![]() ![]() These are the three main tracks of the game in my opinion. The Science, Culture, and Politics Tracks Often times, you can go up a track, but have to go down one of these respective tracks and there are tradeoffs to consider. While going on each is good, going low can cost you money, points, and abilities. These tracks are things you must balance. It’s a little difficult to highlight each of the ten tracks (and both their sides) but let me give a peak into some the replay value. High score wins and ties are broken by most coins. Coins can score some extra points if you play with the B side of the Culture Track. Cultural tiles which go on the Culture Track, can earn you points based on requirements of the tile. The Satisfaction Track can award you points. Score 1 victory point for each space you advanced on the Politics Track. You gain or lose coins or points depending on your positions!Īfter this occurs for 3 eras, there is end gaming scoring. Depending on the board, this is usually coins, but it can be points as well. This symbol symbolizes end of round rewards. Activate End of Round Effects, Coin Limit When an Event card is reached, all players who have their factories to the right of the card activates its effect.Į. After you have completed the action, you move your factory to the turn action space that is open and farthest left. The top action is cheaper (no coin cost), but the bottom action does more. Each action card has a top and a bottom action. Resolve the Action cards and Event cards from left to right. Over the course of the game, you can add to your supply of School tiles, which are exhausted when you activate them some actions or cards refresh them, so this is an area where players have agency to min/max. This gives you the option of activating one of your face-up “School tiles”, which gives you a bonus action. If someone places a factory on the card where you’ve placed a factory, they place their factory to the left of yours. The spots cost 0, 1, 2, and 3 the farther to the right you go. Placing a factory farther to the right has additional costs on top of what the card may cost. There are four available spots with events between them. In turn order, each player places their factory below a factory card. In the above picture, you can see the turn order track in the top left. Reveal the top 4 cards of the Action card pile and the top 3 cards of the event pile and place them in the frame alternating with each other. It consists of coins and sometimes victory points as well. Take your income according to your position on the Industry track. Activate End of Round Effects, Coin limits. The number of cards comes out to 4 game rounds per era so you play 12 turns in total.Į. Going later can reward you with more events, as the Action cards are resolved from left to right.Īs explained above, Rise is played over three eras (each with their own decks). If someone places a factory on the same card as you chose, they place it to the left of your factory giving you a bonus action (more about that later). The rules are explained below but to skip to thoughts Įach turn you place your factory below one of the four exposed Action cards and leave it there until everyone places a factory. There’s a couple other pieces that you use depending on which boards you choose (each board has an “A” and “B” side). Players have a few small wooden components used to designation position on the eleven boards and some cardboard money. There is a thin board where the age and events are laid out with the turn summary explained. ![]() This will be the majority of what is laid out in front of the players. This game has eleven cardboard tracks, ten for tech trees and one for scoring. You do this through all the ages with some cleanup. Each turn comprises flipping over Action cards on certain spots of a track and flipping over event cards on spots in between the age cards and then each person places one (yes, just one) factory below an Action card. You take three decks of Action cards, one for each of the game’s three eras (removing some random cards depending on player counts), shuffle them separately and then shuffle a deck of event cards. This is a tech tree game pure and simple! Themes are usually only useful for teaching games and giving players a sense of goals but this game tosses theme out and gets right down to 10 tech trees. There is almost no theme here and I love it. You manage your progress on several tracks to influence different areas of science, culture, and politics while managing happiness and the environment impact. Rise is a game about scoring for economic and social development of a city. Publisher: DLP Games and Capstone Games.Designer: Remo Conzadori and Marco Pranzo. ![]()
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