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Rise To Nobility
25m - 150m
1 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Fantasy
40.00
€
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Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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bbkoene
THis game is bit of everything and nothing : I won't break down the game completely but for a lot of actions there are too many premisses, in fact to me it isn't straightforward enough. Oh I won the game, but that didn't change my opinion
BartP
Sadly, the game is not up to par with its physical aspects. We played a 4p game. I was conscious that 10 rounds, 4 people, each taking ~4 actions a turn means 160 moves. Yeah... doesn't bode well. Fortunately they came up with a short variant; it's not in the rulebook though, yet it's official. So then it's only 7 rounds, 112 moves across all players ;]. The game has too many rules for what it has to offer. My seasoned gaming group frowned upon me when I was explaining the rules. There's more? Oh and you can wipe the whole display of cards, here guilds only trigger up until where the die went. Communal buildings give +1 VP when you finish a settlers card... So many little rules. Secondly, even with the short variant the game was too long. Maybe we had such impression when you couple it with no sense of progression. You keep on doing the same thing all the time. I want to get more points, so I need to finish a settlers card. But oh crap, I need a house to do it. Where do you get a house? There. Oh, it costs 5 coins. Where do I get coins? For example in the port. Ok, so I need to sell goods. I felt like there were too many constraints or dependencies before you can do a simple thing. And it never ends. The only progression you make is you may own more workshops or apprentices that give you bonuses each round. Other than that same thing all over again. Get goods, get coins, get houses, turn them into VPs. Thirdly, the mechanism that your dice values cannot exceed your reputation sounds fine in practice. In reality it leads to unnecessary calculations you need to make. What can I place? 5 plus 4 plus... where are my other dice? Fiddly. And all these expansions to it... Really? The base game has too many rules for what it offers that we didn't even bother to include events (table space was hoarded anyway). I don't hate it, but I don't like it either; it would benefit from more development and rules culling.
Buckarooo
Good game. I'll play it when the opporunity presents itself. However, not a good fit with the family so sold it.