Compare/Head to head

Blood Rage vs Rising Sun: Which Should You Buy?

If you're stuck between these two, I get it. They're both Eric M. Lang designs, both area control games stuffed with big dramatic miniatures, both built around the idea that combat should feel like a bluff instead of a dice-fest. Blood Rage came first in 2015 with its Vikings racing toward Ragnarok, and Rising Sun followed in 2018 with its feudal Japan alliances and coin screens. On the shelf they look like siblings. People cross-shop them constantly, and honestly, fair enough.

But here's the thing that actually decides it. Blood Rage is a fast, mean brawl where the fighting itself is the fun, and it wraps in about 90 minutes. Rising Sun is a slower, chattier game about money, timing, and betrayal, where the plastic monsters are mostly set dressing and the real action happens behind a coin screen. One is a fistfight, the other is a poker face. Which one you want depends entirely on your table.

Area Control with Card Drafting2015
Blood Rage board game box art

Blood Rage

2015 · Eric M. Lang

3.93.9 out of 5

It's a gorgeous, mean, fast-playing area-control game that lets you lose battles on purpose and still come out ahead. Card luck can sting, but the theme and the fights land hard enough that most groups forgive it.

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Area Control / Negotiation2018
Rising Sun board game box art

Rising Sun

2018 · Eric M. Lang

3.73.7 out of 5

It's a sharp, social area-control game wearing a miniatures costume that doesn't quite fit. Love the bidding, shrug at the plastic.

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Head to head
Blood Rage
Rising Sun
Rating
3.9/5
3.7/5
Players
2-4
3-5
Play time
60-90 min
90-120 min
Complexity
Medium
Medium-Heavy
Category
Area Control with Card Drafting
Area Control / Negotiation
Best for
Groups who want bloody, interactive combat without hours of downtime
Groups who'd rather out-bluff each other than roll dice
Strengths and trade-offs

Blood Rage

  • Theme and mechanics actually marry: glory comes from fighting, dying, and Ragnarok
  • Card drafting plus blind combat keeps everyone tense and involved with little downtime
  • Multiple real paths to victory, including building, questing, and dying on purpose
  • Card luck can swing a game, especially a hot Loki draft
  • Thin player mats chip and bend easily, and there's no solo or co-op mode

Rising Sun

  • The hidden coin-bid combat is genuinely brilliant, and losers get the winner's spent coins back
  • Alliances form, bend, and break in ways that keep the table talking
  • Streamlined rules deliver real depth, and Adrian Smith's art looks stunning on the table
  • The miniatures are beautiful but barely matter to how you actually win
  • At three players one person always feels left out of the alliance dance

Blood Rage and Rising Sun both sit in our Area Control list. See the full Area Control ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

Blood Rage hands you a Viking clan and one job: pile up glory before Ragnarok burns the board down. You draft cards over three ages, spend a tight pool of Rage to march your minis out, then pillage regions and brawl over them. Combat is blind card reveal, so every fight is a bluff. And here's the twist I love telling people about: dying is good. The right cards score you points for losing a battle, and Ragnarok wipes whole regions, so you can plan your own glorious death. It's a war game where the point isn't to survive, it's to go out loud.

Rising Sun sells you monsters and daimyo, but what you actually get is a tight game about money and timing. Players take turns pulling mandate cards (recruit, marshal, harvest, train, betray) and everyone follows along, so it moves fast for how much it's juggling. Combat is where it sings. Nobody rolls a thing. You secretly split your coins behind a screen across four advantages (seppuku, hostages, ronin, even hiring the imperial poets), then reveal, and the math breaks hearts. The clever bit is that the battle winner hands their spent coins to the losers, so getting stomped often funds your next punch. It looks like a brawl and plays like chess with manners.

Complexity and learning curve

Blood Rage sits at a comfortable medium weight, and the first game usually clicks fast. Draft cards, spend Rage, fight, score. The tricky part isn't the rules, it's the mindset shift that losing a battle can be the smartest play at the table. New players figure that out around age two of their first game and then they're hooked. The main first-game hazard is the draft: pull a strong Loki run and you're laughing, miss your cards and you'll feel boxed out.

Rising Sun is a step heavier at medium-heavy, and the learning curve is more social than mechanical. The rules themselves are streamlined, but reading when to ally, when to betray, and how to split your coins across four combat advantages takes a game or two to feel natural. One bad early season can quietly bury a newcomer, which stings more here because the game runs 90 to 120 minutes. I'd teach Blood Rage to almost anyone. Rising Sun I'd save for a group that already enjoys negotiating.

Replayability and table presence

Both games look stunning on the table, but they wear it differently. Blood Rage's theme and mechanics actually marry: glory comes from fighting, dying, and Ragnarok, so the drama on the board is the game. It gives you multiple real paths to victory (building, questing, dying on purpose), and the drafting plus blind combat keeps everyone tense with little downtime. It even works at two players. The knocks are real but small: card luck can swing a game, the thin player mats chip and bend, and there's no solo or co-op mode.

Rising Sun's staying power lives in the alliance dance. Partnerships form, bend, and break in ways that keep the table talking long after the box is closed, and the hidden coin bids never stop being tense. The catch is player count and expectations. At three, one person always feels left out of the alliance dance, so this really wants four or five sharp, social players. And those pricey monsters, gorgeous as Adrian Smith's art is, barely matter to how you actually win. Even the betrayal mandate lands softer than the box art promises, since stabbing an ally eats a whole turn.

The verdict

For most groups, I'd point you at Blood Rage first. It's faster, easier to teach, works from two players up, and the fighting delivers exactly the drama the miniatures promise. Rising Sun is the pick if your table lives for negotiation, bluffing, and shifting alliances, and you can reliably seat four or five people who love a bid. If your group treats dice-free mind games as the main course, Rising Sun rewards them like nothing else. If they just want a gorgeous, mean brawl that's done in 90 minutes, Blood Rage is the safer buy and the better all-rounder.

Buy Blood Rage for the fight, buy Rising Sun for the friends you're about to betray.