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Description
Publisher's summary
Rumble Nation — first released as 天下鳴動 (Tenka Meidou) — is an area control dice game and the 2018 Tokyo Game Market Awards Grand Prize winner.
You are Warlords during the Sengoku Era, the Civil War. Aim for supremacy in Japan by contending for its 11 Castles.
Three dice determine where the soldiers are deployed. Tactic cards are your trump to control the course of the war. Wisdom and luck are your keys for dominance.
Sparks spray from one battle to another, setting the nation on fire. Keep an eye on the reinforcement chains or use them to your benefit and turn defeat into victory.
- Contend for the 11 Castles in the nation.
- Roll the dice to send out soldiers.
- Aim for continuous victory with the reinforcements.
Year Published
2017
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment:
pos 9 ·
mix 0 ·
neu 1 ·
neg 0
Showing 1–10 of 10
Video 2DpTrBgcKTo
game_review at 0:00 sentiment: positive
video_pk 12552 · mention_pk 36622
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Simple and quick to learn with deep strategic options
- Two-phase structure provides a crisp, satisfying rhythm
- Cascading boosts create engaging chain-reaction opportunities
- Strong replayability due to board variation and card/scarcity dynamics
- High player interaction and tension without excessive downtime
Cons
- Production dice are small and inexpensive; upgrading them can improve tactility
- Scarcity of action cards may limit strategic options in some setups
- Potential for analysis paralysis if players overthink distributions
Thematic elements
- territory control, conquest, resource bolstering
- Modular map with regions where players place cubes to control territories
- abstract area-control with cascading resolve
Comparison games
none
Mechanics (from transcript analysis)
- Action cards with scarcity — Players may play or draft action cards before/after rolling; once taken, cards are removed from supply and not replenished
- Adjacent-region bolstering — Winning a region spawns extra resource cubes in adjacent regions, creating cascading pressure and extended influence
- Dice-driven region placement — Roll three dice; separate into a single die deciding the region and a pair deciding how many cubes to place in that region; rerolls allowed
- player interaction — Positioning and card play can push opponents out of regions and influence rival strategy
- Re-roll option — Players can re-roll dice to adjust distribution before finalizing placements
- Region scoring and token distribution — Regions are scored by most cubes; rewards include a high-value token (10) for first, 5 for second, plus smaller tokens for other outcomes
- Tie-breakers and sword tokens — Sword tokens are used to break ties in region scoring, influencing end-game positions
- two-phase gameplay — First phase builds influence by placing cubes; second phase resolves regions and awards points; no housekeeping or reset between phases
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I love how simple this game operates
- The game is divided into two distinct halves
- This cascading abdominal effect is something I haven't seen before
- It's snappy and punchy
- Replayability is very good
- The production looks nice and crisp; color differentiation is clear
References (from this video)
No references stored for this video.
Video hJuqBrJc1lY
Going Analog interview at 13:36 sentiment: positive
video_pk 11850 · mention_pk 34707
Click to watch at 13:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Fun autoplay battles
Cons
none
Thematic elements
- Unit combat
- Battle arena
- Japanese game style
Comparison games
none
Mechanics (from transcript analysis)
- Autoplay Battles — Battles play out automatically
- Unit Placement — Control where units are placed
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's sort of like war with actual decisions
- It'll take two minutes
- That was amazing. I wonder if that game is like that every time
- It turns out that it was
- So many card games following it have been inspired by that obviously
- The coolest combo you can make in Mystic Veil is like here. The coolest combo you can make in Mystic Lands is like here, right? And the average is like there
- What I made, right? Even if you didn't win, right?
- The most unique way that I have ever encountered an engine builder
- An unbelievably satisfying gameplay experience to destroy
- Betting is like a way to make people care about an outcome
- Poker is a terrible game if you're just playing it right? Uh but the second you're betting with money and you care, right?
- Why do we root for sports teams, right? Like our the day after go Dodgers
- The sitting back and then seeing what happens - yeah there is a really fun aspect to that
- Train making time. When all the technology moves to a certain thing, everybody is making trains, right?
References (from this video)
No references stored for this video.
Video CUUr0Mbqajs
Board Games Hitting My Table game_roundup at 11:48 sentiment: positive
video_pk 11169 · mention_pk 32848
Click to watch at 11:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- gateway-level area majority with dynamic cascading scoring
- fun, approachable yet strategic
Cons
- dice randomness can be a factor
Thematic elements
- militia/territory expansion feel
- area majority with dice-driven resolution
- tension-building with cascading scoring
Comparison games
- Celtics
- Lost Cities (conceptual parallel)
Mechanics (from transcript analysis)
- Dice-driven area majority — dice outcomes determine control; regions resolved in order to trigger cascades
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a very tense um small and compact little area majority game
- it's definitely one of the best two-player games to come out in quite some time
- the way that these tokens kind of go on the border lines between two different areas
- this is a really cool little filler all this building i suppose but it's mainly a set collection style game
- it's a real pleasant experience that you know what
- the word association is a bit more difficult and it's the pairing of words sometimes just do not go together
References (from this video)
No references stored for this video.
Video AI1omwj64kE
Going Analog general_discussion at 47:02 sentiment: positive
video_pk 10964 · mention_pk 32305
Click to watch at 47:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fast play with tense battles and satisfying combat resolution
- compact footprint and quick rounds make it great as filler or opener
Cons
- older title with less known modern take; clocked as niche by some
Thematic elements
- dice-drafting and variable powers across territories
- thematic, mythic civilizations with factional factions
- fast-paced, tactical, bag-building flavor
Comparison games
- Rumble Nation
- Dangerous Trader games in a similar vein
- Patchwork and mandala as lighter two-player strategy comparators
Mechanics (from transcript analysis)
- battle resolution order — battles occur in a set order after unit placement, adding timing dynamics
- dice placement / area control — rolls determine actions and territories; victory is claimed through strategic placement and battles
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video NknlwzbXsMg
Foster the Mele general_discussion at 12:16 sentiment: positive
video_pk 10747 · mention_pk 31709
Click to watch at 12:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fast, approachable area-control with dice luck
- simple rule set, big experiential payoff
Cons
- dice-driven luck can influence outcomes
- lighter than heavier euros
Thematic elements
- abstract political/military expansion
- Area-control conflict with dice-driven placement
- thematic but abstract area-control experience
Comparison games
- Kuba Libre
Mechanics (from transcript analysis)
- area control with reinforcements — Conquer regions and reinforce adjacently with limited meeples.
- Dice drafting / allocation — Roll three dice; pick two to determine region and number of troops.
- scoring by region values — Regions have point values; top two players share points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game is phenomenal.
- It's closer to the Kuba Libre end of the learning spectrum than some of the big ones.
- I would like to play it because I do love Kuba Libre.
- I freaking loved it.
- I love multiplayer solitaire games.
- Pergola is the newest game from Rebel Studio, uh who you may know, they did Meadow, which is a game that we really enjoy.
- it's a massive like resource management. Sounds like a optimization game.
- I absolutely adore the theme.
References (from this video)
No references stored for this video.
Video J042jF6QPg0
Board Games Hitting My Table general_discussion at 11:05 sentiment: positive
video_pk 10467 · mention_pk 30823
Click to watch at 11:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever and streamlined area control
- Compact and satisfying filler
Cons
- Can swing on dice luck
Thematic elements
- Strategic placement and regional influence
- Filler-area control with dice-driven region work
- Compact strategy with clever balance
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Roll dice to claim regions and place influence cubes.
- Dice-driven region resolution — Deployments are resolved in order; outcomes affect neighboring regions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a very nasty auction style game.
- I think it's a great design.
- One of my favorite games if not my favorite game.
- It's nice that it plays in about 30 minutes.
- I think it's a wonderful design.
References (from this video)
No references stored for this video.
Video zF3rDMbl020
Chairman of the Board top_10_list at 15:01 sentiment: positive
video_pk 8268 · mention_pk 24220
Click to watch at 15:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Versatile and engaging area-control experience
- Compact duration with deep decision space
Cons
- Supply chain and distribution issues limit accessibility
- Less-known in some regions reduces reach
Thematic elements
- dice-based area control and chain reactions
- arena-themed territory control with dice
- strategic, competitive
Comparison games
- Risk
- Small World
- Gaia Project
Mechanics (from transcript analysis)
- dice-driven area control — Roll three dice, split into a pair and a single for placement and limits.
- Sequential region resolution — Resolve map regions numerically with chain-reaction effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's absolutely fantastic how engaging this game is
- i've never had a duff game of this one
- this one should be considered one of the best party games out there
- this game did have a couple of production issues as well
- this game is unbelievable good it has so many things that people like
References (from this video)
No references stored for this video.
Video P9zZvuyYDis
Dice Tower library_tour at 7:41 sentiment: neutral
video_pk 4840 · mention_pk 14321
Click to watch at 7:41 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf
References (from this video)
No references stored for this video.
Video khVt8nzIk7c
Unknown Channel top_10_list at 8:12 sentiment: positive
video_pk 4117 · mention_pk 12054
Click to watch at 8:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- novel dice mechanism
- dramatic cascading scoring
- engaging and fun
Cons
- luck can influence outcomes; some may find it random
Thematic elements
- dice-driven area control and influence spread
- 12 regions with dice as main mechanism
- roll-and-claim with cascading scoring
Comparison games
none
Mechanics (from transcript analysis)
- dice-driven area control — roll three dice, keep two to determine region, remaining die shows troops
- resolution cascading scoring — resolve regions from lowest to highest, with cascading point flows
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's basically a race to deploy or all your influence markers on the board
- this screen really did blow up this last year or two and rightly so
- it's a classic; it feels like I'll be playing this in five or ten years time
- Hidden Gem
- insanely clever
References (from this video)
No references stored for this video.
Video TMfzPhJNIL0
Going Out Podcast analysis at 46:12 sentiment: positive
video_pk 1283 · mention_pk 3745
Click to watch at 46:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- clever dice-math balancing
- fast and atmospheric despite complex ideas
- unusual and distinctive flavor
Cons
- obscure to new players
- less mainstream; might be niche
Thematic elements
- quirky, Japan-origin area-control with dice interaction
- Area-control wargame with dice-driven tension
- fun and chaotic strategic play
Comparison games
- Cosmic Encounter
- Spirit Island
Mechanics (from transcript analysis)
- balancing risk vs reward — grouping dice into two vs single dice adds strategy
- dice-driven area control — players roll dice to determine region strength and placement
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's pure abstract two players
- it's so clever
- the rules are easy but then the more you play the better you get
- the setup for Fantasy Realms... there is no other setup than that
- the Marine World's expansion for Arc Nova is a nice touch
- the dice tracking in Rumble Nation is really clever
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–10 of 10