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Box art for Rising Sun

Player aid

Rising Sun

Rising Sun is a game about honor, negotiation, and warfare in a feudal Japan where the ancient gods (kami) have returned to rebuild the empire.

Credits: CMON Rising Sun rules manual and FAQ, transferred to PlayerAid by Cory Osborn (https://boardgamegeek.com/user/GamePimp)

Source documentBoardGameGeek

Contents

  • Pick a Set of Season cards to add to the Core cards.
    • (Dynasty Invasion) Add Lucky Gods season cards. These are only available to Moon Clan and Sun Clan.
    • (Monster Pack) Add Extra Monster cards as desired.
  • Draw 4 Shrine tiles.
  • Assign players clans.
  • Organize the Clan markers on the Honor Track according to each Clan's Starting Honor Rank.
  • Players start with 1 Daimyo, 1 Bushi, and 1 Stronghold in their Home Province.
  • Players should be sitting in honor order. The player at the top of honor track goes first, bottom goes last.

The game is played over 3 seasons: Spring, Summer, and Autumn. Winter concludes the game with end game scoring.

To finish the game, do the following:

  • Return any hostages, this can trigger bonuses for players
  • Gain VP from
    • Winter Upgrades
    • War Province Tokens (points correspond to round they were captured)
    • War Province Set Bonus (as displayed on the Clan screens).
  • Player with the most VP wins the game. If tied, highest Honor wins. If tied are Allied, they share the victory.

Bonuses: If an ability increases the rewards gained by another action, they are considered part of the rewards gained by that action.

Daimyo: Daimyo figures (and those that count as Daimyo) are immune to any special effects that target a specific figure (Fire Dragon, Earth Dragon, Benten), but not immune to general effects that target a player (Oni of Plagues, Susanoo, Raijin, Path of the Serpent, etc.).

Honor: Whenever there is a tie, the tied player with the highest Honor wins. If there's ever a conflict in the timing of the execution of an ability, the involved player with higher Honor decides whether to go first or last.

Mandate: All events of a Mandate are considered to happen in a single moment. During a Harvest Mandate, if you gain multiple Coins or VPs from different Provinces, it is considered a single instance of gaining those rewards for triggering abilities. Effects that take place at the end of a Mandate only occur after all players have executed that Mandate.

Negotiation: During the Tea Ceremony and Political Phase, players may give each other Coins and Ronin tokens as part of their negotiations. Deals are never binding.

Place: When you "place" a figure, you simply take it from your Reserve and place it on the board. This does not trigger any Summon effects.

Start of Battle: The Start of a Battle is right before players prepare to allocate their Coins for its War Advantages. Start of Battle effects do not end a battle even if they remove all figures of an opponent.

Start of War: The Start of War phase happens once between the end of the Mandate Phase and before any battles have been fought.

Summon: No matter how many different figures you Summon onto the board in one instance (during a Recruit Mandate, for example), it is considered a single Summon for triggering abilities.

Winning a Battle: If a figure has a special ability that triggers off of winning a Battle with that figure (Oni of Souls, Piety, Kitsune), it doesn't need to still be alive and in the Battle at the end of it in order to activate its ability. It just needs to be in the Battle at some point of it.