The Kami are not happy with what is happening. Therefore, they are calling on the clans to go forth at the beginning of the year to bring back the honorable traditions to the people across the land.

As the leader of your Koi Clan, you have heard the call. You've summoned the warriors and priests.  You have readied your people. The blossoms of spring are budding as you step in front of your people, your family. You have until the snow falls—three short seasons to fulfill the calling. You are prepared to lead your clan by following your sacred traditions to regain honor and your place as the head of all the clans.


Rising Sun by Eric M. Lang is a strategy game for 3–5 players set in feudal Japan. I had the opportunity of playing Rising Sun with friends who purchased a Kickstarter version from a local game shop.

Winning the Game

Rising Sun is won by scoring the most victory points by the end of the game. That part is really straight forward. However, there are multiple ways to gain victory points. This range of possibilities varies as play progresses through the different seasons, phases, and turns of the game. Players also have benefits and restrictions, based on the clan they are playing, which influences their choices from the options available to them at the time.


Each player represents a different clan. The clans have characteristics that set them apart from each other. These differences include a unique ability, money, starting position on the board, and starting honor. The clan selection also determines the seating/turn order around the table.

After everyone has picked a clan and figured out where to sit, there is some basic setup to the game. This can be done prior to seat order determination. These are simple aspects like having tokens ready and determining which Kami and additional season cards will be used for the game.

Spring is now upon the land.

Sequence of Play

Rising Sun is three rounds of play: Spring, Summer, and Autumn. At the beginning of each season there is a Setup and a Tea Ceremony. Once these are complete, the Political Phase is followed by the War Phase.

Seasonal Setup and Tea Ceremony

Seasonal Setup is a when the board is reset to a point for the new season. This doesn't turn everything back to the beginning of the game. The setup allows a reset for the random determination of order for provinces, presenting the season cards that are available, and returning hostages.

The Tea Ceremony is a time when players can create alliances for the upcoming season. Alliances can provide benefits when choosing actions during the remainder of the season. Alliances can also be broken, depending on actions chosen in the Political Phase.

Picture taken from Kickstarter 

Political Phase

Each Political Phase has 10 events: 7 Mandate Turns and 3 Kami Turns. These actions allow each player to prepare their clan for the upcoming battles by placing, moving, recruiting, building, betrayal, and praying at the shrines.

The Mandate Turns are governed by the options presented to the player based on the mandate tiles they have to choose from. The Kami Turns are interspersed with the Mandate Turns and grant benefits to players who have gained favor by worshipping at the shrines.

When the Political Phase is complete the War Phase begins.

War Phase

The resolution of the provincial battles occur in the order randomly determined at the beginning of the season during setup. The battle in one province is resolved before moving to the next province. Players have several actions to choose from when going into a battle: Seppuku, Take Hostage, Hire Ronin, and Imperial Poets.

For the battle, each player involved (there can be more than 2 players fighting for control) secretly bids on their choices by using the money they have. They can also choose to hold their money for a later battle. The first three options influence the battle, whereas the Imperial Poets influences victory points.

The winner of the battle is determined by who has the largest army, in a tie, honor determines the winner. Each of the losing players discard all of the coins they allocated to the battle. The winning player then distributes their allocation of coins to the losing players.

Now you move on to the next battle. Once the battles are completed you start the next season.

Paths to Victory

There are multiple ways to gain victory points. This is not a game of area control from beginning to end. You need to win provinces, but you don't need to keep them. You can also gain victory points by seasonal cards, Seppuku, Taking Hostages, and Harvesting during the Political Phase.

This makes the strategy of the game fluid. Not only between the different phases or turns, but even in the middle of a battle.

In the middle of a battle my opponent was able to change our levels of honor, which gave him the advantage by switching the favor of the Kami. Because this happened in the first battle of the season, I had to change my strategy for the remaining battles.


Oni of Skulls (not the one I saw, but a great paint)
The artwork for Rising Sun is impressive. Credit on the box is given to Adrian Smith (artstation page), but there is a team of people sharing the credits for the board and the pieces.

There are going to be game collectors purchasing Rising Sun just for the artwork. For people who like painting figures, the 3D printed miniatures have outstanding detail. I saw some pictures of painted Oni and was impressed by the detail.


We played several games of Rising Sun with three and four players. Each game was different, which speaks well to repeatability of play.

The variable aspects of the components available and the order of battles creates different options and pathways to victory, even when playing the same clan. This even allows for back-to-back play without falling into a situation of expecting the same outcome.

Once we got into the game it moved easily. During play it didn't feel like activity was slowed down or like you needed to be sitting around waiting for the other players. Some of the actions take place in turn order while others have everyone doing something at the same time. Because Rising Sun uses victory points all players are involved till the end of the game.

The variability and fluidity of the strategy makes Rising Sun suitable for more experienced gamers. It is recommended for ages 14+.

All of our games played in the expected time limit of 90–120 minutes.

I enjoyed Rising Sun.The game is fun and challenging. Rising Sun has repeatability of play—you can finish a game, reset, and play again and have a very different outcome.

Our group is keeping Rising Sun available for the game table.


Snow is settling on the land as the year draws to its end.

You have led the Koi Clan to great victories and have also seen defeats. Your Shinto priests are praying at the shrines and the clan warriors stand proudly around you. Each of them fought to the best of their ability. At times, you were helped by the Oni and even the great Hachiman.

Now you lead them home. They are honorable. You have been honorable. All return with heads held high.

The battles are done. The fate of the Koi Clan now rests in the decision of the Kami.

Rising Sun is from Guillotine Games for 3–5 players of ages 14+ and is designed to last 90–120 minutes.

There are also two expansions available providing additional season cards and clans.

Rising Sun is available on Amazon (link).

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter(@GuildMstrGmng).

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The first Roll20/Discord game set in my Etinerra world happened last Tuesday. We're going to meet every other Tuesday, from 7 to 9(ish) CST.

The cast of adventurers:

Corvin - a human Cleric of Yorkai, the pagan god of doors and thresholds.
Karl - an elven Magic-User/Thief
Mort - a bedraggled, mostly-naked human Druid, with some squirrels running around him
Fascul - a human Fighter
Obroam - a human Paladin, a champion of Tangadorin, the pagan god of light and revealing secrets
Pickles - a littleling (halfling) Thief

The first hour was normal session 0 stuff. Discord worked VERY well for our audio - there were none of the issues that I had experienced earlier in the year when I attempted my Ultima game online.

Then, we got into the "You meet..." part of the game except it was a bit different for the meeting:

* The PCs were traveling to the Duchy of Elthest, in the company of a group of (very) rural merchants and their horses. Their destination was the backwater village of Gireford.

* Terry and York spoke about rumors of recent attacks on travelers from the forests to the south of this trail.

* The party was surprised by an ambuscade of kobolds, which kill York's favorite horse in their opening hail of arrows!

* A merry battle, in which 2 PCs go to -1 hit points and 1 hit point. Terry takes off running away, screaming. York jumps into the fray alongside the adventurers.

* Karl was the kobold killer, knocking several down with his deadly bow, along with Mort, Fascul and Obroam. Seven kobolds are slain, they know of one that got away.

* Mort, after urging the remaining horses away from battle, and having a moment of silence for the dead horse, has a squirrel follow the fleeing kobold (and thereby selecting "follow" as a trick that he is teaching his animals as a result of the 'Animal Friendship' spell)

The PCs earned 700xp for killing the kobolds. They were very impressed that York had joined in the battle.

Our next session is on Tuesday, Dec 18th.

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DE: A Different Take On Wyches

2019年4月1日 星期一 0 意見

I mean sure, why not?  Let's give these girls another try.

Maybe I have been going after this all wrong.  I've been thinking to myself for a while now:  How do I get Wyches into my army while still being effective.  Well, maybe with Succubi down to 54 points with an Agonizer, it's time to start bringing more HQs, in general, to make up for this loss?  What about Wyches?  Should I go big or go small with them?  If I go big with them, they certainly take advantage of their Obsession bonuses and Combat Drugs more, but they lose out on their ability to be easily transported by Raiders.  I feel that's a big loss because you need something that can reposition them when they need to around the battlefield without exposing them to enemy fire.

The more I think about it, the more I want to try MSU Wyches instead of running larger units of them.  My reasoning is this:
  • What do they really gain after they pass their min units really?  There's definitely more bodies to soak up during Overwatch, but that's about it.  It's only when they get to 10 do they get to take additional Wych weapons.  However, if you take 10, you can't really fit more in the Raider now, can you?
  • If you keep them in min units, not only do you fill out your Troop choices easier, but you can take more Agonizers and Blast Pistols in a squad.  For example, you can run 2x5 and get double the amount of Agonizers and Blast Pistols.  The only downside is that your drugs are going to be more dispersed.
  • For smaller units, it's really the HQs that do the most heavy lifting.  I guess you should start asking yourself what are you really using Wyches for?  IMO, the more competitive lists can kill MEQ just fine by shooting them to death, so what are you doing with them?  At this stage, I think we're just styling.

I think that kinda settles it:  I don't think Wych units are all that competitive, but they're not terrible either.  Reavers are some of the best units in the codex I think, but the Wyches themselves are decent at best.  Regardless, I think you can take a setup that is cheap enough, especially from an HQ perspective, that you can afford to take a Battalion for them if you're planning to use them in the first place.

Quick note:  I think Strife and Red Grief are the best for this.  They both have really nice Warlord Traits.  Strife gives you Blood Dancer and the 9-attack Succubus build with the Whip, whereas the Blood Glaive is just a fantastic weapon to have.  In general, I see +1A is very useful all around, especially with Agonizers because Strength doesn't matter for it and neither do Blast Pistols.  As always, I think anything that can Advance and Charge and re-roll the results of both after T2+ is just amazing.  I am definitely more inclined to take these two cults over Cursed Blade.

This is what I mean:

1990 // 10 CP
Black Heart Battalion +3 CP

Archon, Agonizer, Blaster = 91
Warlord Trait: Cunning

Archon, Agonizer, Blaster = 91

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85

Raider, Dark Lance = 85
Raider, Dark Lance = 85


Black Heart Spearhead +1 CP

Archon, Agonizer, Blaster = 91

Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125


Strife Battalion +3 CP

Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer

Succubus, Painbringer, Agonizer = 54

5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59


12 Dark Lances at BS3+
9 Disintegrators at BS3+
6 Blasters at BS3+
3 Blasters at BS2+
3 Blast Pistols at BS3+
2 Razorwing Missiles at BS3+
25 Splinter Rifles at BS3+

Face it:  There's nothing that this list can do that the pure Kabal list can't do from a pure damage perspective.  Killing things at range is satisfying for sure, but killing them in close combat with some of the most ridiculous melee heroes in the game so far might be very worthwhile as well.

So what does deployment actually look like?  Well, the 2x5 unit of Wyches goes into a single Raider while all the Archons and Succubus pile into another Raider with the rest of the Wyches.  Yes, 3 Archons and 2 Succubus go into a Raider:  The beginning of every dirty film.

From there, you just treat the 2x5 unit as a single Raider unit while remembering that you will probably get murdered if you try assaulting before you Raider gets a chance to get in there first.  You charge in with the Raider, tie up whatever was trying to shoot your ass, and then run your naked girls in for some good damage with Agonizers.  Don't forget to bring you super killy Succubus along for the ride too.  The Archons can come if they want, but most of the time they will be running around the rest of the Kabal spreading good stuff 6" bubbles while totting Blaster fire down on your opponents.  However, always remember that they're not shy to getting their feet wet, so if you need them to take on a big unit of MEQ for whatever reason, hook them up with some Huskblades and throw them into the fray.

I'm just going to leave this list right here and let it marinate for a while.  This is just a theory list and I think it can do pretty decent.  One thing's for damn sure:  10 CP sure makes me happy.

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