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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
€
30 day low:
Out of stock
Search for:
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
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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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.
andymanpants
I honestly don't know what to think about this game. It does a lot of stuff I like: the game is extremely well-polished, the card mechanics are fascinating, the art/theme is well integrated... but at the same time, something about it just leaves a bad taste in my mouth. Among my thoughts: - I'm not convinced that the game gives you much agency. If you played it a lot you could probably find some weird combos or moves to get you what you needed, but my impression is that bad luck can render the game almost completely unplayable. - This is a game that tells you "No!" more than "Yes". What I mean by that is that there are many attractive strategies, but your available moves are so dependent on factors outside of your control that it can feel like those strategies are being constantly dangled just outside of reach. - What is up with the bad card effects? Some cards are just objectively better than others. Many cards are pretty "meh", but some were so good that my table was fighting over them the whole game. Just feels weird to have so many cards in the game for 60% of them to never be looked at twice.
Airborne_GR
If this would have been better I'd still recommend Fantasy Realms over this, but I find Red Rising to be so bad that any could recomend most modern board games over it.