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Die Rote Kralle box art
2018 Ranked #18,006

Die Rote Kralle

A damage-avoidance card game has compromised agents move counteragents through colored rows and seek the fewest tracking points. Winning a row often gives unwanted damage, so collecting cards becomes a tense exercise in losing strategically.

Card Game Spies/Secret Agents Hand Management

Players

2-4

Play time

20-30 min

Age

8+

Complexity

2/5

Rating

6.05

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.7/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

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How it plays

How does it play?

In The Red Claw, players are agents who have been compromised and must now flee. Every player is on their own and does not care about the fate of the others...

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In The Red Claw, players are agents who have been compromised and must now flee. Every player is on their own and does not care about the fate of the others... The idea is based on a real situation in the 1970s when high class Stasi Agent Werner Stiller fled from East Germany towards FRG. When he left GDR, he took many classified documents with him that compromised hundreds of Stasi Agents deployed in West Germany. They immediately had to flee to avoid being captured. However the game does not adopt this scenery 100%, so players will not play Stasi Agents. At its core, The Red Claw is a damage avoidance game. Cards are put on the table in four rows of different colors. At their end are two tokens, usually with tracking (damage) points, and on the other end are the counteragents... In turn order, players play one of the cards in their hands. It contains two symbols. The Counter Agent of each corresponding row moves one card tile per symbol. All cards it touches go into the active player's hand. If a row is empty, the tokens at its end are scored. Whoever possesses more cards of the corresponding color "wins" the token and gets it. (Actually players usually want to avoid winning these tokens.) In case of a tie, the player with cards with the higher number gets it. This player then puts its cards of the corresponding color on the discard pile. Now the same procedure is done again for the second token. The discard pile of this color is shuffled and players buld a a new row from it and reveal new tokens. The game ends if one player has a certain number of tracking points. Points get counted, and whoever has the least wins the game.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
3–4
Play time
20–30 min
Age
8+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Antoine Noblet

Artists

2
Ronny Libor Gyula Pozsgay

Publishers

1
Corax Games

Linked items

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