Red Rising Rulebook - 1jour-1jeu - 1j1ju

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Red RiSiNg designed by Jamey Stegmaier and Alexander Schmidtart by Jacqui Davis, Miles Bensky, and Justin Wongbased on the novels by Pierce BrownEnter the futuristic universe of Red Rising, based on the book series by Pierce Brown featuring a dystopiansociety divided into 14 castes. You represent a house attempting to rise to power as you piece together anassortment of followers. Will you break the chains of the Society or embrace the dominance of the Golds?Overview and GoalYou begin each game with a hand of random characters from the Red Rising universe. You will manipulate this hand of cards throughout the gameby deploying characters, activating abilities, and adding new characters to your hand. Whenever you acquire a new character, you will gain a specialbonus based on the location from which you gained it.When certain thresholds are reached, the game ends. Calculate your final score from the combination of character cards in your hand plus points forHelium, Sovereignty, the Fleet Track, and Influence.Components60 Helium tokens (red gems)112 character cards94D15PAiNtERCrAfTSmaN16 AEgiS10 ALiaSNOwSPArrOW15Violetartist orangeengineerOBSIDIANassassinArLUS10aNtOniA 0graysecurity1 scorepadStocK broKeR10SURGeoN 10TiMoNypinkcompanion yellowdoctorCOPPERbureaucrat silverfinancierorCARDS(VP abilities)60 Influence tokens(10 tokens in 6 different colors)Move a Gray or Yellow from any location toYou may gain a Gold from this location.You may banish a non-Gold from your handunder this card. You may gain that card; ifIf you do, end your turn.cardgainof thisAdvance twice on the FleetTrack,Eachfromneighboringplayer reveals a randoma banished Gold.Banish the top non-Gold cardanyMove a card from this location to the topyou do,endthenyour turn. You may move the bottomandopponent. TheyYou maylose 1 Influence from the Institute.For each Gold at the Institute,placelocation on top of this card. If it’s a Gold orall banishother players advance onceYouonmaythetreat this cardcard orfrom their hand. If itChooseis Gold,anbanishIf it’s not Grayof another location where there Youare mayno treat this othercard aslocation.having theif it isit,any1 of their cards. Then, banishAntonia.1 influence token there. If you do, gain 2 Helium.Red,asgainthenoneend your turn.Fleet Track.Obsidian, gain 1 Helium. that card. If it is Red, banish Arlus.cards with the same color as it.same name as any specific character.if ifonlywithwithno Golds, Grays,10 and/or25 if with no Golds.24Obsidians.Obsidians.if each of your cards is a10 if with31 differenta Gold.color.(3 VP each)Gain any 1 banished Gold.other color (in addition to Gray).if your Fleet TrackyourVictraFleet Track 30if with The Jackal15 ififwith9 & Yellow on14all locations.if with a Gold or Red (but5not both).for each Gold.for eachisGray15 or5 position2 other Golds. -10 orpositionSevro. is 6-8.or 10.for each of your Influence5tokensfor each Helium (max 25 points).3 onthe Institute.RR CharacterCards r12.indd841/4/21 1:34 PM RR CharacterCards r12.inddRR CharacterCards r12.indd 1RR CharacterCards r12.inddRR CharacterCards r12.indd31/4/21 1:32 PM 5RR CharacterCards r12.indd1/4/21 1:32 PM 6RR CharacterCards r10-Gold.indd1/4/21 1:32 PMRR CharacterCards r12.indd2 1/4/21 1:32 PM RR CharacterCards r12.indd8910/15/20 12:05 PM 861/4/21 1:34 PM RR CharacterCards r12.indd1/4/21 1:34 PMRR CharacterCards r12.indd82851/4/21 1:34 PM801/4/21 1:34 PM(10 VP)1/4/21 1:34 PM(4/2/1 VP each)6 house tiles(-10 VP per 7 card over7 cards)TOTALRR Scorepad r2.indd 110/2/20 4:17 PM1 custom Rising die6 Fleet tokens (1 ship in 6 different colors)Take the first and the last turns.Begin the game with 1 card. WheneverWhenever you gain theWhenever you gain theAlso, whenever you gain the you gain the Sovereign token (even ifSovereign token (even if youSovereign token (even if you you already have it), banish any 1 card Sovereign token (even if youalready have it), reveal and placefrom a location of your choice. At endalready have it), place 1 Influence on already have it), advance onceof game (before scoring), banish 1 cardon the Fleet Track.the Institute.(not deploy) the top card of the deckfrom your hand.on any location.Whenever you gain the Sovereigntoken (even if you already haveWhenever you gain theit), roll the Rising die and gain theSovereign token (even if you already corresponding bonus. If the resulthave it), gain 1 Helium.of the roll is the Sovereign token,select any other bonus on the die.FLEET TRACK1 game board1 first-player token (crescent 6 reference cardsTHE INSTITUTETurn OverviewTurn OverviewTurn OverviewTurn OverviewTurn OverviewTurn ogyOn your turn, either LEAD or SCOUT.On your turn, either LEAD or SCOUT.On your turn, either LEAD or SCOUT.On your turn, either LEAD or SCOUT.On your turn, either LEAD or SCOUT.On your turn, either LEAD or SCOUT.LEAD: Deploy a card from hand face up LEAD:on aDeploy a card from hand face up onLEAD:aDeploy a card from hand face up onLEAD:aDeploy a card from hand face up onLEAD:aDeploy a card from hand face up onLEAD:aDeploy a card from hand face up on alocation, triggering its deploy ability (if any).Then triggering its deploy ability (if any).location,location,Then triggering its deploy ability (if any).location,Then triggering its deploy ability (if any). Thenlocation, triggering its deploy ability (if any).location,Then triggering its deploy ability (if any). Thendo one of the following:do one of the following:do one of the following:do one of the following:do one of the following:do one of the following: Gain the top card from another location, thenGain the top card from another location, then Gain the top card from another location, then Gain the top card from another location, then Gain the top card from another location, then Gain the top card from another location, thengain that location’s bonus.gain that location’s bonus.gain that location’s bonus.gain that location’s bonus.gain that location’s bonus.gain that location’s bonus. Gain the top card of the deck, then roll theRising Gainthe top card of the deck, then roll the GainRisingthe top card of the deck, then roll the RisingGain the top card of the deck, then roll the Rising Gain the top card of the deck, then roll the RisingGain the top card of the deck, then roll the Risingdie and gain the resulting bonus.die and gain the resulting bonus.die and gain the resulting bonus.die and gain the resulting bonus.die and gain the resulting bonus.die and gain the resulting bonus.SCOUT: Reveal the top card of the deck andplace Reveal the top card of the deck andSCOUT:SCOUT:place Reveal the top card of the deck andSCOUT:placeReveal the top card of the deck andSCOUT:placeReveal the top card of the deck andSCOUT:placeReveal the top card of the deck and place(not deploy) it on any location. Gain that location’s(notbonus.deploy) it on any location. Gain that location’s(notbonus.deploy) it on any location. Gain that location’s(notbonus.deploy) it on any location. Gain that location’s(notbonus.deploy) it on any location. Gain that location’s(notbonus.deploy) it on any location. Gain that location’s bonus.1 Sovereign tokenIconologyEND-GAME VALUEEND-GAME VALUEEND-GAME VALUEEND-GAME VALUEEND-GAME VALUEEND-GAME VALUEAdvance once on the Fleet track. VP on trackAdvance once on the Fleet track. VP on trackAdvance once on the Fleet track. VP on trackAdvance once on the Fleet track. VP on trackAdvance once on the Fleet track. VP on trackAdvance once on the Fleet track. VP on trackGain 1 Helium.3 VP eachGain 1 Helium.3 VP eachGain 1 Helium.3 VP each Gain 1 Helium.3 VP each Gain 1 Helium.3 VP eachGain 1 Helium.3 VP eachGain (or keep) the Sovereign token. 10 VP Gain (or keep) the Sovereign token. 10 VP Gain (or keep) the Sovereign token. 10 VPGain (or keep) the Sovereign token. 10 VPGain (or keep) the Sovereign token. 10 VPGain (or keep) the Sovereign token. 10 VPPlace 1 Influence on the Institute. 4/2/1 VP eachPlace 1 Influence on the Institute. 4/2/1 VP eachPlace 1 Influence on the Institute. 4/2/1 VP eachPlace 1 Influence on the Institute. 4/2/1 VP eachPlace 1 Influence on the Institute. 4/2/1 VP eachPlace 1 Influence on the Institute. 4/2/1 VP eachAt end of gameAt end of gameAt end of gameAt end of gameAt end of gameAt end of gameBanish the top card of a location.Banish the top card of a location.Banish the top card of a location.Banish the top card of a location.Banish the top card of a location.Banish the top card of a location.Reveal the top card of the deck and place Reveal the top card of the deck and place Reveal the top card of the deck and place Reveal the top card of the deck and place Reveal the top card of the deck and place Reveal the top card of the deck and place(not deploy) it on any location.(not deploy) it on any location.(not deploy) it on any location.(not deploy) it on any location.(not deploy) it on any location.(not deploy) it on any location.Block an opponent's attempt.Block an opponent's attempt.Block an opponent's attempt.Block an opponent's attempt.Block an opponent's attempt.Block an opponent's attempt.RR ReferenceCard r3.indd 5RR BoardOptions r7.indd 18/27/2011 10:13 PMRR ReferenceCard r3.inddRR ReferenceCard r3.indd8/27/209 10:13 PMRR ReferenceCard r3.indd8/27/20 310:13 PMRR ReferenceCard r3.indd8/27/20 10:131PMRR ReferenceCard r3.indd8/27/20 710:13 PM8/27/20 10:13 PM10/9/20 10:00 AM1RR Rulebook r17.indd 12/21/21 9:08 PM

SetupPlace the board on the table. Shuffle the deckof character cards and place it face down onthe board. Place the Rising die next to the deck.1On each location (Jupiter, Mars, Luna, and TheInstitute), place 2 character cards from the deckface up. These cards overlap so only the core value,name, and color of the covered cards are exposed. (Note:Players may look at cards on locations at any time.)2 Draw 5 character cards from the deck to formyour starting hand. Your hand of cards is keptprivate throughout the game. Next, gain a randomhouse tile. Gain the reference card, Fleet token, andInfluence tokens of the matching color. Then set up therest of the board as indicated here:FLEET TRACK34Place your house’s Fleet token on the 0 spaceon the Fleet Track.5Place all Helium tokens in the designated spotbelow the deck to create the supply.6Place the Sovereign token nearby. Thisrepresents the leader of the Society.If a player has House Apollo (yellow), give themthe first-player token; otherwise, randomlyselect a player and give them the first-player token.They can proceed to take their first turn. The firstplayer token will remain in that player’s possessionthroughout the game.8Start with your house’s 10 Influence tokens inyour personal supply (you’ll try to place them onthe Institute during the game).7 For 2-player games, place 3 Influence tokens of an0 unused12house3 into4 The5Institute.67This 8represents910a neutral house, making end-game scoring HE INSTITUTE764283RR BoardOptions r7.indd 11510/9/20 10:00 AMDESIGNER’S NOTE (FROM JAMEY): Red Rising is one of my favorite book series ever. Years ago I reached out tothe author, Pierce Brown, to express my interest in the tabletop rights. They weren’t available at the time, butthat began a multi-year process of trying again, failing to design the game, accepting design submissions, andultimately having a eureka moment while playing Fantasy Realms with Alex at my game night. A lot of designwork with Alex, playtesting with the help of Stonemaier Ambassadors, and communications with Pierce andhis team followed. This is my dream IP, and I’m incredibly excited to share this game with you.2RR Rulebook r17.indd 22/21/21 9:08 PM

GameplayOn your turn, you must either use the Lead or the Scout action, resolving any effects or bonuses asdescribed below.Lead:Select a card from your hand and DEPLOY it face up onany location, covering all but the name, color, and corevalue of the topmost card at that location. If possible,trigger the deploy ability ( ) of the card played, unlessit gives you the option not to (e.g., “You may gain ”).Scout:Reveal the top card of the deck and place (not deploy)it on any location, covering all but the name, color, andcore value of the topmost card at that location. Gainthat location’s bonus. Players typically only choose toScout if they are completely satisfied with their hand.PLACE ON LOCATIONDEPLOY ON A RSJUPITER10uNcLe NaRoLRedlaborer94D PAiNtER10Violetartist20BondiLuSRR CharacterCards r12.inddRR CharacterCards r12.indd 88if you have the1Sovereign token.5AlFRuN20tHe HoWleRSYou may treat this card as if it is any oneother color (in addition to Gray).31 if each of your cards is aif with a Gold.10 if with Nero.1/4/21 RR CharacterCards r12.indd1:32 PM17TactuS8MUSiciANYou may reveal 2 Golds from your hand. Ifyou do, place 2 Influence on the Institute.15 if with Sevro.1/4/21 1:32 PMRR CharacterCards r12.indd 651/4/21 1:32 PMRR CharacterCards r10-Gold.indd 180cards17is an even number.1/4/21 RR CharacterCards r10-Gold.indd1:33 PM1310/15/20 12:05 PM36BondiLuSRR CharacterCards r12.indd571015212891034394320 if with both another Orange and a Gold.OBSIDIANassassinYou may treat this card as if it is any oneother color (in addition to Gray).10 if with Nero.1/4/21 RR CharacterCards r12.indd1:32 PM17RR CharacterCards r12.indd 7THE INSTITUTELUNAYou may treat this card as having thesame name as any specific character.15PoLiticiAN20tHe HoWleRS1/4/21 1:32 PMTactuS8MUSiciANYou may reveal 2 Golds from your hand. Ifyou do, place 2 Influence on the Institute.15 if you have the most Influence on the15 if with Sevro.1/4/21 1:32 PMRR CharacterCards r12.indd 651/4/21 1:32 PMRR CharacterCards r10-Gold.indd 18The 4 locations in the game are Jupiter, Mars,Luna, and The Institute. The deck is not alocation.goldelitegoldelite(or tiedfor tothestealmost).or banishWhen anInstituteopponenttriesyour cards, reveal this to block them.10 if with Jopho.20COPPERbureaucratAlFRuNfor eachGoldoronJophoall locations.You 5may gainNerofrom thislocation. If you do, regain Alfrun and endyour turn.if with a Gold.8You may gain a Gold or any other Orangefrom this location. If you do, end your turn.Move a Gold from any location to directlyunder this card. You may gain that card;if you do, end your turn.31 if each of your cards is adifferentcolor. banish 1 non-GoldIf deployedon Mars,from this location.if you have the1Sovereign ntiN10Violetartist204MARSMove a card from this location to the topof another location where there are nocards with the same color as it.20 if with Octavia, Darrow, or a Pink.Move a card with an even core value fromthis location to the top of another location.32 if the core value of each of your24D PAiNtERVioletartistYou may steal 1 card from an opponent(they choose the card). If you do, banishTactus and end your turn.1JUPITER9goldelitegoldelite(or tiedfor tothestealmost).or banishWhen anInstituteopponenttriesyour cards, reveal this to block them.10 if with Jopho.20COPPERbureaucrat15 if you have the most Influence on thefor eachGoldoronJophoall locations.You 5may gainNerofrom thislocation. If you do, regain Alfrun and endyour turn.differentcolor. banish 1 non-GoldIf deployedon Mars,from this location.5PoLiticiANMove a Gold from any location to directlyunder this card. You may gain that card;if you do, end your turn.Move a card from this location to the topof another location where there are nocards with the same color as it.only cards having core values40 ofif with10 points or less.15OBSIDIANassassin0THE reaucratGain 2 Helium.FLEET TRACKFLEET TRACKorangeengineer0VioletartistYou may steal 1 card from an opponent(they choose the card). If you do, banishTactus and end your turn.20 if with Octavia, Darrow, or a Pink.Move a card with an even core value fromthis location to the top of another location.32 if the core value of each of yourcards17is an even number.1/4/21RR CharacterCards r10-Gold.indd1:33 PM10/15/20 12:05 PM1/4/21 1:34 PMRR CharacterCards r12.indd 121/4/21 RR CharacterCards r12.indd1:32 PM4RR BoardOptions r7.indd 110/15/20 RR CharacterCards r12.indd12:05 PM581/4/21 1:33 PM10/9/20 10:00 AMRR CharacterCards r12.indd 12RR BoardOptions r7.indd 11/4/21 RR CharacterCards r12.indd1:32 PM410/15/20RR CharacterCards r12.indd12:05 PM581/4/21 1:33 PMYou may always look through the cards on eachlocation, but they must remain in the same order.10/9/20 10:00 AMThen, to complete a Lead action, either:a. Gain the top card of a location that you did notdeploy to this turn, then gain that location’s bonus.b. Gain the top card of the deck, then roll the Risingdie and gain the resulting bonus.Play continues clockwise until all players have had the same number of turns (and Apollo had their bonus turn)after the game end is triggered (see Game End and Scoring on page 6).Notes Unless otherwise specified, the bonuses gained fromLeading and Scouting are only triggered when takingthose actions. Do not gain a location’s bonus if yougain a card through other means (e.g., if a charactercard says, “Gain the top card from Luna”). The deploy ability of some cards may instruct you todeploy another card. As usual, deploy that card faceup on any location and trigger its deploy ability (ifany). This concludes the deployment. You may stillperform the final step of the LEAD action only once. The deploy abilities of some cards instruct you to“end your turn.” This indicates that you may notproceed to gain the top card of a location or the deckand the corresponding bonus. If it’s not possible for you to use the deploy ability of acard, you may still deploy it and ignore the ability. The deploy abilities of some cards may move the cardyou’ve deployed to a different location. You are stillconsidered to have deployed to the original location. Some deploy abilities mention “another location,”referring to any other location than the one on whichthe card was deployed. If a card instructs you to move or place a card, it doesnot count as a deploy action.Edge CasesThese situations are highly unlikely, but just in case youstumble upon them, here’s what to do: eck runs out: If there are no cards in theDdeck, the deck simply ceases to be an option forplayers to draw from or interact with.Zero cards in hand: If you have no cards inyour hand, you can still either Lead or Scout on yourturn. If you Lead, skip the deploy portion of the Leadaction (as you have no card in hand to deploy). 0 is an even number (for cards that consider odd/even point values). Deploy actions that result in a trade of resourcesmay only be taken once per turn (e.g., Sponsor, StockBroker).3RR Rulebook r17.indd 32/21/21 9:08 PM

Anatomy of a Character Card1 Name2 Color3 Core value (end-game points)3104 Characters this card wants (solid) and doesn’twant (X) in hand. This is a visual reference for texton the bottom of the card.EO1Redlaborer2The color of a character card represents the caste ofthe character.245 Deploy ability ( ).6 End-game points (). If a card refers to colors orspecific characters (e.g., “if with a Red,” “if with noBlues,” “for each Gold”), it’s referring to the othercards in your hand.7 Block ability (). This is an optional abilitythat requires you to reveal a card to prevent anopponent’s attempt to do something to you.5Each opponent must reveal a Red. If theycan’t, they lose 1 Helium.each10 forother Red.68 End-of-game ability (with a Gray-10 if(exceptBridge).To BANISH a card means to remove it from the game(for now). There is an area near the board for banishedcards (all face up and visible to players). Banishedcards are in no particular order.).RR CharacterCards r12.indd 28151/4/21 1:32 PMMaRtyRwhitearbitrator78If an opponent tries to take the Sovereigntoken from you, you may block them byrevealing and banishing this card, thengain the top card of the deck.To REVEAL a card means to show it to all opponents.Unless otherwise instructed, the card returns to your hand.If you have the Sovereign token, gain1 card of your choice from Mars.RR CharacterCards r12.indd 511/4/21 1:33 PM4RR Rulebook r17.indd 42/21/21 9:08 PM

Location BonusesRising die bonusesAfter you gain a card from 1 of the 4 locations during the LEAD action or placea card from the deck on a location during the SCOUT action, you must also gainthat location’s bonus (if possible):Jupiter: Advance once on the Fleet Track. If you have reached the endof the Fleet Track, you may not advance further.Mars: Gain 1 Helium token. There is no limit to Helium tokens. If thesupply is empty, use a suitable replacement.Luna: Gain (or keep) the Sovereign token. This triggers the bonus on yourhouse tile.FLEET TRACKThe Institute:14 of your012Place356 Influence789 tokens10on the Institute. If 0you’veof your13already610 placed1521 all28 10 343943tokens, you can’t place more.JUPITERMARSLUNAReveal the top cardof the deck andplace (not deploy) iton any location.Gain (or keep) theSovereign token.Gain 1 Helium token.Advance once on theFleet Track.Place 1 Influence onThe Institute.THE INSTITUTEThe Deck: The deck is not a location, but if you choose to draw a card fromthe deck instead of one of the four locations during the LEAD action, you roll theRising die, which grants you a mandatory bonus. The bonuses follow the samerestrictions/allowances as noted above.RR BoardOptions r7.indd 1Banish the topcard of a location ofyour choice.10/9/20 10:00 AMHouse Tiles and the Sovereign TokenEach house tile has an ability that is triggered whenever you gain the Sovereign token (even if you already haveit). Typically this will happen by gaining a card from Luna, but it also applies to any card ability from which youwould gain the Sovereign token, as well as rolling Luna on the Rising die. First gain the Sovereign token, thentrigger the ability. These house abilities must be resolved if possible.Take the first and the last turns.Also, whenever you gain theSovereign token (even if youalready have it), reveal and place(not deploy) the top card of the deckon any location.Begin the game with 1 card. Wheneveryou gain the Sovereign token (even ifyou already have it), banish any 1 cardfrom a location of your choice. At endof game (before scoring), banish 1 cardfrom your hand.Whenever you gain theSovereign token (even if youalready have it), place 1 Influence onthe Institute.Whenever you gain theSovereign token (even if youalready have it), advance onceon the Fleet Track.Whenever you gain theSovereign token (even if you alreadyhave it), gain 1 Helium.Whenever you gain the Sovereigntoken (even if you already haveit), roll the Rising die and gain thecorresponding bonus. If the resultof the roll is the Sovereign token,select any other bonus on the die.5RR Rulebook r17.indd 52/21/21 9:08 PM

Game End and Scoringb012345678910013610152128343943FLEET TRACKFLEET TRACKThe end of the game is triggered when all 3 of these conditions are met by any combination of players OR whenany 2 conditions are met by the same player:A player hasMARS7 Helium tokensJUPITER012345678910013610152128343943A playerTHE INSTITUTELUNA has 7 InfluenceJUPITERon the InstituteAMARSplayer reaches or surpasses7 on the Fleet TrackFinish taking turns until each player has taken the same number of turns in the game. If Apollo is an active house,they take the last turn (this is an extra turn).Use the scorepad to tally each player’s score step by step in this order: “At end of game” abilities ( ): Starting with the first player, trigger all of your end-of-gameabilitiesin an order of your choosing. Continue clockwise with the next player until all players have triggered theseCARDS(VP abilities)abilities.(3 VP each)RaZoRDeSiGneR17RR BoardOptions r7.indd 1(10 VP)orangeengineer(4/2/1 VP each)“You may treat this card ashaving the same name asany specific character.”15HolidaY10/9/20 10:00 AMgraysecurityRR BoardOptions r7.indd 1(-10 VP perThis text, seen on Orange cards, letsyou change the name of the cardto another character’s name. Allother aspects of the Orange cardstaythe same, and you do not score13additional points for having multiplecards with the same name. Example: If you have a cardthat scores points if it’s with Darrow, but you don’t haveDarrow in your hand, you can rename an Orange card“Darrow” to score those points. If you do so, you don’t alsocopy Darrow’s color, points, abilities, etc. 7 card over7 cards)TOTALRR Scorepad r2.indd 110/2/20 4:17 PMYou may gain a Gold from this location.If you do, end your turn.Move an Orange or Blue from any locationto directly under this card. You may gainthat card; if you do, end your turn.You may treat this card as having thesame name as any specific character.You may treat this card as if it is any oneother color (in addition to Gray).1/4/21 1:33 PMThis text, seen on Gray cards, lets youtreat each Gray card as an additionalcolor (i.e., to score more points if acard needs or values another color).cTake the first and the last turns.Also, whenever you gain theSovereign token (even if youalready have it), reveal and place(not deploy) the top card of the deckon any location.THE INSTITUTELUNAdExample: There are players A, B, C, andD sitting in clockwise order. Player A isApollo, so they took the first turn. PlayerB triggered the end of the game, soplayers C and D each get one more turn.Then, because of their ability to takethe last turn, Apollo (player A) takes onelast turn.CARDS10/9/20 10:00 AM(VP abilities)(3 VP each)(10 VP)(4/2/1 VP each)5 for each Orange & Blue on all locations.if with a Gold and no Obsidians.RR CharacterCards r12.indd 73 “You may treat this card asif it is any one other color(in addition to Gray).”a(-10 VP per 7 card over7 cards)RR CharacterCards r12.indd 381/4/21 1:32 PMTOTALRR Scorepad r2.indd 110/2/20 4:17 PMOn the scorepad, “VP” means “VictoryPoints,” otherwise known simply as“points” in this rulebook. haracter Cards (Core value & End-game bonus points): Look at the cards in your hand. Add together the core value of each card (upperCleft) and points gained or lost from end-game bonus points (bottom).CARDS(VP abilities)(3 VP each)10JaNitoRBROWNassistant(10 VP)(4/2/1 VP each)(-10 VP per 7 card over7 cards)TOTAL “for each”Example: If the cardsays “5 points for5each Green, Yellow,and Blue” and youhave 2 green cards, no yellow cards, and1 blue card, you would score 15 points.on top of a Green,Yellow, or Blue, move that card to the topof another location and advance once onthe Fleet Track.for each Green, Yellow, and Blue.RR CharacterCards r12.indd 44pinkcompanionThis scores pointsfor each card inhand of the listedtypes.RR Scorepad r2.indd1If deployed directly1/4/21 1:32 PMgaRdeN-tRaiNedROSe1610/2/20 4:17 PM“if with”/“ifwith no”This scores pointsif you do or don’thave a certain cardcolor or characterin hand. It’s a binarycondition.Example:14If it says “14 points ifwith a Silver,” you score 14 points total ifyou have one or more Silvers.Move the card directly under this one to thetop of another location. If it’s a Silver, gain1 Helium.if with a Silver.RR CharacterCards r12.indd 311/4/21 1:32 PM15BRidGEgraysecurity “for each[color] on alllocations”Unlike most endgame scoring,these end-gamebonuses look atcardsremaining5on locations on theboard, not cards in your hand.Move a Pink or Violet from any location todirectly under this card. You may gain thatcard; if you do, end your turn.You may treat this card as if it is any oneother color (in addition to Gray).for each Pink & Violet on all locations.RR CharacterCards r12.indd 131/4/21 1:32 PM25ASH LORDgoldeliteBanish all Blues from this location. If thisbanishes 2 or more Blues, regain Ash Lord.5 for each Blue.RR CharacterCards r10-Gold.indd 35for eachbanished Blue. “banished cards”A few end-gamebonuses refer tothe pile of cardsthat were banishedduring the game.It doesn’t matterwhich playerbanished thesecards.10/15/20 12:05 PM6RR Rulebook r17.indd 62/21/21 9:08 PM

CARDS(VP abilities) Fleet Track: Score points based on your position on the Fleet Track (0-43 points).FLEET TRACK(3 VP each)(10 VP)CARDS(4/2/1 VP each)(VP abilities)(-10 VP per 7 card over7 cards)TOTAL(3 VP um: Gain 3 points per Helium token.RR Scorepad r2.indd 1THE INSTITUTE10/2/20 4:17 PMCARDS(VP abilities)LUNA 3(10 VP)(4/2/1 VP each)(-10 VP per 7over(3 VPcardeach)7 cards)TOTAL(10 VP)Sovereignty: Gain 10 points if you have the Sovereign token.RR Scorepad r2.indd 110/2/20 4:17 PMCARDS(VP abilities)(4/2/1VP each) 10(-10 VP per 7 card over7 cards)TOTAL(3 VP each)RR Scorepad r2.indd 110/2/20 4:17 PM(10 VP)Influence: The player(s) with the most Influence at the Institute gain 4 points(4/2/1 VP each)(-10eachVP perforof their Influence there. The player(s) with the second most Influence at the 7 card over7 cards)CARDSInstitutegain 2 points per Influence. All other players gain 1 point per Influence.(VP abilities)TOTAL Note that in a 2-player game, 3 non-player Influence tokens start on the Institute. The2 players will include those 3 tokens in the end-game comparison as if they were the(3 VP each)Influence of a third house.RR Scorepad r2.indd 110/2/20 4:17 PMExample: Jamey and Megan each have10 Influence tokens on the Institute,Biddy has 5, and Walter has 2. Jamey andMegan would each gain 40 points, Biddywould gain 10 points, and Walter wouldgain 2 points.Jamey: 10x 4 40Megan: 10x 4 40Biddy: 5Walter: 2x 2 10x1 2(10 VP)(4/2/1 VP each)(-10 VP perExcess cards: For each card in your hand beyond the 7th card, lose 10 points.AtTOTALthis time you’ve already accounted for other points from these cards—those points arestill valid. This penalty represents the unwieldiness of managing a larger house andencourages players to focus on cards that work well together, not simply more ca

1 game board 1 scorepad 1 custom Rising die 6 reference cards Red RiSiNg designed by Jamey Stegmaier and Alexander Schmidt art by Jacqui Davis, Miles Bensky, and Justin Wong based on the novels by Pierce Brown Enter the futuristic universe of Red Rising, based on the book series by Pierce Brown featuring a dystopian society divided into 14 castes.