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Edición en inglés.
“200 years of Earth rule. 200 years of being told what to do by people on some distant blue orb in the sky. A pampered planet populated by soft people. Earth politicians playing golf on a sunny day, while sipping French champagne and eating grapes, dare to tell us how to live? They don’t know us, because they are not us! We are the sons and daughters of Mars! The children of the red planet! We were born in the red dust and we say no more to Earther rule!”
- Aroha Thompson, Red Dust spokesperson and Mining Union organizer.
It is 2250 and the bicentennial celebrations of the first human colony on Mars are about to begin. 200 years of human achievement, but also 200 years of hardship. Mars is an unforgiving world, a barren wasteland on the surface, therefore the people live in vast underground cities known as labyrinths.
Over the years, the people of Mars have formed their own culture and identity and want more say in their own rule. To many, Earth is a remote world with too much control over Martian affairs. Furthermore, Earth’s corporations have too much power over life and death. Some long for a green Mars, covered in oceans and life. While others recoil at the idea that humanity will destroy the climate of another planet.
Red Dust Rebellion is volume XII of GMT's acclaimed COIN Series, and tells the story of the Martian revolts of the 2250s and the rise of Martian nationalism.
Unique features of Red Dust Rebellion
· A hostile world – Dust storms will appear and block access to different regions for extended periods of time. Fighting in the densely-populated labyrinths can end up damaging life-giving infrastructure. And the vast surface of the planet means forces can just disappear in the dust.
· The unpredictable raiders – The CR does not use Resources or appear on the standard order of activation. Instead, they use a new system to the COIN series that allows them to interject and decide when they wish to act, allowing for less frequent but sudden moves.
· The Aldrin Cycler – Earth is a long way from Mars. Many COIN supplies and replacements will take a long time to get from Earth to Mars, forcing those factions to plan for the long term.
· Multiple battlefields – Red Dust Rebellion takes place across 3 major theaters on Mars: The Noctis Labyrinthus, The Hellas Basin, and Arabia Terra. Between these areas is the vast wilderness of Mars, largely unpopulated with barren wastes as vast as the total landmass of Earth.
· Satellite warfare – The COIN forces control a network of surveillance satellites, but there are rumors that some are equipped with mass drivers and orbital assault pods as well.
· Everything is connected – All of the major cities on Mars are connected by spaceports. If you control both locations, you can freely move forces back and forth, allowing for sudden changes in the complexion of each theatre.
· The Earth Governments (EG) form a 5th faction that maintains elite forces and an extensive satellite network. Control of the EG forces changes between the MG and CORP based on how much Earth trusts the Martian government to manage the rebellion.
Components
One 22" x 34" Mounted Game Board
93 Playing Cards
24 Tarot-sized Non-player Cards
162 Wooden Pieces
12 Pawns
Two Full-color Countersheets
Five 8.5" x 5.5" Double-sided, Full-color Cardstock Player Mats
Two 8.5" x 11" Double-sided, Full-color Player Aids
Four 11" x 17" Full-color Player Aid Foldouts
Two 8.5" x 11" Double-sided, Full-color Non-player Aids
One 11" x 17" Full-color Non-player Aid Foldout
Four 6-sided Dice
One Rulebook
One Non-player Rulebook
One Background Playbook