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Posted 20 hours ago

Stonemaier Games - Red Rising - Board Game, Mixed

£18.495£36.99Clearance
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ZTS2023
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Sorry for the long ramble, super excited for the game, you got me into the book series ,halfway through Golden Son. I don’t know whether it was the effect of the last few years, or whether I am just a greedy-guts gamer. But I have fallen head over heels for solo gaming. And one publisher that is synonymous with excellent single-player modes is Stonemaier Games. Ease of Learning– Rulebook is clear and to the point. Simple to learn but takes time to master your strategy. The metal influence tokens may not be very friendly for colour blind people. Has this issue been raised by someone else? It is hard, for example, to distinguish between pink and red, or yellow and gold.

Each card has a simple score on the top left, but also an end game scoring opportunity on the bottom. This will often need cards working with other cards in combo effects. And through the game, you will be looking to find ways to curate a hand that works together as best you can. Before saying my goodbyes, let me insist, I have the impression that the place where the link to Tabletopia appears, and the wording, are slightly misleading.Granted she doesn’t get to keep all of her cards, but you’ll know from the get-go which digits are going to pay out big time for her. And so, with that in mind, in solo mode, you also take a different approach to your own gameplay (or you should if you want to beat her!). Final Thoughts; A Satisfying And Surprising Sci-Fi Solo!

As an academic and specialist in operations and supply chain management (notice I did not say expert, my real-life experience in SCM is zero) I am really interested in hearing about the way businesses from Non-EU countries have been affected by this. Have things become easier? Harder? Are you facing more or less controls? Are the bureaucratic barriers tougher in the UK than those faced when trading with the EU? Did you noticed the change at all? On your turn, you will place a card from your hand onto one of the four areas on the board. You can carry out that cards deploy effect if you choose. You will then take a card from any one of the other three areas and take that areas location effect. From this exchange of cards, players are looking to maximize the points from the cards in their hand.Taking cards from Mars will get you one helium. Little red crystal components that score you points at the end of the game. They can also be used to buy extra cards and activate other end game card powers. I sleeved my cards, and I can tell you I don’t find any loss of detail or any reduction on readability due to light reflection. And they still look great (apart from being protected from my greasy fingers). Hi Jamey, we have already had two plays of Red rising and we are loving the game. Getting to understand the strategic depths is not an easy task. Ease of Learning - Rulebook is clear and to the point. Simple to learn but takes time to master your strategy.

As I said at the beginning, I am aware that this is not the place to engage in such a discussion, but I would appreciate if you can keep it in your head as a possible topic for one of your blogs. You may have guessed by Tully’s indiscriminate card hoarding that she is a very different opponent with a very different objective. Her only goal is to amass VPs. And the way she does that is by virtue of the EVEN/ODD scoring card. Essentially, that little nugget of insider information tells you whether Tully’s even or numbered cards are going to score higher when her end game card collection is totted up. Maybe this is not exactly the best place for talking about this, but I would really appreciate it if you could share your thoughts about your experience delivering Red Rising in the UK.

Red Rising

It also keeps the solo mode pacey as her turns are over and done in seconds. Tull’s variation on House powers (in that she doesn’t lead one but when triggered it will give her a location bonus), also helps to mix things up a bit when playing against her. And most enjoyably, it enables me to cycle through more cards in a game than I would see in a regular multiplayer game.

You take your turn in the same way as you would in the multiplayer game – deploying and scouting and trying to form your ultimate hand of fantastic followers. It’s fun to go through card by card, how many points each player has, and for the early games, learn how each player did it. To see which cards work well with others, and which less so. I enjoyed the process, for both the dramatic reveal of the scores, but also learning and analysis of the game. So many games end with a moment of, “and you got 124 and I got 67. Well done! What’s next?” Whereas with Red Rising, there is a bit of drama. It unfolds over time and can be exciting! Red Rising Recipe We’ve made a set of painted metal cubes/ships (instead of the anodized metal in the Collector’s Edition). They’re available here. Retail version on the left, Collector’s Edition on the right. There are no gameplay differences between the two; the Collector’s edition has metal tokens instead of plastic and 21 gold-foil cards instead of no foil, and it includes card holders, a plastic insert, and an individually numbered box.

But is there any complexity in Red Rising beyond the simple mechanic and gameplay? Yes! Yes, there is! And very simply, from the card-combos. At the end of the game, you will have between four and seven cards. Perhaps more, maybe less. But generally, that amount. But you can still score between 100-400 points from these. The combo effects are huge, wild and fun, but also, complex. When it comes to it, the goal of Red Rising is simply to outscore your opponents. Be sure to trigger any end game effects that you may have in your hand before everyone starts counting up their final score. The cards in your hand will all have a certain amount of points that they will score as indicated in the top left corner. OK, so you have learnt the game in under five minutes of reading, and I get that makes it sound simple. But it is worth noting that one thing Jamey looks for in a game is that it can be explained to others with ease. He does not want to publish games that are intimidating or long and boring to learn and teach. This may seem off-brand? With games like Scythe on the market, which on the surface, looks like a more complex game. But it is easy to learn and teach. Way easier than some may think. Hard to master for sure, but easy to get started. The components are great. The presentation is great. The rule book is great. But it is not perfect. Theme wise, like Pendulum and Tapestry, I am left a little underwhelmed. I don’t feel I am in the Red Rising world at all. There is zero story in this game. This is to avoid any spoilers for those that have not read the books. I get that. But this is an IP. People expect a bit of that, don’t they?

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