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🚀 Rise to power or risk being left behind in the ultimate Red Rising board game!
Stonemaier Games’ Red Rising board game brings Pierce Brown’s bestselling dystopian universe to life with hand management, set collection, and variable player powers. Designed for 1-6 players aged 14+, it features stunning artwork, a solo Automa opponent, and 45-60 minutes of immersive strategy. Whether you’re a fan of the books or new to the saga, this game offers a rich, thematic experience that’s easy to learn but challenging to master.



| ASIN | B08XZNGH9Y |
| Age Range Description | Adult |
| Are Batteries Required | No |
| Best Sellers Rank | #59,612 in Toys ( See Top 100 in Toys ) #1,994 in Board Games |
| Brand Name | Stonemaier Games |
| CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
| Color | Multi-colored |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.7 4.7 out of 5 stars (720) |
| Edition | Standard Edition |
| Educational Objective | Enhance critical thinking, problem-solving, and strategic planning skills |
| Estimated Playing Time | 60 Minutes |
| Genre | Strategy |
| Included Components | game |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 71.88 x 0.29 Meters |
| Item Dimensions L x W | 29.7L x 29.7W centimeters |
| Item Type Name | Board Game |
| Item Weight | 907 g |
| Language | English |
| Manufacturer | Stonemaier Games |
| Manufacturer Maximum Age (MONTHS) | 1500.0 |
| Manufacturer Minimum Age (MONTHS) | 215.0 |
| Manufacturer Part Number | STM350 |
| Material Type | Cardboard Cardstock Plastic |
| Minimum Age Recomendation | 168.0 |
| Model Number | STM350 |
| Number of Items | 1 |
| Number of Players | 1-6 |
| Operation Mode | Manual |
| Rulebook Availability | Printed Included |
| Set Name | Red Rising |
| Size | One Size |
| Subject Character | Darrow |
| Theme | Dystopian, Science Fiction |
| UPC | 644216628421 |
| Unit Count | 1 Count |
T**S
Basic version
Everything is made with plastic material. Does not have the cards supports. It's ok, but feels cheap
A**N
An absolutely fantastic game even if you never read any of the books, the artwork is fantastic and game mechanics work so no one game feels the same.
V**E
This game does the books justice on so many levels I hope one day they make an expansion using the rest of the books
C**S
I'm currently reading the Red Rising series of books, so when I saw this game drop to an astonishingly low price for the holidays I couldn't resist. After playing multiple rounds with my wife, and multiple games solo, here are my thoughts. ----- The Good: The production of this game is amazing. I purchased the base game - not the collector's edition that I've seen around - and the components are still great. The cards are heavy duty and feel great in hand, and the artwork looks fantastic. All of the character cards (112 I believe) have unique artwork, and even the "unnamed" characters look interesting. House markers & the game board are heavy cardboard with good artwork, and while nothing fancy, the plastic cubes & various other markers are bright and acceptable for what they are. Even the instructions are heavy duty, look great, and are easy to follow. Once you know how the game is setup, you can do so fairly quickly, and it looks great on the table. While appearing complicated, the rules are super simple to follow. After only a couple games, the only thing I need to refer back to the manual for is endgame scoring. The expansive card roster creates countless hand combos, and so far every game has felt like a new strategy. Speaking of strategy, you will need it to beat the solo variant of the game. That's not a bad thing... the AI in this game is very well done. In fact, I like the solo variant equally as well as against a second person. ----- The Bad: Until you get really familiar with the different characters and colors (castes), you'll spend a good deal of time reading the different abilities and post-game actions of cards. This can lead to a bit of analysis paralysis for some as they try to determine what their best option is. As with any game relying on card draws, randomness & luck will play a part. You could start off the game with a great hand and not need much hand management, or you may feel like your whole game is just trying to get two cards that really work well together. A large majority of your end-game points come from your hand totals, so that can make games seem really one sided at times. However, there are other options to score significant points, so you may need to shift your focus. While the game looks great, it's also a huge box for what it contains. I'm not sure if they used the same box for the collector's edition (which has card holders and maybe some other extras), but I feel like the box could have been half the size and held the components just as well. ----- The Indifferent: When it comes to the theme, you can take it or leave it. Since I'm reading & enjoying the books, I love seeing the different characters and how they synergize (good or bad) with other characters. However, at the end of the game, I'm going to base my hand purely on how the cards combo and score points, regardless of who I assemble my "team" from. On the flip side, my wife has had no problems playing & enjoying the game with zero knowledge of the books. So while I'm sure fans of the Red Rising series will get a bigger kick out of the theme, it can be played equally well by non-fans. It's fairly light-weight, plays quickly, and just enough strategy to keep things interesting without bogging it down. You'll have to decide if that's for you. ----- Overall I am really enjoying this game. It has enough strategy that when you put together a great hand combo, it feels really good, but it doesn't turn the game into a slog. I also really, really enjoy the solo mode of this game. Whether playing the AI, or other players, every game seems to necessitate a different strategy. Just one more game...
M**E
Being something of a fan of book series and a board gamer I couldn't, not purchase this. The basic aim of the game is to end the game with a solid 'point' scoring hand of cards to beat your opponents scoring hand. The cards themselves are all coloured around specific 'castes' (Golds are the leaders, Reds miners/underdogs, Obsidian's assassins', blue fleet commanders and so on.) The components themselves are very high quality and Stonemaier have been very generous with baggies to help keep things organised in the box. Set up time is quick and learning the game is pretty straight forward as you only do one of 2 actions on your turn - Lead or Scout, then its on to the next player. The rules I felt are very straight forward and only encompass 5 or 6 pages. My main advice for the game is try not to get too bogged down over analysing all the different point scoring methods with your hand and options that become available during the game. In my first game I decided early on I was going to go for a strategy for having a combination of Reds, Pinks and Obsidians in my hand by the end of the game. Whilst it was tempting to switch up my strategy based on cards on the table, my original plan worked and took me to a comfortable win despite thinking it was the wrong plan mid way through. I would really stress this to people who may suffer from analysis paralysis and really bog the game down trying to calculate their end game score constantly in advance. You can do things to mess around with other peoples hands by giving them extra or banishing cards but its not quite as obnoxious as other games. You'll also want to keep an eye on the colours other people are picking up and perhaps make plays to deny them. Very much looking forward to play it again, and definitely something you'll learn new strategies for, the more you play! Small edit - the reviewer below giving this 1 star - the images have only ever been of the standard version and what was delivered to me. No where in the title or description does it say collectors edition.
D**.
Juego muy rejugable que sé que ha mucha gente le importa la rejugabilidad antes de comprarse un juego de mesa. Administración de mano y de mucho pensar como desarrollar tus combos para hacer jugadas fuertes, es difícil ver todo el mazo en una partida a dos, pero si le ponen ganitas casi se logra. Luce más a tres o cuatro, pero a dos se puede hacer más ágil.
Trustpilot
2 weeks ago
2 weeks ago