Fantasy Flight Games Red November: A Frantic Game of Survival on a Gnomish Submarine
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| Brand | Fantasy Flight Games |
| Age Range (Description) | Adult |
| Material | Plastic |
| Number of Players | 3-8 |
| Educational Objective | Science |
About this item
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- Cooperative mayhem on a gnomish submarine
- Includes plastic gnome miniatures
- Playing Time: 1 - 2 hrs
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Product information
| Product Dimensions | 4 x 1.5 x 7.5 inches |
|---|---|
| Item Weight | 2 pounds |
| ASIN | 1589944348 |
| Item model number | SL02 |
| Manufacturer recommended age | 12 years and up |
| Best Sellers Rank | #1,018,004 in Toys & Games (See Top 100 in Toys & Games) #32,127 in Board Games (Toys & Games) |
| Customer Reviews |
4.8 out of 5 stars |
| Is Discontinued By Manufacturer | Yes |
| Language | English |
| Manufacturer | Fantasy Flight Pub Inc |
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Product Description
From the Manufacturer
Bad times have hit the experimental gnomish submarine Red November. The sub has gone crazy, and everything's going wrong at once. Fires are burning, the sub is leaking, and critical systems keep failing. Help is on the way, but the gnomish sailors must hold out until the rescuers arrive. Red November, an original game by Bruno Faidutti and Jef Gontier, is a cooperative race against the clock. With every passing minute, something goes wrong. Can you make it until help arrives?
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The theme of the game is fun, and doesn't feel excessively heavy. The gameplay time is fairly short (30-45 minutes). When your gnome dies it doesn't feel like a huge deal since you can still advise others on how they ought to take their turn. And there is even an option to just abandon your friends on the ship and quit playing (If you do the game flips from co-op to competitive, and you win if they all perish. Also, you can go get a Coke and say demoralizing things while they struggle.)
This game that somehow misses the mark on really fun gameplay. Possibly because there are too many bits and pieces, or maybe because everything is so small--neither the small cardboard item tokens nor the board are quite big enough--I felt highly focused and yet still a little overwhelmed playing RN. There could be half as many items, they ought to be printed on cards instead of being .5 x .5 inch squares, and the dice-rolling could be echewed entirely by printing dice-numbers on the disaster cards you draw each turn. I often found myself looking the bits-and-pieces up on the cheat-sheet a lot and not making much eye contact with other players. For a game that is supposed to be cooperative, this strikes me as a drawback. I hear there is an edition with a larger board. I'd recommend it if you can find it.
All in all the game has a really interesting idea, and it's fun for a few plays. It isn't going to be your next group favorite, but it's so close that it might be worth it to hack a little, make-up/fill in some rules, and present your friends with a v2.0 ("Red December"?).
We have family game night 2x a week with 2 adults and a 13yo. I was looking for a cooperative game to play. The only other true cooperative we have is Castle Panic , which is also a great game.
Let me point out that this game takes place aboard a gnome submarine therefore everything about the game is small - including the board, the cards, and the pieces.
At first the game was so boring, my eyes were glazing over while I listened to the rules being read aloud as we tried to play. However after a few rounds the rules just clicked.
The game play was fairly quick. It took us about 30-40 minutes to play, including trying to learn the rules.
We laughed so hard that we could barely draw new cards. Several parts of our submarine caught on fire, we dealt with a few floods, and one of our players became a drunken, staggering gnome as we desperately tried to find him a cup of coffee as an antidote. Some people might be offended at the fact that the gnomes drink beer, but it isn't really the focus of the game. The gnomes have 4 hit-points (lives/health points) and each beer they drink takes 1 away from their points. If he has a beer, drinking it gives the gnome an advantage to repair certain "problems" that arise throughout the game. Besides, it made the storyline very funny.
We did escape the submarine and win, but only barely.
We'll definitely pull this one out again next time. Thank you Mitchell in VA for reviewing the game!
So, the story is that you are a bunch of Gnomes on a doomed submarine, the Red November. You are being pursued by the Kraken and everything is failing. The crew will be rescued when 60 minutes passes, but you have to work together to survive that long. Each player tries to avert disasters by attempting repairs or other actions, which take time. Gameplay passes, not in a typical clockwise fashion, but to the player whose gnome's time counter is furthest back on the time track. The designers really do an excellent job of making you feel you are working against the clock.
In short, the game is great. I highly recommend this if you are in the mood for a light, fast and chaotic good time.













