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Rising Cultures

Game ID: GID0452402
Game Info
Year
2025
Players
2
Age
14+
Playtime
45 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Two-player civilization card game leading asymmetric civilizations through 7 rounds of multi-use card play to conquer provinces

Description

Two-player civilization card game leading asymmetric civilizations through 7 rounds of multi-use card play to conquer provinces

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 1 · neu 0 · neg 0
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Video 5n06mxmliaM Review at 0:17 sentiment: mixed
video_pk 66553 · mention_pk 162199
Rising Cultures video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Cool-looking cover art
  • Very asymmetrical factions that play differently
  • Player aid sheets are very helpful due to the number of symbols
  • Mechanisms work together in a finely tuned system
  • Offers interesting asymmetrical back and forth
  • Feels deep despite its small size
  • Rewards multiple plays
Cons
  • Box art looks better than components in person
  • Some rules are on player sheets rather than the rulebook
  • Can be overwhelming for the first play
  • Battles are not always interesting if one player is far ahead
  • Complexity rating might be higher than warranted for the game's size
  • Can feel pseudo-deep rather than truly deep
  • Building cards is often the best option, limiting other card uses
  • Can feel like playing two different games if factions are highly disparate
  • Struggled through the first and second games
  • Not thrilling to play again for improvement, more for review purposes
  • Feels 'fine', not exceptional
Thematic elements
  • Civilization development
Comparison games
  • Seven Wonders
Mechanics (from transcript analysis)
  • Area Control — Players fight over provinces by accumulating military symbols, with the most symbols winning the province for victory points and potential bonuses.
  • Deck building — Players start with an asymmetrical deck and work back and forth to get victory points. Cards can be discarded for coins, added to military, or used as resources to build other cards.
  • hand management — Players draw four cards each round and must decide which to play, which to discard for coins, and how to manage their hand for future turns. Cards can be placed at the top or bottom of the deck.
  • Resource management — Players manage resources like wood, brick, stone, and gold to build cards. They can pay coins to acquire missing resources.
  • set collection — Some cards give end-game victory points based on specific criteria, like 'one point for every red card that I have'.
  • tableau building — Players can build buildings and leaders into their play area. Buildings provide victory points or ongoing benefits, while only one leader can be in play at a time.
  • Technology Track — Players can optionally 'go up a level' by turning over a card in their building line, advancing on a technology track which provides bonuses.
  • Variable player powers — Each of the four factions is asymmetrical and plays differently, with unique cards and special rules explained on player sheets.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's like, I don't know how I feel about it. I don't know how I feel about it. I don't know how I feel about it.
  • It's fine, and I don't really have room for fine games in my collection.
  • For me, it is a six out of 10.
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