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In Rise, you assume responsibility for the economic and social development of a city. There are not many limits to your possibilities: On various tracks, you can influence how best to provide for your citizens’ well-being, whether through culture, science, or political relations — but all of this can be achieved only in accordance with respect for conservation of the environment and the satisfaction of the population.
The game revolves around ten tracks on which you move your markers to gain further effects and gather influence. The unique and innovative card mechanism, which includes events and tough decisions, will change your decision making from round to round.
Once twelve rounds have been played, players count their points to see who was able to accumulate the most influence in the city.
Ages | 10+ |
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Players | 2 Players, 3 Players, 4 Players |
Play Time | 60m – 60m |
Designer | Marco Pranzo, Remo Conzadori |
Mechanics | Action Queue, Action/Event, Chaining, Track Movement, Turn Order: Claim Action, Variable Set-up |
Theme | City Building, Industry / Manufacturing |
Publisher | Capstone Games, dlp games |
Fried Egg
After a single 4 player game, I enjoyed it a lot. Time will tell how much it will stand the test of time. The highly tactical nature of the game play bodes well for this plus the ability to change things up with each of the ten tracks being double sided. There's not a huge amount of interaction but it is there. However, I think it would work well as a solo game and am surprised that a solo mode wasn't included.
darkotuskan
Really liked the action selection part: the tension between going early in the chain to save money and move first this turn and next, or going late to get more bumps from events made for some fun decisions (though sometimes you just really need to move up a specific track so your choice is more straightforward). Unfortunately, having to deal a new set of actions each turn makes this more tactical and less strategic than I otherwise would like. I also wish the track movement was easier to, well, TRACK, as its easy to get lost with what movements you have remaining when one track gain leads to another. The track movement overall is pretty dry, would have benefited from more variety and interesting choices to differentiate the tracks. Finally, I wish the theme came through more, would love to see more economic games critically interrogate capitalism or explore the importance of labor and collective action.
Luck33Dawg
Good flow, action selection mechanic is cool. Not the most engaging for me personally but solid game.