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In Red Rising, your goal is to create the best hand of cards you can in order to score points once the game is over.
This page is only a summary.
You may visit the official rule reference website to have more detailled informations.
Turn: Scout or Lead
The game is turn based, each player will play one turn after the other.
On one turn a player can either Scout or Lead.
Scout
The first possible choice is to Scout.
Scouting means drawing a card, putting it on one of the four available Locations: Jupiter, Mars, Luna or the Institute and then, gaining the chose location's bonus.
This will effectively add cards to the board.
Lead
The second and most often played choice is to Lead.
Leading means :
- 1. Deploying one of your card on a location, triggering any Deploy ability the card may have
- 2. Gaining a card from another location or at the top of the deck
- 2a. Location: you gain the location bonus
- 2b. Deck : you throw the Rising Die
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.
End of Game
The true score of a player is hidden and calculated by his hand. Once the game is over, everyone reveals their hand, trigger their end of game abilities and then count their scores.
Trigger
There are 3 conditions:
- A player has 7+ Helium tokens
- A player has 7+ Influence on the Institute
- A player reaches or surpasses 7 on the Fleet track
The end of game is triggered when either:
- 3 of these conditions are met by any combinaison of players
- 2 of these conditions are met by the same player
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.
If House Apollo is being played, its player take the last turn as an extra turn.
After this, we proceed to the end of game abilities
End of Game Abilities
When the end of game is triggered, after everyone has played their last turn, we will play a special turn (starting with the first player).
On your turn, you must reveal cards with end-of-game-abilities in the order of our choosing to trigger their effects for the next phase.
Scoring
Once End of Game abilities have been declared, we proceed to compute the final score.
- Cards:
- Each card have a base value, and they have conditioned bonuses and maluses to add
- Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)
- Fleet: Score points written on your position on the Fleet track
- Helium: Score 3 points per helium
- Sovereignty: Score 10 points if you have the Sovereign token
- Influence:
- The player with the most influence scores 4 points per influence
- The second player with the most influence scores 2 points per influence
- The other scores 1 point per Influence.
- On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.
Locations, Houses and Rising Die
Locations
There are four locations:
- Jupiter: It's bonus effect is to gain 1 Fleet
- Mars: It's bonus effect is to gain 1 Helium
- Luna: It's bonus effect is to gain the Sovereign Token. This will trigger the House effect.
- The Institute: It's bonus effect is to place 1 Influence on the Institute
Houses
At the start of the game, each player is assigned a house at random.
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.
Special abilities
- Apollo (yellow): Take the first and the last turns
- Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.
Sovereign ability
- Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.
- Ceres (gold): Banish one card from a location of your choice, at any position.
- Diana (green): Place 1 Influence on the Institute
- Jupiter (blue): Gain 1 Fleet
- Mars (red): Gain 1 Helium
- Minerva (purple): Throw the Rising die and gain it's bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.
Rising Die
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva's Sovereign effect.
It has one house sovereign bonus per face except for Minerva which is replaced by Luna's bonus.
- Eye: Reveal and place (not deploy) the top card of the deck on any location.
- Cross: Banish one card from a location of your choice, at any position.
- Institute: Place 1 Influence on the Institute
- Jupiter/Fleet: Gain 1 Fleet
- Mars/Helium: Gain 1 Helium
- Luna/Sovereign: Gain the Sovereign token.
- if triggered by Minerva effect, you may choose any other bonus from the die