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Red North box art

Red North

Game ID: GID0452234
Game Info
Year
2025
Players
2-4
Age
14+
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Combative game of hidden information and bluffing where leaders of raiding parties battle for control of outposts with eight unique Norse Gods

Description

Combative game of hidden information and bluffing where leaders of raiding parties battle for control of outposts with eight unique Norse Gods

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video Vq4Y03X_RCM Review at 0:00 sentiment: positive
video_pk 67528 · mention_pk 163650
Red North video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A favorite small box strategy game
  • Good for players who like to outsmart opponents
  • Full of intrigue
  • Plays in 30 minutes or less
Cons
none
Thematic elements
  • raiding
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players compete to win outposts by having the most strength in a particular color.
  • Card deployment — Players deploy cards as a raiding party from their hand.
  • hand management — Players select three cards from their hand to play face down, with options to reinforce or add glory tokens.
  • Hand refill — Passing allows players to take muster groups to get more cards for the next round.
  • set collection — Players attempt to capture outposts by playing cards with strength.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you're looking for a small box strategy game, Red North is one of my favorite ones of the year.
  • I love that this game is full of intrigue.
  • This is a great little strategy game that plays in 30 minutes or less.
References (from this video)
No references stored for this video.
Video EgR1lXQpbtc Rules Teach at 0:19 sentiment: positive
video_pk 66056 · mention_pk 160561
Red North video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Small box card game that takes about 30 minutes to play
  • Filler zone length but still strategic and decision-rich
  • Theming with raiding and outpost construction is exciting
  • Interactive and intertwined card interactions between players
  • Multiple viable strategies and good replayability with different counts
  • Yals add dynamic shifts in game state
  • Travel-friendly design; small box with compactable elements
Cons
  • Beginning strategy is not immediately apparent and becomes clearer with play
  • Not strictly compact in physical size; some ambiguity around box compactness
Thematic elements
  • Raid-based conquest with outposts; strategic card play
  • Viking-themed raiding and outpost control
  • card-driven, with god powers and muster groups
Comparison games
  • Elaine Battlers
Mechanics (from transcript analysis)
  • Deployment (raiding party formation) — Each round, players simultaneously choose three cards from their hand and place them face down to form the raiding party; positions cannot be changed in the next phase unless actions allow.
  • inspire — Place one glory token on a face up raider or hero card in your party. Each token adds one raid point to the card.
  • Invoke (god cards) — In the third round, you may use the power of the god card by discarding the god card; god cards provide various powers and are chosen as part of muster groups when you pass.
  • Outposts and color control — Outposts provide scoring/first-player/tiebreaker effects; colors inform specific end-of-round/round-end scoring rules.
  • Passing / Muster groups — After all players have finished actions, you pass by taking a muster group into your hand; passing may involve choosing God cards or other cards.
  • promote — You can only take this action if you control the blue outpost and have the champion token; you place a champion token on a face up card you have, which adds plus two raid points to each adjacent raider or hero card.
  • reinforce — Turn one face-down card face up and then add one card from your hand to either end of your party.
  • Scoring / Raid points — Raid points are calculated for each outpost; yals boost the raid points of adjacent cards and glory tokens add one point per token on the card.
  • withdraw — Return any face-up card from your raiding party to your hand; if this creates a gap, you slide the cards together to close the gap.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Red North is a two to four player game designed by James Dickinson and published by Mighty Boards.
  • The yals can switch your game entirely, especially if positioned correctly.
  • It's a small box card game that takes about 30 minutes to play.
  • You can win by one point.
  • The cards you collect, the cards you collect from the middle when you pass, the god powers that you have, everything intertwines.
  • All in all, it is a very interactive game between you and other players.
  • I think Red North is a perfect example of a game you should check out.
  • The yals are fun.
References (from this video)
No references stored for this video.
Video MqjPbssI7c8 Grant's GameRex Top 10 List at 20:35 sentiment: positive
video_pk 32670 · mention_pk 96750
Grant's GameRex - Red North video thumbnail
Click to watch at 20:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong tension and bluffing dynamics
  • Smart decision-making under pressure
Cons
  • Can be fiddly for new players
Thematic elements
  • Bluffing and outpost ownership for points
  • Outpost-themed conflict with suit-based control
  • Tense, strategic, competitive
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Outposts grant future abilities and points; muster groups influence card influx.
  • area_control / outposts — Outposts grant future abilities and points; muster groups influence card influx.
  • Betting and bluffing — Decide when to pass and how to adapt strategy based on hidden information.
  • bluffing / tension — Decide when to pass and how to adapt strategy based on hidden information.
  • flip_and_play / face-down cards — Play cards face down with values and suits, then flip to reveal.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are essentially all the smallbox games I really enjoyed this year that are not card games.
  • these are, you know, they might be dice games. They might be uh dexterity games.
  • Tricky Kids is a unique and interesting trick taking card game where you set the number on the cards you are playing.
  • we are together trying to pick up this drone and moving it and then oh everything topples and everybody laughs
  • There is no right or wrong answer.
  • This is probably the most divisive game on this list.
  • the components are coasters
  • the end of the game when the deck runs out creates tension
  • Neco Syndicate is a really thinky smallbox game.
  • My Favorite Things is a great party game, smallbox game.
References (from this video)
No references stored for this video.
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