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Red Rising
45m - 60m
1 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
28.00
€
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
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Bags
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Sleeves
Sapphire Sleeves
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Marvel: Crisis Protocol
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ajewo
Red Rising is a hand-management, combo-building card game by Stonemaier Games (Scythe, Wingspan) with multi-used cards. You either play cards for their effects or you keep them in your hand to score them at the end of the game. Each time you play a card, you then pick either a new card from the draw deck or from the public display that contains the cards played by all players so far. [b]Pros:[/b] + Design of the cards is very clean. The ability texts are brief and pregnant. + Hand management, multi-used cards and decision-making: you are constantly reason to play or keep a particular card similar to Fantasy Realms (long-time vs short-time benefits). + Discarded cards can be picked up by opponents and played again (similar to Lost Cities). There are four discard areas. If you discard a card, you have to decide to which area - only the latest, topmost card can be picked by the players. + Game arc: at some point in the game, you shift from engine building to scoring victory points. + Each player represents one of six houses. Each house provides a unique ability. + Players can advance on the fleet track which unlocks effects on some cards. + Fluid gameplay, quick turns. + Player aids. [b]Neutrals:[/b] # Components: feels a bit overproduced. # Dystopian theme is based on a book series by Pierce Brown. # Plays well solo and with 2 players. # Luck of the draw. # Artwork: colorful, cyberpunkish drawn characters. # Sparkling effect on gold cards (deluxe edition). # Metallic cubes are hard to distinguish in sun light (deluxe edition). # Some take-that cards. # Game box could have been smaller. Special insert only for deluxe edition. [b]Similar games:[/b] * Fantasy Realms: similar hand management, combo-building, scoring. * Lost Cities: similar hand management. * Capital Lux 2
AdioRadley
Need to play again. It felt like there were a lot of decisions and strategic paths to consider, but I don't know how meaningful any of them were in the end.
aliplaysalot
I have strong feelings for Red Rising because of the books. The gameplay is ok. Best player count is 3-4, it is way too chaotic in more, and too stale in 2.