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Trotsky Puppet Witnesses the Fall of Red Russia
Cover of Red Russia
Siberian move.
Red Russia: The Russian Civil War  1918-1921

Red Russia: The Russian Civil War 1918-1921 (2008)

Players
2–4
Best: 3, 4
Playing time
240–240 min
Age
14+
6.24
Average rating
52
Ratings
3.00/5
Weight
#23392
BGG rank
Outside top 5,000
Designer:William Sariego
Artist:Beth Donahue
Publisher:Avalanche Press Ltd.
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 6, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity6.0
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

PoliticalWargameCivil WarVariable Player PowersArea MovementSimulationDice Rolling

Overview

As the Avalanche Press website explains, Red Russia uses a similar system to Soldier Kings: The Seven Years War Worldwide in simulating the Russian Civil War. Players represent up to four factions: the Reds (Communists), Siberian Whites (monarchists), Southern Whites, or Northern Whites. Each turn represents three months, and the game begins in Summer of 1918 and concludes, should one player not win outright, in the Spring 1921 turn. This 3-4 hour game thus lasts a maximum of twelve turns.

Players command infantry and cavalry armies, and for some factions fleets and aircraft. Leaders assist these units in movement and combat over land areas and sea zones. Each land area is rated for the amount of money and manpower it generates each turn. Manpower represents not just fresh recruits for armies, but also the things made with human labor: food, uniforms, weapons and so on. Factions thus use manpower to rebuild forces, and money to finance their actions. Combat is conducted by rolling dice, one for each attack factor, with hits reducing them in strength or eliminating them outright. A good general lets you roll more dice. Each area is also rated for its garrison strength; to capture it, you have to defeat the garrison troops through siege (in addition to driving off any enemy armies there).

Finally, to keep the game from becoming too "Risk"-like, players can play various event cards. Having the ability to fight through adversity makes one a powerful adversary in Red Russia.

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