
- BGG rank
- BGG #5,639
- BGG rating
- 7.0
Frederick the Great: The Campaigns of The Soldier King 1756-1759
- 2–4 players
- 180–240 min
- Complexity 2.7/5
- 1975

1977
Rules assistance for Red Sun Rising: The Russo-Japanese War 1904-05
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
Red Sun Rising: The Russo-Japanese War 1904-05 is a board game released in 1977 for 2 players, 240 minutes per game, and ages 12 and up. It was designed by Mark Herman and Frank Davis and its main mechanics are Hexagon Grid.
Red Sun Rising: The Russo-Japanese War 1904-05 is a brigade/divisional level simulation of the Russo-Japanese War 1904-1905. The game map shows the theater of operations. The playing pieces represent the armed forces, both land and sea, of both belligerents that participated in the conflict. Components: one sheet of 400 counters, one sheet of 100 ship counters, one land map/strategic naval map, one tactical naval display, one rules booklet, one Japanese unit assignment Chart, one Russian unit assignment chart. Game Design: Frank Davis Game Development: Mark Herman Graphic Design: Redmond A. Simonsen
Red Sun Rising: The Russo-Japanese War 1904-05 supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Red Sun Rising: The Russo-Japanese War 1904-05 is 240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Red Sun Rising: The Russo-Japanese War 1904-05 for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Red Sun Rising: The Russo-Japanese War 1904-05 has a complexity rating of 3.5 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Red Sun Rising: The Russo-Japanese War 1904-05 belongs to these categories: Wargame and Post-Napoleonic. Its main mechanics are Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Red Sun Rising: The Russo-Japanese War 1904-05 are: Mark Herman and Frank Davis. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Red Sun Rising: The Russo-Japanese War 1904-05 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.