Everything I am able to gather from Rising Sun. Additional thread here:
Thanks, @JoeNothin. Who also breaks down much of the gameplay based off the video. Additional thanks to Elac Yenwod and Oden Dee.
Based off the Rising Sun Kickstarter campaign, communication from the development team, and previous interviews with Eric M. Lang, the inventor and genius behind the whole game, I have been able to come up with this high-level overview of this game.
The Game: Amazingly badass. The artist, Adrian Smith, created inspirationally beautiful artwork for the miniatures we have all come to love from CMON. This is a fantasy based area control game (commonly referred to as a euro style game) set in Feudal Japan. The game is played through 3 seasons (Spring, Summer, and Autumn) where the highest score at the end of the year wins (tallied in the 4th season, winter). Honor is the most important part of the game as it decides many outcomes.
Before the start of the game player order must be chosen. This results in the ranking of honor. I’m sure there will be some official rule, but this is where you have some fun. Make it the last person to tell a lie perhaps? Then it is assigned clockwise around the table. This is how you choose Clans. Clans starting honor is identified on the Clan Sheet.
Everybody is given their starting game pieces:
Miniatures (1 Daimyo, 3 Shinto and 6 Bushi; each unit has special abilities)
Daimyo - Immune to Hostage, Betrayal and other effects
Shinto - May Worship when summoned
Bushi - No ability
11 Counter bases (1 for Daimyo, 3 for shinto, and the rest for monsters(?))
Coins Each Clan starts with amount shown on Clan sheet(?)
The game board is set-up
Everyone puts 1 Daimyo and 1 Bushi in their starting Province
Province cards are placed on the lower right of the board (showing 8 slots)
Honor markers are placed vertically in order on the top left of board (in descending order top to bottom)
The 12 color coded season cards are placed at the bottom but off the board (anywhere accessible if making room for up to 8 people) (consisting of Virtues (blue), War Upgrades (red), Enhancements (green), Monsters (brown), and Winter Upgrades(?))
The Kami deck is shuffled and 4 (of 7) Kami are placed horizontally at the top left of the board
Clan Markers are stacked at the bottom left of the game board at the beginning of the Scoring Track
Once everything is set-up, tip one back it’s Tea Ceremony Time (or sake, or whatever you want). This is where alliances are formed (Alliances discussed in more detail on update)
The season is broken down into 10 phases (3 political mandates, Kami Phase, 2 political phases, Kami Phase, 2 Political mandates, Kami Phase, War and End of Season tally)
The player with the highest honor begins the season (identified on the top left of the Clan Sheet). He/She draws 4 of the 10 political mandates cards and plays 1, returning the rest back to the political mandate deck. The card is placed on the 1st of the 10 phases of the season (only 7 political mandates are played during the season) . Each player then gets to play the effect of that political mandate. Each player then drawing and playing political mandates until the end of the season. Again honor is very important, as the highest honored players at the beginning of the season will often get to play multiple political mandates.
Political Mandates: (taken directly from Update #9 “Broken Alliances”, or “When the Solo Path is Best” (https://www.kickstarter.com/projects/coolminiornot/rising-su...)
RECRUIT: Allows you to summon 1 figure to each of your Strongholds (and with Shinto, they can then immediately be moved to a Kami temple, or kept in the province). The player that actually chose the Mandate and their Ally both get to summon 1 additional figure (total, not to each Stronghold).
MARSHAL: Each player may move their figures on the map up to 1 space. For playing the Mandate you and your Ally may also build a new Stronghold anywhere for 3 Coins.
TRAIN: Each player may purchase 1 Season card. You and your Ally both get a 1 Coin discount to your purchase.
HARVEST: Each player gains 1 Coin. You and your Ally then both get whatever bonuses are listed for each province you control (control being determined by highest force in that province). To clarify, you only get the bonus for the area you control - allies do not share bonuses.
BETRAY: You (and only you) replace 2 figures on the map, each belonging to different players, with 1 of your own (so a Bushi can replace a Bushi, a Monster a Monster- but note that Daimyos cannot be targeted by such effects! Shinto at temples also cannot be replaced- ones on the map are fair game, however). If you have an Alliance, you break it and immediately lose Honor, so if you want to keep the Alliance going you obviously don't want to play this card. (Additional information of Betray: https://www.kickstarter.com/projects/coolminiornot/rising-su...)
* All ties are resolved based off Honor (higher honor wins)
Back of Political Board:
Kami Phase: Play out the Kami blessings left to right. Kami give their blessings based off of number of shinto praying to them (ties go to honor score).
War and End of Season Tally: Areas that are currently contested (having more then one miniature or stronghold(?)) must resolve combat. Each player controlling pieces in the contested Province must use the coins they have accumulated throughout the season to wager on which War Advantages they would like to use in the current combat.
Combat: - Combat is resolved based off total number of units located in a Province (Ronin included if played during War Advantage bidding). The winning player gains control of the Province and losing player’s units are killed and removed from the board. Victory points are awarded to winning bidder of Imperial Poets.
SEPPUKU - Sacrifice all figures in the combat Province. Gain a victory point and honor point for each sacrifice.
TAKE HOSTAGE - Take a hostage (no Daimyo). Take one victory point from the captured units clan. Remove the game piece from the board.
HIRE RONIN - Add any number of your Ronin tokens to your army count in the contested Province.
IMPERIAL POETS - Gain one victory point for every figured killed. (Seppuku deaths count).
Front of Political Board:
After the combat has been resolved, the winning Clan pays out all coins that were wagered towards war advantages to the losing Clan(s). (So even losing Provinces results in an advantage in the next season)
After all combat has been resolved move onto the next season. Continuing with the next player in the rotation (from last player to play a Political Mandate). Discard Previous season cards and monsters (?). Each Clan is allocated their Seasonal Income (?). Play through all seasons repeating the steps as above. At Season 4, Winter, all Winter Advantages and Provincial Control is added up (back of Clan sheet for Victory points for number of Provinces under control).
I’m sure I have missed quite a bit, but this is may initial theories. I’ll continue to update until the official rules are released.
Additional Definitions and Notes:
Season Cards: 36 Season cards; 12 per season. Each Season has 7 core cards that are always in play. Then you choose which extra set you want to play with and add those 5 cards to the Season. Finally, if you have extra monsters, you may add up to 2 of them per Season.
Spring (Green backed)
Summer (Yellow backed)
Autumn (Red backed)
- Last edited Sun Mar 12, 2017 2:57 pm (Total Number of Edits: 2)
- Posted Sat Mar 11, 2017 5:09 pm
This is a great summary. Here are the things I've picked up on so far.
You note in here 8 players but there are currently only 6 clans. It's just assumed there will be 8 at some point.
Each clan gets a seasonal income that varies. It is shown on the upper right of the player screen. From what I can see, turtle and dragonfly are 6 but fox clan is only 4. This might also be the starting income you have a ? next to.
The bottom left of the fox clan player screen shows an end game bonus which I believe is for the number of territory markers earned. 7-8=25 points, 5-6=15, 3-4=5. Not sure if that bonus is the same for all clans or varies.
There appears to be another step in war aside from just the advantages. After the advantages are bid on and the first three are resolved it appears you total the remaining forces to see whose is greater to determine the winner. The winner gains the territory marker. Any losing units are killed and whoever bid the most on the poets gains points. I don't know how shared victories are handled between allies and who gains the territory marker. The video was about to show this but the turtle clan instead betrayed her ally and captured his unit instead.
36 season cards. 12 per season.
These includes Monsters, Enhancements, War upgrades, Virtues, and Winter upgrades.
Season starts: 12 season cards are laid out available to all.
Kickstarter added 15 more season cards (5 per season) to core.
Kickstarter added 10 monster season cards, and still going...
The 12 cards laid out rule is subject to change.
There was talk of an option of additional cards for kickstarter monsters.
"Now, during setup, each Season has 7 core cards that are always in play. Then you choose which extra set you want to play with and add those 5 cards to the Season. Finally, if you have extra monsters, you may add up to 2 of them per Season."
- Last edited Sun Mar 12, 2017 12:02 pm (Total Number of Edits: 1)
- Posted Sun Mar 12, 2017 11:08 am
Ben Stealer of Bagge wrote:
After all combat has been resolved move onto the next season. Starting in order of Honor ranking. Discard Previous season cards and monsters. Play through all seasons repeating the steps as above, honor track always being updated and used to start the season.
Quote Michael Shinall:
"There is no need to track a first player... Once the game begins play continues from that point clockwise until the end of the game. If you took the last action in a Season then the player to your left will make the first during the next season, etc etc."
Thank you, Oden and Elac. I will make those edits when I update.
Path of Ninja - Spring - Costs 0 coins. (Dishonorable upgrade) After you summon you may kill one Bushi on the map, and lose honor.
Path of the Lion - Spring - Costs 2 coins. (Daimyo upgrade) Your Daimyo has +1 force.
Path of Sword x2 - Spring - Costs 2 coins. (Bushi upgrade) When you summon, recruit an extra Bushi in any of your strongholds.
Righteousness x2 - Spring - Cost 2 coins. Gain 1 sun for each of your figures that is killed.
Loyalty x2 - Spring - Cost 1 coin. If you have an ally, whenever you gain any sun you gain an extra sun.
War Upgrade (red):
Way of Shogun x2 - Spring - Cost 2 coins. At start of war gain 3 coin.
Komainu - Spring - Cost 2 coins. Temple Dog. Counts as a Shinto.
Oni of Skulls - Spring - Cost 2 coins. 3 force in any war where you have the lowest honor.
A few more items I found in the new video:
In a 4 player game only 6 War Tokens are up for grabs each season. This means 2 territories are under less conflict during each season. I predict more tiles are used in higher player counts since there are 8 spots on the board.
In addition to the set bonus mentioned earlier, War tokens are also worth face value at the end of game. Face value appears to be equal to the season they come from (spring = 1, summer = 2, fall = 3)
Wars are resolved from the top of the war track to the bottom. This order is randomized at the beginning of the season. This matters as later battles could be more difficult if coins are used early
Reset between seasons:
Reset coins to starting value as indicated on the player screen. Coins don't carry over from season to season.
All shinto removed from Kami and back to the owner's supply.
Remove and shuffle(?) political mandates.
The next cards and war tokens are dealt out.
Hostages are returned and the hostage taker gets 1 coin for each from the bank. (paid out after the coin reset so these coins carry over)
Winter season scoring:
War Token bonus
War token face value
Virtue cards with end game bonus. End game scoring cards are labeled Winter Upgrades
Season Cards from video and stretch goal monsters per season:
Komainu - Cost 2 coins - Temple Dog. Counts as a Shinto.
Oni of Skulls - Cost 2 coins. - 3 force in any war where you have the lowest honor.
?? x1 - ?? - ?? (never bought during the video)
War Upgrade (red):
Way of Bushido x2 - 2 coins - At start of war gain 1 coin and victory point for each different virtue you have.
Benevolence x2- 1 coin - When you spend 1 you may give one coin spent to another player, If you do, gain honor and vp.
Respect x2 - 1 coin - Gain extra vp each time you take and return a hostage.
Oni of Souls - 2 coins - If you win a war with this monster gain 1 pt for each oni you have
Oni of Blood - 3 coins - Players with higher honor than you cannot move or summon non-monsters to this province.
Yurei - 4 coins - Counts as a Daimyo with 2 force
Oni of Plagues
Form of the Beast x2 - 4 coins - 3 pts at end of game per monster
Form of the Kitsune x2 - 4 coins - ??
Form of the Phoenix x2 - 4 coins - 2 pts at end of game for each different virtue you have
War Upgrade (red):
Path of The Dragon - 3 coins - Daimyo get +3 force
Courage x2- 2 coins - Gain 3 pts each time you win a war token.
Oni of Hate - 3 coins - When this enters a provice kill a local bushi or shinto for each player of higher honor
River Dragon - 5 coins - Counts as 5 force
Oni of Spite - 3 coins - ??