Compare/Head to head

Rising Sun vs Ankh: Gods of Egypt: Which Should You Buy?

If you're stuck between these two, I completely get it. They're both part of Eric M. Lang's mythic trilogy (Blood Rage came first), they're both medium-heavy area control games, they both fill your table with big stunning miniatures, and they both run about an hour and a half. On paper they look like siblings. On the shelf they even look like siblings, all bronze and drama. Most people cross-shopping them want one big mythic fight night, not two, so the question is real.

But here's the thing: they fight in completely different ways, and that's what should decide it for you. Rising Sun is a social game about money, alliances, and reading your friends across a coin screen. Ankh is a near silent chess match where a single hex of placement can swing a battle, plus one twist that splits rooms right down the middle. Your group's personality picks the winner here, not the games themselves.

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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Area Control / Dudes-on-a-Map2021
Ankh: Gods of Egypt board game box art

Ankh: Gods of Egypt

2021 · Eric M. Lang

3.63.6 out of 5

A gorgeous, low-luck area control fight with one mechanic that will either thrill your table or start a small civil war. If your group can stomach the merge, it's the smartest of Lang's mythic trilogy.

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Head to head
Rising Sun
Ankh: Gods of Egypt
Rating
3.7/5
3.6/5
Players
3-5
2-5
Play time
90-120 min
90 min
Complexity
Medium-Heavy
Medium-Heavy
Category
Area Control / Negotiation
Area Control / Dudes-on-a-Map
Best for
Groups who'd rather out-bluff each other than roll dice
Positional players who don't need to own their pieces forever
Strengths and trade-offs

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

Ankh: Gods of Egypt

  • Almost no luck. Outcomes come from positioning and reading people, not dice
  • Simple actions that snowball into genuinely tough decisions
  • The minis and table presence are stunning, and it plays great at two
  • The merge mechanic gut-punches roughly half of all players
  • At five it tips into chaos that's hard to plan around

Rising Sun and Ankh: Gods of Egypt 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

Rising Sun sells you feudal Japan, divine Kami, and monsters stomping across a map, but what you actually get is a tight area control game about money and timing. Players take turns pulling mandate cards (recruit, marshal, harvest, train, betray), the puller gets a little bonus, and everyone follows along. The heart of it is combat, and nobody rolls a thing. You can see exactly how many troops are in a contested province, then you secretly split your coins behind a screen across four advantages, reveal, and watch the math break hearts. My favorite part 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.

Ankh goes the other direction entirely. You're a god of ancient Egypt fighting for worship as the old pantheon fades, and there's almost no luck anywhere. No dice, no card draws deciding your fate, just simple actions that snowball into genuinely tough decisions, where one hex of placement can swing a whole battle. Reviewers keep reaching for the same word for it: chess. And then there's the twist. About two-thirds of the way in, the two lowest-scoring gods merge into one player. Pieces vanish, identities fuse, and somebody's carefully built plan gets ruthlessly gutted. Roughly half of players loathe this, and the other half call it the cleverest thing in the box. You need to know which half your table is before you buy.

Complexity and learning curve

Both games are rated medium-heavy for ages 14 and up, but honestly, neither one is scary to teach. Rising Sun's rules are surprisingly streamlined for how much the game is juggling, and it moves fast once people get the rhythm of the mandate cards. The real learning curve is social, not mechanical. New players need a game or two to understand that the coin bidding is where everything happens, and that an alliance is a tool, not a friendship.

Ankh might be even easier on the rules front, since the actions themselves are simple and the difficulty lives in the consequences. The one teaching landmine is the merge. If you spring it on people mid-game, someone's night gets soured, so say it out loud during the teach: two of you may become one god, and yes, a merged god can absolutely still win. Groups who treat their pieces as sacred will struggle with that no matter how well you explain it.

Replayability and table presence

Table presence is a tie, and it's a glorious one. Rising Sun has Adrian Smith's stunning art and a pile of beautiful plastic, while Ankh looks like a museum exploded on your table. The honest catch with Rising Sun is that the miniatures barely matter to how you actually win, and the pricey monsters don't change much mechanically. Shut Up & Sit Down couldn't recommend it partly for that reason, calling the betrayal more an ambivalent divorce than a knife in the back. Where it earns its shelf space is the people. Alliances form, bend, and break in ways that keep the table talking, so with four or five sharp, social players it stays fresh for a long time. At three, someone always ends up the odd one out of the alliance dance.

Ankh's replay value comes from the positional puzzle and how differently each game can unfold, and it has one huge practical advantage: it plays great at two. That makes it the pick for couples and small groups by default, since Rising Sun doesn't even seat two. Flip side, at five players Ankh tips into chaos that's hard to plan around, which is exactly where Rising Sun starts singing. Funny how neatly they split the player counts between them.

The verdict

Both are good games, and the right one depends entirely on who's sitting at your table. Buy Rising Sun if you regularly get four or five chatty, competitive friends together who love bluffing, bidding, and the drama of alliances breaking mid-game. Buy Ankh if you mostly play at two or three, you want a low-luck fight where positioning and reading people decide everything, and your group can laugh off the merge instead of holding a grudge about it. If your table treats their pieces as sacred, skip Ankh and take Rising Sun even at an awkward count. And if you have both group types available? Ankh is the leaner, smarter design, but Rising Sun makes the louder, funnier night.

Rising Sun is the party where everyone's lying to each other, Ankh is the quiet duel where the board does the talking. Buy for your table, not the box.