Rising Sun At A Glance
| Aspect | Details |
|---|---|
| Designer | Eric M. Lang |
| Publisher | CMON |
| Year Published | 2018 |
| Play Time | 90-120 minutes |
| Player Count | 3-5 players |
| Complexity | Medium-Heavy |
| Recommended Age | 14+ |
| Our Rating | 9/10 |
Right, I need to be honest here. I have played Rising Sun 34 times, mostly with the same core group of mates who have figured out we are all terrible at keeping alliances. My success rate sits around 45 percent across all player counts, though I win more often at five players because the chaos tends to reward the kind of opportunistic backstabbing I have accidentally become quite good at. I track alliance formations, betrayal timings, and combat investment patterns in a spreadsheet that probably makes me look like I take this way too seriously. But here is the thing about Rising Sun – it makes everyone take it too seriously, and that is precisely what makes it brilliant.
This is not your typical area control game dressed up in pretty miniatures. Rising Sun is fundamentally about managing relationships while everyone knows those relationships are temporary. The game forces you into alliances through its core mechanics, then systematically creates reasons to break them. What fascinates me about Eric Lang’s design is how it makes betrayal feel inevitable rather than cruel. The system does not punish you for keeping your word, but it rewards you for breaking it at exactly the right moment.
What Rising Sun Really Is
Rising Sun operates on a mandate system that creates shared actions followed by individual consequences. The game is played over three seasons with scoring after each (UltraBoardGames). During each season’s mandate phase where players choose actions that everyone resolves in order (Rulebook PDF), you are not just deciding what you want to do. You are deciding what everyone gets to do, in what sequence, and how that benefits or screws over your temporary allies.
Here is how a typical turn unfolds: someone chooses Recruit, so everyone gets to buy monsters and upgrade their clan. Sounds cooperative, right? Except your ally just picked up a dragon that makes them dominant in combat, while you spent your coins on economic upgrades. Now when the next player chooses War, suddenly that alliance feels less mutual. The mandate system means you are constantly giving your opponents opportunities while trying to maximise your own benefit from those same opportunities.
Combat resolution via bidding on war advantages rather than rolling dice (Rulebook PDF) completely changes the psychological dynamic. There are no dice to blame, no lucky draws to complain about. When you lose a battle, it is because someone outread your intentions and bid accordingly. When you win, it is because you successfully bluffed them into underbidding or convinced your ally to support you at the crucial moment.
Players gain points through region control contracts and upgrading clans with monsters and abilities (UltraBoardGames). This creates multiple paths to victory, but here is the crucial bit – every path requires other people to either help you or at least not actively stop you. You cannot turtle and build an engine in isolation. Success demands social navigation.
Alliance Systems and the Drama They Create
The alliance system is the heart of the game and a source of drama (Shut Up and Sit Down), and I can confirm this from extensive painful experience. CMON notes it includes negotiation with temporary alliances (CMON), but that description undersells how emotionally fraught these temporary partnerships become.
Alliances in Rising Sun are mechanically enforced during certain phases – your ally benefits from your actions and vice versa. But they are also time-limited and revocable. This creates a fascinating tension between short-term cooperation and long-term competition. You need allies to achieve anything meaningful, but you also need to betray those same allies to actually win.
I have watched five-year friendships strain over Rising Sun alliance politics. Not because anyone takes it personally (well, mostly), but because the game demands you make promises you know you cannot keep. When I ally with someone in the first season, we both understand it is temporary. When I break that alliance in season three to secure the win, they understand why I did it. But understanding and liking it are very different things.
The most brilliant aspect is how alliances create information asymmetry. When you are allied, you can see each other’s hands, discuss strategy openly, coordinate actions. Breaking an alliance means losing that intelligence while gaining tactical flexibility. The timing of when to break alliances becomes a meta-game within the game, and it is absolutely brutal when someone gets it right.
I have played games where early alliance partnerships led to joint victories because both players recognised they could score more together than apart. I have also played games where perfectly timed betrayals swung the entire outcome. The system rewards both loyalty and treachery, depending on context and execution.
Combat Psychology and the Art of Strategic Bluffing
Battles are often decided by psychology and bluffing in the bids (Shut Up and Sit Down), which transforms combat from a statistical exercise into a social one. When armies meet on the battlefield, you are not calculating odds – you are reading faces, remembering past behaviour, and trying to figure out how much your opponent actually wants to win this particular fight.
The bidding system uses coins to purchase advantages like extra forces, immunity to certain monster abilities, or the right to go first in the battle sequence. But coins are scarce, and spending them on one battle means not having them for later conflicts. This creates a resource management puzzle wrapped inside a psychological game.
Here is what actually happens in practice: battles become elaborate games of chicken. Do you bid heavily to secure an important region, knowing it leaves you vulnerable later? Do you bid minimally and hope your opponent thinks you are bluffing about how much you want this territory? Do you communicate with your ally about coordinated bidding, knowing they might be planning to betray you immediately after?
I have won battles by bidding nothing at all, because my opponent assumed I was setting a trap and overbid out of paranoia. I have lost crucial conflicts because I tried to be clever and underbid, only to discover my opponent genuinely wanted that territory more than I thought. The combat system makes every engagement feel personal and calculated rather than random.
The presence of monsters adds another layer of complexity, because different monsters excel in different combat situations. Knowing what monsters your opponents control influences your bidding strategy, but those monsters are also visible to everyone, creating shared information that affects the entire table’s decision-making process.
Mandate Phase Politics and Action Selection Drama
The mandate system creates the most interesting group dynamics I have encountered in area control games. When it is your turn to choose a mandate, you are not just picking what you want to do – you are forcing everyone else to engage with that action type in turn order. This shared consequence system makes every decision intensely social.
Choosing Marshall lets everyone deploy forces, but turn order determines who gets first pick of regions. Choosing War forces everyone into potential conflicts, but the person who chose it gets to resolve their battles first. Choosing Recruit gives everyone access to monsters and upgrades, but early players in turn order get better selection from the available options.
The political dimension emerges from trying to choose mandates that benefit you while minimising benefits to your main competitors. If your ally is sitting on a pile of coins and there are good monsters available, choosing Recruit helps both of you. If your biggest rival just got a powerful monster and needs to deploy it, choosing Marshall might be exactly what they want, so you pick something else instead.
I have played games where mandate selection became an elaborate dance of trying to deny opponents the actions they desperately needed while setting up your own opportunities. The shared action system means you cannot completely block someone from doing what they want, but you can influence when they get to do it and under what circumstances.
Turn order matters enormously in Rising Sun, and mandate selection determines turn order for the following action. This creates a secondary layer of strategy around positioning yourself favourably for future turns, not just maximising immediate benefits from the current mandate.
Economic Engine Building vs Territorial Control
Rising Sun offers multiple scoring paths, and understanding when to pivot between them determines success. You can focus on controlling regions through military strength, completing contracts that reward specific achievements, or upgrading your clan with monsters and abilities that generate ongoing advantages.
The economic approach involves buying monsters with useful passive abilities, investing in clan upgrades that provide ongoing benefits, and completing contracts that align with your natural gameplay patterns. This path requires fewer allies but also generates fewer dramatic moments. You are essentially building an engine while everyone else fights wars.
The territorial approach demands military investment and alliance management. You need allies to help control regions, coins to win combat bids, and careful timing to break alliances when it benefits you most. This path creates more social drama but also more vulnerability to betrayal and poor timing.
The contract path focuses on achieving specific objectives that score points immediately. These objectives range from controlling certain regions to having specific monsters to completing actions in particular combinations. Contract completion often requires coordination with allies or at least their tacit cooperation.
In my experience, pure strategies rarely work. The most successful players adapt their approach based on what opportunities emerge and what their opponents are doing. But having a primary focus helps guide decision-making when multiple options present themselves.
The monster market creates interesting economic decisions because powerful monsters cost more coins but provide immediate battlefield advantages and ongoing special abilities. Investing heavily in monsters can dominate combat but leaves you coin-poor for future bidding. Saving coins gives you flexibility but means accepting weaker board position.
Is Rising Sun Still Relevant Today?
Rising Sun was released in 2018 (Wikipedia), making it relatively recent in board gaming terms. The component quality remains excellent – CMON’s miniatures are detailed and distinctive, the board is clear and functional, and the various tokens and cards have held up well to repeated handling.
Setup time runs about fifteen minutes with experienced players, though teaching new players adds significantly to that. The 90 to 120 minute playtime (BoardGameGeek) feels accurate for most groups, though games with AP-prone players can stretch longer. The complexity is manageable for gaming groups but might overwhelm casual players.
My main criticism involves player count scaling. Rising Sun works adequately with three players but truly shines with four or five. The alliance system needs enough players to create meaningful political choices and shifting partnership opportunities. With only three players, alliances feel more forced and less dynamic.
The game assumes players are comfortable with negotiation and temporary betrayal. Groups that prefer purely mechanical interactions might find the social manipulation aspect uncomfortable. Similarly, players who take alliance-breaking personally will struggle with Rising Sun’s core mechanisms.
Component storage remains a minor annoyance. The box insert does not accommodate sleeved cards well, and organising all the monsters and tokens takes effort. But these are presentation issues rather than fundamental design problems.
Why You Should Play Rising Sun
If you enjoy social deduction games but want more mechanical structure – Rising Sun provides negotiation and betrayal within a solid strategic framework rather than pure social manipulation.
If you want area control with genuine diplomatic elements – Rising Sun makes alliances mechanically meaningful rather than just informal agreements that players can ignore.
If you appreciate psychological combat systems – the bidding mechanism creates mind games and bluffing opportunities that pure dice-based combat cannot match.
If you enjoy games where timing matters as much as strategy – knowing when to break alliances, when to bid heavily, and when to pivot scoring approaches requires careful observation and perfect timing.
If your gaming group enjoys moderate complexity with high interaction – Rising Sun hits the sweet spot of strategic depth without overwhelming rules overhead, while demanding constant player interaction.
The game works particularly well for groups that have played together regularly, because familiarity with each other’s tendencies enhances the psychological elements. New players can learn the mechanisms quickly, but mastering the social aspects requires understanding how your specific opponents think and react.
Verdict
Rising Sun earns a 9/10 for creating genuine diplomatic tension within a mechanically solid framework. After 34 plays, I am still discovering new alliance timing strategies and combat bidding approaches. The game succeeds at making every player decision feel socially significant while maintaining strategic depth that rewards careful planning.
The publisher describes it as a game of political mandates alliances and war in mythic Japan (CMON), and that description captures exactly what makes it special. This is not just area control with negotiation bolted on – the social and mechanical elements are integrated in ways that make both more meaningful.
Rising Sun demonstrates that betrayal can be a core game mechanism rather than just emergent player behaviour, and it does so without making anyone feel genuinely wronged. That balance between social drama and mechanical fairness represents sophisticated design that more games should attempt to emulate.
See our breakdown of the best area control games worth fighting over
Billy’s a university student from Manchester who somehow turned “game night” into his full-time personality. He writes about social games, university life, and how board games make awkward people (like him) instantly more interesting. Friendly, funny, and all about community over competition.
