The Russo-Japanese War: Dawn of the Rising Sun
2004
Recreate major naval engagements with detailed gunfire, damage, critical hits, and historical scenarios for 1–2 players.
360
minutes
1 - 2
player(s)
12+
Heavy
About this board game
The Russo-Japanese War: Dawn of the Rising Sun is a tactical naval combat game for 1–2 players, with sessions lasting approximately 360 minutes. It covers 20 scenarios based on the major surface engagements of the Russo-Japanese War.
Using the same rules system as Fear God & Dread Nought, the game is designed to welcome both experienced Admiralty Trilogy players and newcomers. A specially designed Jump Start scenario allows a novice to begin playing within half an hour of opening the box.
Tactical turns represent three minutes, while intermediate turns represent 30 minutes for long-distance maneuvering and extended stern chases. Gunfire resolution combines visibility, range, target size, ammunition fired, and the speeds of both firing and target platforms. Damage depends on shell type, the number of barrels firing, and the target’s armor.
- Critical hits can affect engineering, the bridge, steering, or individual weapon mounts.
- Blank ship forms let players record gun ranges and damage values in advance for faster play.
- Scenarios include Port Arthur, the Yellow Sea, Tsushima Strait, and several smaller battles.
- The scenario book contains original after-action reports and sidebars on a wide range of topics.
Every scenario includes its own map showing the initial disposition of the forces. The Data Annex covers all participating ships, with line drawings of major combatants and additional source material, making it useful as a reference beyond the game itself.
With FG&DN rules, a Russo-Japanese War Data Annex, a scenario book, two countersheets, 210 ship counters, and 140 markers for features such as land-based guns, searchlights, fires, and torpedoes, Dawn of the Rising Sun puts you on the admiral’s bridge and asks whether you will sustain or reverse history.