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Uprising: Curse of the Last Emperor box art

Uprising: Curse of the Last Emperor

Game ID: GID0373939
Game Info
Year
2021
Collection
Rating
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Description

Uprising: Curse of the Last Emperor is a strategically challenging and fully cooperative board game for 1 to 4 players set in a deeply immersive post-apocalyptic dark fantasy setting. As the known world is about to end, the players take over the role of a great hero to lead their faction through these dark times.

Uprising is a 4X cooperative game played against two asymmetric enemy factions controlled by the game itself: Chaos and the Empire. Explore the wasteland, expand your dominion, exploit the resources of the liberated territories, and exterminate the Legions and Hordes around you.

Every game tells a completely different story due to a modular board, asymmetric factions and a huge variety of different events. The game ends after four chapters. If you have not collected more victory points than Chaos and the Empire, the world will truly end.

—description from the publisher

Description

Uprising: Curse of the Last Emperor is a strategically challenging and fully cooperative board game for 1 to 4 players set in a deeply immersive post-apocalyptic dark fantasy setting. As the known world is about to end, the players take over the role of a great hero to lead their faction through these dark times.

Uprising is a 4X cooperative game played against two asymmetric enemy factions controlled by the game itself: Chaos and the Empire. Explore the wasteland, expand your dominion, exploit the resources of the liberated territories, and exterminate the Legions and Hordes around you.

Every game tells a completely different story due to a modular board, asymmetric factions and a huge variety of different events. The game ends after four chapters. If you have not collected more victory points than Chaos and the Empire, the world will truly end.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 6 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–7 of 7
Video lHt19F2TJvM Review at 0:02 sentiment: positive
video_pk 67840 · mention_pk 164108
Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique blend of cooperative play and 4X mechanics.
  • Scalable game length.
  • Strategic depth and high replayability.
  • Asymmetric factions make each game feel different.
  • Engaging world-building and unique design.
  • Satisfying sense of accomplishment.
  • Fills an RTS-like void with its adaptable strategy.
  • Good variety in enemies, quests, items, and events.
  • Adjustable difficulty levels.
  • Systems work well together to create depth.
Cons
  • Dice rolls can be swingy and punishing.
  • Feat cards could have more variety between leaders of the same faction.
  • The 'science' or technology aspect of the 4X elements is less strategic than others.
Thematic elements
  • Rebellious factions fighting against a tyrannical empire and chaos.
  • A world with a tyrannical empire, rebel factions, and the rising legions of chaos.
Comparison games
  • Twilight Imperium
Mechanics (from transcript analysis)
  • 4X — Players explore, expand, exploit resources, and exterminate enemies.
  • Combat — Involves archery and melee phases, with units having different dice and abilities.
  • cooperative play — Players work together against the game's opposing forces (Empire and Chaos Horde).
  • Dice rolling — Dice are used for combat, quests, and other actions, with different symbols representing outcomes.
  • event cards — Cards drawn each round that introduce challenges and benefits, affecting gameplay.
  • Feats — Players draw and choose feats that provide ongoing benefits or special abilities.
  • Haven Building — Players establish havens (cities) that provide resources during the upkeep phase.
  • item acquisition — Players can purchase items that provide bonuses or modify dice rolls.
  • questing — Players can undertake quests with pass and fail effects, offering rewards or penalties.
  • Resource management — Players gather and spend resources like food, plunder, and salt to build units and perform actions.
  • Variable player powers — Different factions and heroes have unique units, costs, and abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This scratches like an RTS itch for me.
  • Titan's really easy in this game, and you can quote me on that.
  • The forexiness of it isn't sacrificed for having this co-op nature.
  • It feels lived in this world and it doesn't feel like a pasted on kind of fantasy theme, which I really appreciate.
References (from this video)
No references stored for this video.
Video YgBxsoYIyHo Review at 0:04 sentiment: positive
video_pk 67836 · mention_pk 164105
Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Exciting and intense combat
  • Ether tokens are a great addition, making combat more manageable
  • True solo mode is great, making the game quicker and more focused
  • Punchier and more focused on combat than Voidfall
  • Quicker setup and play time compared to Voidfall
  • Awesome solo co-op 4X option
Cons
  • Potential for dice rolls to not go your way, leading to bad outcomes
  • Lack of clarity on how certain abilities interact between heroes in true solo mode
  • Rulebook could be longer and clarify more rules
Thematic elements
  • Solo cooperative 4X game fighting enemy factions: Chaos Horde and Imperial Legion
  • World with hexes, Imperial Legion remnants on an island
Comparison games
  • Voidfall
Mechanics (from transcript analysis)
  • 4X — A solo cooperative 4X game involving exploring hexes and fighting enemy factions.
  • Area Control — Players build havens and manage units on a hex-based map.
  • Combat — Features dice-based combat with ranged and melee phases, special abilities, and effects from terrain.
  • cooperative play — Players work together against enemy factions.
  • Deck Building (Feats) — Players can acquire and use 'feats' which act like cards that provide bonuses or abilities.
  • Event system — Uses event cards that introduce new challenges and opportunities each round.
  • hero abilities — Heroes have unique stats and starting skills that influence gameplay.
  • Resource management — Involves collecting and spending resources like food, salt, and plunder.
  • True Solo Mode — A specific mode designed for solo play, featuring a smaller map and adjusted mechanics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The combat can be pretty dang punishing when it doesn't go your way.
  • The game is definitely a lot faster. I can play an entire true solo game in 90 minutes to 2 hours
  • Uprising, I forgot how awesome it was. I'm very happy to play it again.
  • The combat is an exciting intense, although sometimes the dice aren't against you and things just go terribly.
  • Speaking of the ether is an awesome addition. I'm very glad they added that in the first expansion that it'll be part of the base experience now.
  • And the big thing has a true solo. It is great.
  • this game is awesome. Uh, compared to, you know, Voidfall is the other, I think, really successful 4X game with solo co-op play. And for my money, my preferences, Voidfall is an amazing game, but Uprising, uh, takes up a little bit less space. It's still a big game. It's quicker to set up. I find it's quicker to play, especially with the true solo mode, and it's a lot punchier and focus on more exciting combat, whereas Voidfall feels more like an empire management game with some combat. But both amazing games. It's great to have awesome solo co-op 4x options on the market and Uprising's new stuff makes it even better.
References (from this video)
No references stored for this video.
Video Gs3aFYTPcQE Playthrough at 0:01 sentiment: positive
video_pk 66568 · mention_pk 162226
Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging solo mode
  • Variable game length
  • Challenging gameplay
  • Tactical combat system
  • Thematic immersion
Cons
  • Can be challenging even on easy difficulty
  • Complexity may increase with expansions
Thematic elements
  • Rising up against a fallen empire and fighting against the forces of chaos.
  • A world where an empire has fallen due to a curse, leaving only its capital intact, and various factions are trying to root out its remnants while fighting off forces of chaos like skeletons and zombies.
Comparison games
none
Mechanics (from transcript analysis)
  • 4X — Described as a '4X kind of game' involving exploration, expansion, exploitation, and extermination elements.
  • Action Point Allowance — Players spend 'action points' to perform various actions on their turn.
  • Area Control — Players build 'havens' and recruit units to control hexes on the map.
  • Combat — Detailed mechanics for combat are explained, including archery, clash phases, and the use of special abilities and dice.
  • cooperative play — Players work together to achieve a common victory condition against opposing forces.
  • Deck building — Heroes have their own 'feet decks' (likely meant to be 'feat decks') which provide abilities and actions.
  • Dice rolling — Dice are rolled for combat, quests, and other challenges, with different symbols like skulls, shields, and lightning bolts.
  • Resource management — Players collect and spend resources such as salt, food, and plunder.
  • set collection — Drawing and collecting items and quests contributes to player progression and abilities.
  • solo mode — A specific 'true solo mode' is discussed, which has tweaks to the rules for a single player.
  • threat management — Legions and hordes have a 'threat' value that indicates their toughness and combat effectiveness.
  • variable game length — The game can be played over 2, 3, or 4 chapters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Empire has done some terrible things, but after a curse it is broken apart.
  • We need to explore the mysterious terrain, build havens, recruit troops, fight quests, all in an effort to score points.
  • It takes place on a smaller board. This is a play mat. The real game is going to have double-sided boards, you know, the normal board on one side, solo on the other.
  • The forces of chaos have got three skeletons out here, and the empire has their capital, and they have a level three garrison here.
  • The event card basically is like chance for something good to happen. Here's all the bad stuff that's going to happen. Good luck.
  • So, I think that went quite well.
  • It's looking terrible, though.
  • So, the blessings can be a huge boon to help you out against tougher things.
References (from this video)
No references stored for this video.
Video BsQRtzIgWC0 Board Games for One Discussion at 0:00 sentiment: positive
video_pk 41536 · mention_pk 125947
Board Games for One - Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High-quality deluxe components and presentation
  • Beautiful, thematic and varied artwork across factions
  • Distinct faction identities with unique miniatures and boards
  • Thoughtful rulebook design (spiral bound) and organized components
  • Strong potential for solo mode expansion and upcoming crowdfunding
  • Exciting exploration and campaign structure with a layered, modular setup
Cons
  • Heavy component count and storage requirements may be intimidating
  • Rule complexity potential for new players; learning curve could be steep
  • Unclear at times how strictly cooperative vs. competitive dynamics play out (ambiguous in video discussion)
  • Potentially long playtime given multi-phase structure and campaign scope
Thematic elements
  • Resistance against a central monarch or dominant empire; epic fantasy conflict featuring rival clans, nemeses, and order-versus-chaos dynamics.
  • Fantasy empire with multiple factions engaged in a multi-chapter campaign across a modular board; exploration and domain control in a shifting landscape (prinicipally magical/epic fantasy setting with empires, druids, undead, and monsters).
  • Chapter-driven, with a campaign arc (4 chapters) featuring events, nemesis encounters, and evolving board state; heavy storytelling framing with quest lines, market interactions, and a nemesis-driven push.
Comparison games
  • Great Wall
Mechanics (from transcript analysis)
  • Asymmetric factions and player boards — Each faction has its own dedicated player board, units, and unique abilities, enabling varied playstyles and strategic choices per faction.
  • boss battler — A Nemesis system and horde mechanics create a persistent antagonistic pressure, with phases for nemesis actions and waves of threats.
  • chapter-based progression — Players advance through four chapters with events, nemesis phases, production, and scoring phases. The chapter track and event decks shape pacing and escalating challenges.
  • Combat system with multi-phase flow — Combat involves an archery round, clash, and post-combat steps; players follow a flowchart to resolve engagements, with combat cards, dice, and terrain modifiers influencing outcomes.
  • Dice-driven actions and customization — Dice are color-coded by faction with symbols for shields, skulls, and misses, driving randomness and tactical risk in combat and other actions.
  • Exploration emphasis and destiny-like map flip — Exploration of unexplored sea towers, towers that flip to new states (e.g., Midnight Tower), and map exploration driving resource gain and territorial advancement.
  • Market and quest decks — Quests and market cards provide objectives and opportunities, with active quest management and a market deck that drives rewards and choices.
  • Modular map and territory management — A board composed of locations (e.g., Omi Prison, Midnight Tower) and terrain that players interact with via havens, walls, towers, and garrisons; terrain placement and control influence actions and combat outcomes.
  • Nemesis and horde dynamics — A Nemesis system and horde mechanics create a persistent antagonistic pressure, with phases for nemesis actions and waves of threats.
  • Resource economy with multiple resource types — Resources include gems, elephants (heavy units/materials), red stones (materials/currency), and other faction-specific resources; these drive actions, progression, and combat readiness.
  • Resource management — Resources include gems, elephants (heavy units/materials), red stones (materials/currency), and other faction-specific resources; these drive actions, progression, and combat readiness.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I know nothing about this game.
  • Oh, I love exploration.
  • This is a cool little rule book.
  • Of course, this is a deluxe version, so nice.
  • One of the things I appreciate so much about board games is I think just the art of it.
  • Beautiful top to that tower. Look at that.
  • Pretty sweet.
  • I'm kind of excited.
References (from this video)
No references stored for this video.
Video ss_BzP6WzNo One Stop Co-Op Shop Top List at 10:18 sentiment: positive
video_pk 12914 · mention_pk 37798
One Stop Co-Op Shop - Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 10:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • diverse factions and rich giant-scale battles
  • epic scope and compelling campaign
Cons
  • campaign length and complexity can be intimidating
  • cooperation options could be richer
Thematic elements
  • factions, exploration, empire-building, and epic boss encounters
  • fantasy 4X with solo and cooperative play
  • grand campaign-driven storytelling with extensive world-building
Comparison games
  • 4X epics
  • Other boss battler epics like Oathsworn (for scale)
Mechanics (from transcript analysis)
  • desperate and exciting boss battles — large-scale antagonists and powerful encounters
  • solo and cooperative 4X mechanics — faction-driven exploration, expansion, and combat with a sprawling campaign
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's basically like a little tactical game you have these varied factions that like hugely vary the game
  • the solo mode is very complicated I'm super impressed
  • this is an amazing one in a small package for a small price
  • the story grabbed me and would not let go
  • the racing is the smoothest solo racer I've ever played by far
  • it's an emotional ending—the most emotional game experience I've had this year
References (from this video)
No references stored for this video.
Video CemRV3wPQRA Gaming Rules! Playthrough at 3:31 sentiment: positive
video_pk 11160 · mention_pk 32830
Gaming Rules! - Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 3:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High component quality and deluxe upgrade options
  • Strong thematic integration and vivid flavor through cards and visuals
  • User-friendly aids (player aids, flowcharts) to guide complex sequences
  • Rich variety through expansions and multiple modes (solo, true solo coming via Kickstarter)
Cons
  • Complex rule set; some ambiguities noted and discussed live
  • Heavily networked setup with many tokens can be visually overwhelming on camera
  • Long playtime, especially at higher difficulties or with 3+ chapters
Thematic elements
  • Uprising against an oppressive empire and the defense of refuges (havens) against endless chaos and external threats.
  • A frozen, backwater region (Azul) where four factions—the Crow/Durkar, the Dwun, the Moya, and the remnants of the Empire—rise to resist domination by encroaching chaos and imperial remnants. The game is framed around a cooperative uprising rather than a pure competitive skirmish.
  • Campaign-like, with per-chapter events, escalating threats, and episodic narration driven by event cards and quest/toy-box cards.
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric factions — Different factions (blue/green/red/other) have distinct unit distributions, costs, and special abilities, creating varied strategic approaches per player.
  • chapter-based progression — The game is divided into four chapters (three played in the video). Each chapter defines its own sequence of rounds and escalating threats.
  • Combat sequence with terrain and special dice — Combat is staged in a defined sequence: terrain checks, archery, and clash rounds, with special dice types, bolts, shields, and druid/god-power interactions.
  • Combat: Dice — Combat is staged in a defined sequence: terrain checks, archery, and clash rounds, with special dice types, bolts, shields, and druid/god-power interactions.
  • Cooperative victory point system — All players contribute to a shared objective; the team loses or wins collectively based on aggregate points, with separate faction scores contributing to end-state outcomes.
  • Deck building — Starting decks for quests and feats are drawn, with some quests not refreshing; items drawn from a market deck refresh continuously as you buy them.
  • Deck-building and quest/item/feats management — Starting decks for quests and feats are drawn, with some quests not refreshing; items drawn from a market deck refresh continuously as you buy them.
  • Druid powers and ether — Druids provide ether for rerolls and can trigger god powers; ether expenditures balance dice outcomes and enable dramatic plays.
  • Events — Event cards drive chapter-specific changes and can alter turn order, threat levels, level of difficulty, curse placement, and more.
  • Events and quest-based dynamic changes — Event cards drive chapter-specific changes and can alter turn order, threat levels, level of difficulty, curse placement, and more.
  • Hex-based exploration with terrain effects — The board consists of explored and unexplored hexes; exploring can reveal resources or hazards; terrain (e.g., highlands, woods, mountains) modifies outcomes.
  • hidden victory points — All players contribute to a shared objective; the team loses or wins collectively based on aggregate points, with separate faction scores contributing to end-state outcomes.
  • Hordes vs Legions vs Skeletons — The Chaos Horde and Empire Legions have setup mechanics (activation tokens, threat levels) that dynamically alter the board state; skeletons can spawn and potentially form a Horde.
  • Resource management — Players manage multiple resources to buy units, build havens, and trigger various druid/god powers; havens generate ongoing resources and can be defended.
  • Resource management (salt, plunder, food) and havens — Players manage multiple resources to buy units, build havens, and trigger various druid/god powers; havens generate ongoing resources and can be defended.
  • Sea towers and teleportation — Sea towers act as teleport hubs, making hex adjacency global and dramatically affecting pathing and reach.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a victory point game.
  • The designers have put a lot of effort into making this game user friendly and accessible by putting a lot of player aids on the game board.
  • This is a sponsored playthrough video.
  • Points mean prizes.
  • Sea towers are like teleports.
  • End of chapter cookie.
References (from this video)
No references stored for this video.
Video iTk3pd7NwG4 The Dice Tower Discussion at 20:31 sentiment: mixed
video_pk 2400 · mention_pk 7012
The Dice Tower - Uprising: Curse of the Last Emperor video thumbnail
Click to watch at 20:31 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Impressive components and standees
  • High-scope production value
Cons
  • Very large footprint and potential for complexity
Thematic elements
  • 4X-esque ambitions in a sprawling, large-scale system
  • Epic fantasy realm with empires, chaos, and rebellion
  • Solo and group play with a heavy emphasis on upgrading and battles
Comparison games
none
Mechanics (from transcript analysis)
  • area-control/territory interaction — There are multiple factions and heroes supporting distinct strategies
  • boss encounter style battles — Large-scale threats and monsters on the board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game will beat you down and you're going to love it.
  • I don't like that whole like your friends are going to hate you.
  • The board looks like a roll and write, but it's actually a dungeon crawl.
  • You will understand why people love these big-box Kickstarters, or you won't.
  • The art on the shelf together is one of the selling points.
References (from this video)
No references stored for this video.
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