
2021 · Novel-based
Red Rising
Players act as rival houses in a stratified future society, assembling a hand of followers drawn from different castes. Each turn a player deploys a card from their hand to a location, triggers that card’s deploy ability, and then takes the top card from another location or the deck, gaining its face-up or face-down benefit and adding it to their hand. The game emphasizes hand management and combo building as players build sets and synergies to score points. Players may instead reveal the deck’s top card and place it on a location when they prefer that option. Plays continue until endgame scoring determines which house has best advanced its position.
- Players
- 1–6 best 3
- Playing time
- 45–60 min
- Age
- 14+
- Complexity
- 2.3 / 5
About the game
- Publisher
Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 289
- Plays logged
- 363
- Players
- 56m 47s
- Average play
- 106
- In collections
- 14
- On wishlists
6.0/10
from 50 Ludoya reviews
Garfield3.0 It's like 'Fantastische Reiche' but also with some other components. But I like 'Fantastische Reiche' more. In Red Rising I waited a long time for cards that never came. And I didn't like the mechanism to put cards over other cards ending up 5-15 cards on each lane and you don't see the text on them. And some of the players see all the cards upside down... I hate the dice. The 'eye' and 'ban' icons are so useless. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Abstract --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Not much to do --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Maybe the race on some tracks --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::nostar: <!-- size 7]What cards are revealed --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Fulfill your cards? --> Components: :star::star::star::nostar::nostar: <!-- size 7]Good --> Play duration: :star::star::star::star::nostar: <!-- size 7]Good --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Quite easy (15min) --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::star::nostar: <!-- size 7]Fast --> No downtime: :star::star::star::star::nostar: <!-- size 7]Very little --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Random cards --> [/c]
Rated 8 for books fans. Game needs some time to appreciate. Full FR review : https://www.adayagame.fr/famille/371-test-du-jeu-red-rising Rated 6 for casual players that never heard about the books , too many cards and reading to fully appreciate and have time on it
solid game if you can live with (or love) the randomness, great automa and cards.
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do I have to deploy a card when I take the Lead action?
Yes — Lead requires you to select a card from your hand and deploy it face up on a location; only if you have zero cards in hand do you skip the deploy portion (page 3).
If a deploy ability tells me to “end your turn,” do I still get the location/deck bonus?
No — if a deploy ability instructs you to end your turn, you may not proceed to gain the top card of a location or the deck or the corresponding bonus (page 3).
When I gain the Sovereign token, when does my house tile ability trigger and is it optional?
You first gain (or keep) the Sovereign token and then immediately trigger your house tile ability; those house abilities must be resolved if possible (page 5).
What's the difference between Lead and Scout?
Lead: deploy a card from your hand, then either gain the top card of a different location and that location's bonus or draw the top card of the deck and roll the Rising die for its bonus; Scout: reveal the top card of the deck and place (not deploy) it on a location, and gain that location's bonus — players normally Scout only if satisfied with their hand (page 3).
How is end-of-game scoring handled for Influence, Helium, Fleet, and ties?
Influence: the player(s) with the most Influence score 4 points per Influence, second-most score 2 each, others 1 each; Helium is worth 3 points each, Sovereign is 10 points, Fleet scores by position, and you lose 10 points for each card beyond the 7th; if there's a tie for first the tied player with the Sovereign wins, otherwise the victory is shared (pages 7 and 6).
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Game facts (players, playing time, age, credits) from BoardGameGeek.














