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Rising Dragon is a near future, platoon-level, chit-draw driven, tactical boardgame based on the popular Armageddon War system. It uses a unique, stamped dice system of combat that gets gamers playing quickly.
With the United States turning inward in the wake of the catastrophic ‘Armageddon War’, China seizes the moment to assert its territorial claims, letting the world know that it is now the unchallenged power in the region. This sets the stage for a military showdown that spans East Asia, with Taiwan at the epicenter.
The Rising Dragon boardgame lets gamer's play with cutting-edge technologies, including robotic troops, AI-directed anti-tank swarms, hypersonic missiles, advanced amphibious operations, and good ole Main Battle Tanks, such as the China's Type-99, and infantry like America's 3rd Recon. Rising Dragon also features detailed maps that bring the battlegrounds of Taiwan to life. Scenarios include the Chinese invasion of Taiwan, where hypersonic missile systems like the PRC Heaven Sword devastate Taiwanese defenses, battles for airheads, unique skirmishes for objectives that neither side is sure of, and city fights where one side wants to protect the infrastructure for its use while the other side wants to protect the civilian population.
Platoon Level. Each counter represents 3-5 tanks, or 30-60 combatants.
Scale of 150 meters per hex. Allows long range engagements and close in knight fights.
15 minutes per turn. Like most games of this scale.
Continuous Chit-pull Activation. NOT like most games of this scale. Rising Dragon scenarios are played in a continuous turn with numerous impulse.
18 injection-molded dice for combat resolution. So much better than a combat results table.
Naval, amphibious, and urban conflicts. Tanks vs tanks vs infantry vs cruise missiles vs a destroyer vs a landing craft vs robots vs AI swarms. It goes on and on.
Age. 14+
Players. 2
Playing Time. 1-3 Hours
Scenario based. What isn't?
How to play
Gameplay is continuous and fluid. There are no turns, just continuous activations. The intensity of a unit's close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover or returning fire. The number of dice and the color of dice rolled, determine the number of hits.
Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When only one chit remains in the cup, the two leftmost chits are returned to the draw cup. Simple, continuous.
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