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	<updated>2026-10-28T16:01:09Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29432</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29432"/>
		<updated>2026-04-16T10:08:08Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: /* Rising Die */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
* 1. Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
* 2. Gaining a card from another location or at the top of the deck&lt;br /&gt;
** 2a. Location: you gain the location bonus&lt;br /&gt;
** 2b. Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039;: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* &#039;&#039;&#039;Fleet&#039;&#039;&#039;: Score points written on your position on the Fleet track&lt;br /&gt;
* &#039;&#039;&#039;Helium&#039;&#039;&#039;: Score 3 points per helium&lt;br /&gt;
* &#039;&#039;&#039;Sovereignty&#039;&#039;&#039;: Score 10 points if you have the Sovereign token&lt;br /&gt;
* &#039;&#039;&#039;Influence&#039;&#039;&#039;:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Jupiter&#039;&#039;&#039;: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;: It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* &#039;&#039;&#039;Luna&#039;&#039;&#039;: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* &#039;&#039;&#039;The Institute&#039;&#039;&#039;: It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Apollo (yellow)&#039;&#039;&#039;: Take the first and the last turns&lt;br /&gt;
* &#039;&#039;&#039;Ceres (gold)&#039;&#039;&#039;: Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* &#039;&#039;&#039;Apollo (yellow)&#039;&#039;&#039;: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* &#039;&#039;&#039;Ceres (gold)&#039;&#039;&#039;: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* &#039;&#039;&#039;Diana (green)&#039;&#039;&#039;: Place 1 Influence on the Institute&lt;br /&gt;
* &#039;&#039;&#039;Jupiter (blue)&#039;&#039;&#039;: Gain 1 Fleet&lt;br /&gt;
* &#039;&#039;&#039;Mars (red)&#039;&#039;&#039;: Gain 1 Helium&lt;br /&gt;
* &#039;&#039;&#039;Minerva (purple)&#039;&#039;&#039;: Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* &#039;&#039;&#039;Cross&#039;&#039;&#039;: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* &#039;&#039;&#039;Institute&#039;&#039;&#039;: Place 1 Influence on the Institute&lt;br /&gt;
* &#039;&#039;&#039;Jupiter/Fleet&#039;&#039;&#039;: Gain 1 Fleet&lt;br /&gt;
* &#039;&#039;&#039;Mars/Helium&#039;&#039;&#039;: Gain 1 Helium&lt;br /&gt;
* &#039;&#039;&#039;Luna/Sovereign&#039;&#039;&#039;: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29431</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29431"/>
		<updated>2026-04-16T10:06:40Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
* 1. Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
* 2. Gaining a card from another location or at the top of the deck&lt;br /&gt;
** 2a. Location: you gain the location bonus&lt;br /&gt;
** 2b. Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cards&#039;&#039;&#039;: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* &#039;&#039;&#039;Fleet&#039;&#039;&#039;: Score points written on your position on the Fleet track&lt;br /&gt;
* &#039;&#039;&#039;Helium&#039;&#039;&#039;: Score 3 points per helium&lt;br /&gt;
* &#039;&#039;&#039;Sovereignty&#039;&#039;&#039;: Score 10 points if you have the Sovereign token&lt;br /&gt;
* &#039;&#039;&#039;Influence&#039;&#039;&#039;:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : Gain 1 Fleet&lt;br /&gt;
* Mars (red) : Gain 1 Helium&lt;br /&gt;
* Minerva (purple): Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Institute: Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter/Fleet: Gain 1 Fleet&lt;br /&gt;
* Mars/Helium : Gain 1 Helium&lt;br /&gt;
* Luna/Sovereign: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29430</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29430"/>
		<updated>2026-04-16T10:06:06Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
* 1. Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
* 2. Gaining a card from another location or at the top of the deck&lt;br /&gt;
** 2a. Location: you gain the location bonus&lt;br /&gt;
** 2b. Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* **Cards**: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* **Fleet**: Score points written on your position on the Fleet track&lt;br /&gt;
* **Helium**: Score 3 points per helium&lt;br /&gt;
* **Sovereignty**: Score 10 points if you have the Sovereign token&lt;br /&gt;
* **Influence**:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : Gain 1 Fleet&lt;br /&gt;
* Mars (red) : Gain 1 Helium&lt;br /&gt;
* Minerva (purple): Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Institute: Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter/Fleet: Gain 1 Fleet&lt;br /&gt;
* Mars/Helium : Gain 1 Helium&lt;br /&gt;
* Luna/Sovereign: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29391</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29391"/>
		<updated>2026-04-12T21:47:46Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: /* Lead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
* 1. Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
* 2. Gaining a card from another location or at the top of the deck&lt;br /&gt;
** 2a. Location: you gain the location bonus&lt;br /&gt;
** 2b. Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet: Score points written on your position on the Fleet track&lt;br /&gt;
* Helium: Score 3 points per helium&lt;br /&gt;
* Sovereignty: Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : Gain 1 Fleet&lt;br /&gt;
* Mars (red) : Gain 1 Helium&lt;br /&gt;
* Minerva (purple): Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Institute: Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter/Fleet: Gain 1 Fleet&lt;br /&gt;
* Mars/Helium : Gain 1 Helium&lt;br /&gt;
* Luna/Sovereign: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29390</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29390"/>
		<updated>2026-04-12T21:47:20Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: /* Lead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
1. Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
2. Gaining a card from another location or at the top of the deck&lt;br /&gt;
2a. Location: you gain the location bonus&lt;br /&gt;
2b. Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet: Score points written on your position on the Fleet track&lt;br /&gt;
* Helium: Score 3 points per helium&lt;br /&gt;
* Sovereignty: Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : Gain 1 Fleet&lt;br /&gt;
* Mars (red) : Gain 1 Helium&lt;br /&gt;
* Minerva (purple): Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Institute: Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter/Fleet: Gain 1 Fleet&lt;br /&gt;
* Mars/Helium : Gain 1 Helium&lt;br /&gt;
* Luna/Sovereign: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29389</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29389"/>
		<updated>2026-04-12T21:33:31Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: reordering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
# Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
# Gaining a card from another location or at the top of the deck&lt;br /&gt;
## Location: you gain the location bonus&lt;br /&gt;
## Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet: Score points written on your position on the Fleet track&lt;br /&gt;
* Helium: Score 3 points per helium&lt;br /&gt;
* Sovereignty: Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations, Houses and Rising Die ==&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
=== Houses ===&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
==== Special abilities ====&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
&lt;br /&gt;
==== Sovereign ability ====&lt;br /&gt;
* Apollo (yellow): Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : Gain 1 Fleet&lt;br /&gt;
* Mars (red) : Gain 1 Helium&lt;br /&gt;
* Minerva (purple): Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
=== Rising Die ===&lt;br /&gt;
The Rising die is cast upon drawing a card from the Deck at the end of Lead, or by Minerva&#039;s Sovereign effect.&lt;br /&gt;
&lt;br /&gt;
It has one house sovereign bonus per face except for Minerva which is replaced by Luna&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
* Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Institute: Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter/Fleet: Gain 1 Fleet&lt;br /&gt;
* Mars/Helium : Gain 1 Helium&lt;br /&gt;
* Luna/Sovereign: Gain the Sovereign token. &lt;br /&gt;
** if triggered by Minerva effect, you may choose any other bonus from the die&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29388</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29388"/>
		<updated>2026-04-12T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
# Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
# Gaining a card from another location or at the top of the deck&lt;br /&gt;
## Location: you gain the location bonus&lt;br /&gt;
## Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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) in which we reveal cards to trigger our end-of-game-abilities in the order of our choosing.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet:&lt;br /&gt;
** Score points written on your position on the Fleet track&lt;br /&gt;
* Helium&lt;br /&gt;
** Score 3 points per helium&lt;br /&gt;
* Sovereignty&lt;br /&gt;
** Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
== Houses and Rising Die ==&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
** Sovereign - Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
** Sovereign - Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : No special ability&lt;br /&gt;
** Sovereign : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Fleet&lt;br /&gt;
* Mars (red) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Helium&lt;br /&gt;
* Minerva (purple): No special ability&lt;br /&gt;
** Sovereign: Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
The Rising die has one house sovereign bonus per face, and the sovereign bonus (like Luna) instead of Minerva&#039;s bonus.&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29387</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29387"/>
		<updated>2026-04-12T21:22:30Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page is only a summary.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
# Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
# Gaining a card from another location or at the top of the deck&lt;br /&gt;
## Location: you gain the location bonus&lt;br /&gt;
## Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
== Houses and Rising Die ==&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
** Sovereign - Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
** Sovereign - Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : No special ability&lt;br /&gt;
** Sovereign : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Fleet&lt;br /&gt;
* Mars (red) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Helium&lt;br /&gt;
* Minerva (purple): No special ability&lt;br /&gt;
** Sovereign: Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
The Rising die has one house sovereign bonus per face, and the sovereign bonus (like Luna) instead of Minerva&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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) in which we reveal cards to trigger our end-of-game-abilities in the order of our choosing.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet:&lt;br /&gt;
** Score points written on your position on the Fleet track&lt;br /&gt;
* Helium&lt;br /&gt;
** Score 3 points per helium&lt;br /&gt;
* Sovereignty&lt;br /&gt;
** Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29386</id>
		<title>Gamehelpredrisingtemp</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpredrisingtemp&amp;diff=29386"/>
		<updated>2026-04-12T21:16:20Z</updated>

		<summary type="html">&lt;p&gt;Sylafrs: First draft (do not hesitate to delete it completely)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
This page does not explain every rule, in detail but gives you the main aspect of the game.&lt;br /&gt;
&lt;br /&gt;
You may visit [https://red-rising.rulepop.com/ the official rule reference website] to have more detailled informations.&lt;br /&gt;
&lt;br /&gt;
== Turn: Scout or Lead ==&lt;br /&gt;
The game is turn based, each player will play one turn after the other.&lt;br /&gt;
&lt;br /&gt;
On one turn a player can either Scout or Lead.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The first possible choice is to Scout.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
This will effectively add cards to the board.&lt;br /&gt;
&lt;br /&gt;
=== Lead ===&lt;br /&gt;
The second and most often played choice is to Lead.&lt;br /&gt;
&lt;br /&gt;
Leading means :&lt;br /&gt;
&lt;br /&gt;
# Deploying one of your card on a location, triggering any Deploy ability the card may have&lt;br /&gt;
# Gaining a card from another location or at the top of the deck&lt;br /&gt;
## Location: you gain the location bonus&lt;br /&gt;
## Deck : you throw the Rising Die&lt;br /&gt;
&lt;br /&gt;
Unless you chose to draw a card from the deck, this will usually result in the same count of cards on the board.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
There are four locations: &lt;br /&gt;
&lt;br /&gt;
* Jupiter: It&#039;s bonus effect is to gain 1 Fleet&lt;br /&gt;
* Mars : It&#039;s bonus effect is to gain 1 Helium&lt;br /&gt;
* Luna: It&#039;s bonus effect is to gain the Sovereign Token. This will trigger the House effect.&lt;br /&gt;
* The Institute : It&#039;s bonus effect is to place 1 Influence on the Institute&lt;br /&gt;
&lt;br /&gt;
== Houses and Rising Die ==&lt;br /&gt;
At the start of the game, each player is assigned a house at random.&lt;br /&gt;
&lt;br /&gt;
Houses always have an ability triggered when the Sovereign token is gained (even if already in possession), but they may have additional properties.&lt;br /&gt;
&lt;br /&gt;
* Apollo (yellow): Take the first and the last turns&lt;br /&gt;
** Sovereign - Eye: Reveal and place (not deploy) the top card of the deck on any location.&lt;br /&gt;
* Ceres (gold): Begin the game with +1 card. At the end of the game, before scoring, banish 1 card from your hand.&lt;br /&gt;
** Sovereign - Cross: Banish one card from a location of your choice, at any position.&lt;br /&gt;
* Diana (green) : No special ability&lt;br /&gt;
** Sovereign : Place 1 Influence on the Institute&lt;br /&gt;
* Jupiter (blue) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Fleet&lt;br /&gt;
* Mars (red) : No special ability&lt;br /&gt;
** Sovereign: Gain 1 Helium&lt;br /&gt;
* Minerva (purple): No special ability&lt;br /&gt;
** Sovereign: Throw the Rising die and gain it&#039;s bonus. If the bonus is the Sovereign token, you may choose any other bonus from the die.&lt;br /&gt;
&lt;br /&gt;
The Rising die has one house sovereign bonus per face, and the sovereign bonus (like Luna) instead of Minerva&#039;s bonus.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
There are 3 conditions:&lt;br /&gt;
&lt;br /&gt;
* A player has 7+ Helium tokens&lt;br /&gt;
* A player has 7+ Influence on the Institute&lt;br /&gt;
* A player reaches or surpasses 7 on the Fleet track&lt;br /&gt;
&lt;br /&gt;
The end of game is triggered when either:&lt;br /&gt;
&lt;br /&gt;
* 3 of these conditions are met by any combinaison of players&lt;br /&gt;
* 2 of these conditions are met by the same player&lt;br /&gt;
&lt;br /&gt;
Once the end of game is triggered, players continue to play until each player has taken the same number of turns.&lt;br /&gt;
&lt;br /&gt;
If House Apollo is being played, its player take the last turn as an extra turn.&lt;br /&gt;
&lt;br /&gt;
After this, we proceed to the end of game abilities&lt;br /&gt;
&lt;br /&gt;
=== End of Game Abilities ===&lt;br /&gt;
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) in which we reveal cards to trigger our end-of-game-abilities in the order of our choosing.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Once End of Game abilities have been declared, we proceed to compute the final score.&lt;br /&gt;
&lt;br /&gt;
* Cards: &lt;br /&gt;
** Each card have a base value, and they have conditioned bonuses and maluses to add&lt;br /&gt;
** Any card beyond the 7th has an additional malus of 10 point. (this can happen thanks to some Deploy abilities)&lt;br /&gt;
* Fleet:&lt;br /&gt;
** Score points written on your position on the Fleet track&lt;br /&gt;
* Helium&lt;br /&gt;
** Score 3 points per helium&lt;br /&gt;
* Sovereignty&lt;br /&gt;
** Score 10 points if you have the Sovereign token&lt;br /&gt;
* Influence:&lt;br /&gt;
** The player with the most influence scores 4 points per influence&lt;br /&gt;
** The second player with the most influence scores 2 points per influence&lt;br /&gt;
** The other scores 1 point per Influence.&lt;br /&gt;
** On a 2 players game: add 3 influence tokens from an unused House that will count for this phase.&lt;/div&gt;</summary>
		<author><name>Sylafrs</name></author>
	</entry>
</feed>