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Rising Dragon: Platoon Level Combat in the Invasion of Taiwan box art

Rising Dragon: Platoon Level Combat in the Invasion of Taiwan

Game ID: GID0453279
Game Info
Year
2026
Players
2
Age
14+
Playtime
120 min
Complexity
3.5/5
Collection
Your Tier
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Description

A platoon-level tactical wargame simulating a modern invasion of Taiwan with mechanized and drone warfare

Description

A platoon-level tactical wargame simulating a modern invasion of Taiwan with mechanized and drone warfare

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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 eT4zdxjuPJI Board Game Critique Review at 0:03 sentiment: mixed
video_pk 74427 · mention_pk 179332
Board Game Critique - Rising Dragon: Platoon Level Combat in the Invasion of Taiwan video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Tension from continuous activation creates a dynamic, ongoing battle feel.
  • Dice-based combat is intuitive, visually readable, and depth comes from modifier interactions.
  • Proven Armageddon War core system with strong production quality and playtesting.
Cons
  • No Rising Dragon-specific gameplay footage or prototypes available yet; higher risk of unproven content.
  • Unclear naval, amphibious, and urban mechanics in the setting; integration unproven.
  • Long delivery schedule and uncertain cohesion of scenarios; potential mismatch between 16 base and 18 total with stretch goals.
Thematic elements
  • modern mechanized warfare, civilian impact, naval and urban combat
  • Near-future platoon-level warfare set during a 2034 invasion of Taiwan by China
  • continuous activation chits driving ongoing engagement with no fixed turn boundaries
Comparison games
  • Armageddon War
Mechanics (from transcript analysis)
  • Chit-Pulling — Formation chits are drawn to activate units; no set turns or phases; activations continue until chits are exhausted, creating relentless pressure.
  • civilian counters and civilian casualty tracking — Scenarios incorporate civilian casualties and counter-movements; civilian counters have procedural effects via activation.
  • Combat: Dice — Black dice for standard fire, red for intense fire, green for weaker fire; outcomes show hits, shields, or counter-fire.
  • combined arms interactions — Attacking armor with anti-tank weapons, infantry with anti-infantry weapons requires multiple hits or different strategies.
  • continuous activation system (chit-pole) — Formation chits are drawn to activate units; no set turns or phases; activations continue until chits are exhausted, creating relentless pressure.
  • dedicated dice combat with color coding — Black dice for standard fire, red for intense fire, green for weaker fire; outcomes show hits, shields, or counter-fire.
  • formation-based activation — Units activate as groups; each activation reorders the battlefield and can cause cascading effects.
  • modifiers and no combat tables — Combat is resolved by applying modifiers (range, cover, tech upgrades) to dice and reading results directly from dice, not lookup tables.
  • upgrades and tech differences affecting dice — Modern vs outdated equipment affects dice color and probabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Armageddon War system we observed is excellent.
  • Continuous activation creates real tension.
  • This isn't experimental mechanics. It's a proven system applied to a new setting.
  • Conditional recommendation, not enthusiastic endorsement.
  • We're betting on the system adapting well to a new setting.
  • Backing on trust. Trust in Porter’s design skill, Flying Pig’s production capability, trust the system adapts well.
References (from this video)
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