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Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905

Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905

Compass Games · 2015
260–120 min12+ yrs2.3/5 complexity6.5 BGGCouplesStrategy
short answer

How do you play Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905?

From the publisher's website: "Setting Sun, Rising Sun: The Russo-Japanese War" is an uncomplicated wargame centered on the naval aspects of the Russo-Japanese War of 1904-1905.

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Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 box art
official art · Compass Games

From the publisher's website:

"Setting Sun, Rising Sun: The Russo-Japanese War" is an uncomplicated wargame centered on the naval aspects of the Russo-Japanese War of 1904-1905. The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanics. The intent of the game is to provide a broad overview of the historical events while being fun to play. The object of the game for the Japanese player is to control the sea areas around Japan to prevent Russian combatants from bombarding and cutting off supplies to the island nation, and to destroy the naval forces of Russia. The object of the game for the Russian player is to disrupt Japanese sea control, retain sea control around the Russian and Manchurian coastline for as long as possible, and destroy Japanese naval forces. Both players must obtain their objectives by deploying their naval resources into the sea areas on the map, earning victory points at the end of each of six turns for areas under their control, and for opposing units destroyed.

Setting Sun, Rising Sun owes its original inspiration to War at Sea, designed by Jon Edwards and Don Greenwood and published by The Avalon Hill Game Company, a game which covered the war in the Atlantic in World War Two. Setting Sun, Rising Sun borrows a number of concepts from this earlier game as a starting point, such as area movement, individual capital ships, battle line resolutions, and rolling sixes to hit, and then diverges significantly to reflect the Russo-Japanese War situation. The game includes about 280 counters, a 22"x28" map sheet of the combat areas including charts and tables, and a set of rules to play the game.

game anatomy
Complexity2.3 / 5
BGG rating6.5 / 10
Vibe
CouplesStrategy
Language dependence
Moderate text — a crib sheet helps
Play time
60–120 min
Players
2
Recommended age
12+ yrs
from Trișache · verified

Frequently asked questions

Q1How much does Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 cost?
No store is currently tracking Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905. Check the Prices tab — you can set a price alert to be notified when it appears.
Q2Where can I buy Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q3How do you play Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905?
Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 is a nautical game, for 2 players, taking ~60–120 minutes, featuring area movement. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q4How many players does Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 support?
Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 is played by 2 players.
Q5How long does a game of Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 take?
A game of Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 takes about 60–120 minutes. (The first game doesn't count. It never counts.)
Q6What age is Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 for?
Setting Sun, Rising Sun: The Russo-Japanese War 1904-1905 is recommended from age 12.
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