
- it's such a cool territory control game and these trilogy uses the cube tower for combat
- combat what I love about the combat is the fact that it feels like medieval warfare because it takes a long time
- it's a very cool war game
- Terraforming Mars fantastic game
References (from this video)
- impressive minis and production
- deep strategic negotiation and player interaction
- complex rule set
- high price point
- negotiation, alliance-building, and big battles
- feudal fantasy Japan-inspired setting
- dramatic, clash-driven politics
Mechanics (from transcript analysis)
- area control and influence — control territories through large-scale combat and influence
- combat resolution with multiple phases — layered combat and event resolution with strategic choices
- Negotiation and alliances — players form and break alliances to gain advantage
Video topics + discussion points
Quotes (from this video)
- it's not at its peak right now it's just gonna keep getting better and better
- I enjoyed Twilight Imperium, I really enjoyed it, it's just a shame that it took like six hours and two turns
- Legacy of Dragonholt looks cool; it's closer to a role-playing game than a board game
References (from this video)
- great miniatures and presentation
- dynamic diplomacy and strategy
- can feel asymmetrical and heavy for some groups
- alliances, deception, and negotiation
- mythic feudal Japan with factional politics
- epic, mythic negotiation with heavy conflict
- Blood Rage
- Blood Rage
Mechanics (from transcript analysis)
- area control / combat resolution — factions vie for influence and territory with tactical battles.
- negotiation / alliance mechanics — players form and break alliances to gain advantages.
Video topics + discussion points
Quotes (from this video)
- i love this game i love this game it's number 20
- we just bought our own copy of this i'm so excited to play this at two with jamie
- sleeping gods has invoked so much of the things i love about not only board games but video games
- it's endlessly fun to pull things out of the bag
- i'm very excited to try out each one
References (from this video)
- highly thematic
- engaging negotiation and alliance play
- complex for beginners
- take time to master
- mythic diplomacy and power struggle
- feudal Japan, diplomacy and conflict
- epic and thematic
Mechanics (from transcript analysis)
- area control/diplomacy — players vie for influence and alliances in a grand strategy setting.
Video topics + discussion points
Quotes (from this video)
- I am known for my channel Minimum Player Count mainly on YouTube but I first started on Instagram
- Welcome to the show
- we are not going to take it easy on you so maybe you should be a little bit nervous
- stop watching and go play a game
- you can also see some of my videos on board game spotlight
References (from this video)
- Stunning production and scale
- Strong thematic immersion
- Expensive
- Complex setup and longer playtime
- epic medieval fantasy conflict with diplomacy
Mechanics (from transcript analysis)
- area control and negotiation — Players negotiate and deploy in large battles using modular boards
- miniatures and modular tiles — Iconic components and varied battles across games
Video topics + discussion points
Quotes (from this video)
- it's only a game
- this is a cash grab pure and simple
- innovative bank building coupled with an abstract war game
- the level of innovation you know like doing something really vastly different
- I hate hyping games
References (from this video)
- excellent miniatures and production
- evolved design from Chaos in the Old World
- engaging diplomacy/war balance
- can be lopsided with certain player counts
- balance balance can be tricky due to fluid dynamics
- alliances, politics, and warfare
- Feudal Japan battlefield and diplomacy
- diplomacy-first with tactical combat
- Chaos in the Old World
- Blood Rage
Mechanics (from transcript analysis)
- Area Control — control regions to earn points
- combat with powerful miniatures — combat and monsters add incentives
- influence/track systems — tracks with bonuses and actions
- tea party phase alliances — form alliances; alliances influence outcomes in odd-player games
Video topics + discussion points
Quotes (from this video)
- chaos in the old world feels a little bit dated
- it's marvel dice masters
- we hired a cultural consultant for this one who turned out actually to be a kiwi farmer from australia
- blood rage is still a fantastic fun game
- this game's very very easy to play very easy to teach
- i am a little bit concerned about the pillaging aspect
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's an experience
- it's incredibly mean in Cutthroat
- I would never stop playing it on BGA
- this is the best game one of the best games ever in my opinion
- it's crazy chaos I love this game
- it's not overly light racing game
- I love this game I wish so badly was on BGA
- it's an engine builder
References (from this video)
- epic minis and strong thematic immersion
- deep strategic possibilities via alliances and drafting
- complex rule set; some players find the diplomacy aspect murky
- dragon hostage mechanic can feel punitive or unfun depending on timing
- dynastic power struggles with mythic overtones
- Mythic feudal Japan; clan politics and diplomacy
- multi-round negotiation, alliances, and conflict
- Blood Rage
- Massive Darkness
Mechanics (from transcript analysis)
- alliances and betrayal — temporary alliances influence battles and scoring
- area control / majority — players vie for control of key regions
- hand management / drafting — players draft and play powerful orders and events
Video topics + discussion points
Quotes (from this video)
- these minis are insanely insanely cool looking
- Blood Rage is my number one game of all time
- the dragon hostage mechanic is not fun when it comes up
- I want to see a God of War board game
- the minis and campaigns in Rising Sun are just so immersive
References (from this video)
- strong thematic flavor and interaction
- balance concerns
- learning curve
- diplomacy, alliance, and conflict
- feudal Japan politics and mythic elements
Mechanics (from transcript analysis)
- area_control — control territories on a map
- asymmetric_powers — leaders or factions have unique abilities
- negotiation — diplomacy, alliances, and backroom deals
Video topics + discussion points
Quotes (from this video)
- there are no hard or fast rules to get better board games
- gaming should be fun
- stop blaming external factors on whether you win or lose
- learning can happen in defeat
- the end game can come on you faster than you might initially expect
References (from this video)
- stunning art and thematic immersion
- deep negotiation and strategic planning
- iconic large-scale components and presentation
- heavy and long; high cost; complex to teach
- diplomacy, negotiation, and large-scale conflicts
- fantastical feudal Japan; mythic creatures
- epic, cinematic interaction with factions
- Takeda
Mechanics (from transcript analysis)
- area majority / influence — control zones through influence and fights.
- combat / conflict resolution — combat is mediated by diplomacy, resources, and timing.
- faction-based asymmetric play — different clans with distinct abilities.
- negotiation / alliances — players form temporary coalitions to achieve goals.
Video topics + discussion points
Quotes (from this video)
- it's just beautiful
- it's a comfort game
- it's quick to learn
- it's not for everyone
- it's very cute
- the pagoda rotation mechanic is integral to gameplay
- it's a puzzle-thinking game
- fantastical asian style theme that's the one i'm going for
References (from this video)
- high-quality minis and artwork
- abundant Kickstarter rewards and expansions
- strong production value and components
- value for money with included extras
- complex rules for new players
- large table footprint and setup time
- relatively long play time
- mythic politics, alliance-building, and large-scale battles
- Feudal Japan-inspired fantasy setting with yokai and daimyos
- epic clash with mythic flavor
- Blood Rage
Mechanics (from transcript analysis)
- alliances_and_betrayal — Temporary alliances between players with betrayal possible to gain advantage.
- area_control — Players vie for majority control over regions on a modular board.
- combat_resolution — Battles resolved using unit strength, cards, and special powers to decide outcomes.
- command_cards — Deck of command cards that grant unique actions and tactical options.
- scoring_and_progression — Scoring tracks and progression through rounds influence end-game scoring.
Video topics + discussion points
Quotes (from this video)
- it's like christmas
- it's amazing the artwork on this game is
- just amazing and the minis look wicked
- this is why i like kickstarter
References (from this video)
- huge production value
- engaging political faction dynamics
- tough to teach
- long playtime
Mechanics (from transcript analysis)
- area control with minis — Feudal Japan themed area control with macro and micro interactions and large production.
Video topics + discussion points
Quotes (from this video)
- mind was a big hit for me in 2018
- this is the second Wolfgang Warsch game
- Gloomhaven really did blow me away
- absolutely genius mechanisms
References (from this video)
- Great composition with red banner and Asian aesthetic
- Draws players in with samurai and dragon imagery
- Combat
- Japan
- Epic
Mechanics (from transcript analysis)
- Combat — Game packed with combat
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game