In The Red Cathedral, players are transported back to the mid-15th century, tasked with constructing the iconic St. Basil’s Cathedral in Moscow under the reign of Tsar Ivan the Terrible. Designed by Sheila Santos and Israel Cendrero and published by Devir, this game offers a rich blend of strategy, resource management, and competitive play. Over several sessions with different groups, we delved deep into the mechanics and thematic elements of this engaging eurogame.
Imagine standing in the bustling heart of medieval Moscow, surrounded by the clamor of builders, the scent of fresh-cut timber, and the gleam of precious gems. As architects under the watchful eye of Ivan the Terrible, each player must navigate the intricate web of guilds, resources, and influence to construct their sections of the cathedral. The goal? To earn more favor from the Tsar than your rivals and secure your place in history.
The game unfolds over approximately 80 minutes, suitable for 1-4 players aged 10 and up. It’s a race against time and your fellow builders to see who can contribute most to this architectural marvel. With each turn, you’ll claim sections of the cathedral, gather vital resources from a dynamic market board, and strategically build or decorate your claimed sections to earn recognition and prestige points. Whether you’re a experienced gamer looking for a new challenge or a novice to explore eurogames, The Red Cathedral offers a rich tapestry of decisions and interactions that will keep you coming back for more.
Components and Setup
The Red Cathedral impresses right out of the box. Its high-quality components and thoughtful design contribute significantly to the game experience. We were impressed by the number of components they fit in the box because it is a little small. Each element is crafted to enhance the game’s thematic and strategic aspects.
Components
Market Board: The central market board is beautifully illustrated and divided into four quadrants representing the seasons—Spring, Summer, Autumn, and Winter. This board is not just a backdrop; it’s integral to gameplay as it houses resource tiles and influences actions based on dice movements.
Cathedral Cards: These cards are divided into three types—bases, middle sections, and domes—each depicting a part of St. Basil’s Cathedral. The artwork on these cards is detailed, capturing the architectural beauty of the cathedral while clearly displaying the resources required for construction.
Resource Tiles: These tiles represent various building materials like stone, gold, bricks, wood, and precious gems (purple and green). They are placed on the market board and are essential for constructing cathedral sections. The tiles are sturdy and feature vibrant illustrations that make identifying resources easy.
Dice: The game includes five colorful dice (one each in red, blue, yellow, green, and white). These dice drive the resource acquisition mechanic and add a layer of unpredictability to the game. Each die’s movement around the market board determines which resources players can collect.
Player Components: Each player receives a personal workshop board where they manage their resources and workshop tiles. The boards are double-sided, offering a basic side for beginners and an advanced side for more experienced players. Players also get wooden banners in their chosen color to claim cathedral sections and mark their progress on the score track.
Workshop Tiles: These tiles are acquired when players claim cathedral sections. They can be placed on the player’s workshop board to provide ongoing benefits whenever specific dice are moved on the market board. The tiles add strategic depth by allowing players to tailor their resource acquisition strategies.
Ornamentations: Representing doors, arches, and crosses, these pieces can be added to completed cathedral sections for additional prestige points. They are intricately designed to fit seamlessly with the aesthetic of the cathedral cards.
Score Markers: Shaped like double-headed eagles, these markers track players’ recognition and prestige points around the edge of the market board. They add a thematic touch that ties back to the historical setting of Russia.
Rubles: Represented by cardboard tokens, rubles are used as currency within the game for various actions such as moving dice additional spaces or paying for workshop tile placement.
Influence Cards: There are four sets of influence cards corresponding to different guilds—the Craftsmen’s Guild, Teamsters’ Guild, Merchants’ Guild, and Clergy. These cards offer special actions that players can perform when they move dice into specific quadrants of the market board.
Building Plan Cards: These cards dictate how many base, middle section, and dome cards will be used in each game setup, ensuring variability in each playthrough.
Setup
Setting up The Red Cathedral involves several steps that ensure each game begins with a unique configuration:
- First, place the market board in the center of your playing area with enough space around it for players’ personal workshop boards and other components. Shuffle and place one resource tile face-up in each of the eight spaces on the market board.
- Next, shuffle the cathedral cards into three separate decks based on their type—bases, middle sections, and domes. Draw a building plan card that matches your player count (1-4) to determine how many bases, middle section, and dome cards will be used in this game. Arrange these cards in columns according to the building plan card on one side of the market board to form your cathedral construction site.
- Each player then chooses a color and takes their corresponding components: a personal workshop board (basic or advanced side up), four banners (with two more kept aside for later use), four ornamentations (one door, two arches, one cross), a score marker placed on ‘2’ on the scoring track around the market board with its ‘+40’ side facing down, and starting rubles (3 for first player; 4 for second and third players; 5 for fourth player).
- Shuffle all workshop tiles face-down and place one randomly on each cathedral card at the construction site; any leftover tiles go back into the box if playing with fewer than three players (remove those marked with ‘+’).
- Finally, shuffle each set of influence cards separately (Craftsmen’s Guild, Teamsters’ Guild, Merchants’ Guild, Clergy) and place one card from each set face-up in their designated spaces on the market board quadrants.
With all components in place—market tiles ready for resource gathering; cathedral sections awaiting construction; influence cards offering strategic opportunities—the stage is set for an exciting session of The Red Cathedral. Players can now dive into their roles as architects vying for Tsar Ivan’s favor through meticulous planning, resource management prowess, and timely execution!
The full board game setup should look something like the image below.
Gameplay Mechanics of The Red Cathedral
The Red Cathedral is a masterclass in strategic depth and resource management, wrapped in a thematic experience that transports players to the heart of medieval Moscow. The game revolves around three core actions—claiming sections of the cathedral, building these sections using resources, and acquiring resources from the market. However, it’s the nuanced interplay between these actions and the strategic decisions they entail that make The Red Cathedral a standout in the eurogame genre.
Claiming Sections – Laying Your Foundations
Claiming sections of the cathedral is your first step toward earning Tsar Ivan’s favor. Each player has a set of banners that they use to stake their claim on various parts of the cathedral. This action is more than just a land grab; it’s a strategic decision that impacts your resource management and future building plans.
When you claim a section, you place one of your banners on an available cathedral card. Availability determines whether the card is a base or directly above another claimed card. This vertical construction mechanic adds layers of strategy as players must think ahead about which sections will be accessible later.
Each claimed section has a workshop tile that can be placed on your personal workshop board. These tiles offer ongoing benefits whenever specific dice are moved on the market board, making them crucial for optimizing your resource acquisition strategy. Deciding where to place these tiles—whether to pay rubles to activate their benefits or leave them inactive—adds another layer of tactical planning.
Building Sections – Constructing Your Masterpiece
Building sections of the cathedral is where your resource management skills come into play. Each section requires specific materials like stone, gold, bricks, precious gems, and wood, which you must deliver from your inventory. You can deliver up to three materials per turn, allowing for incremental progress or rapid completion if you’ve stockpiled enough resources.
Completing a section rewards you with recognition points and rubles. Recognition points move you along the scoring track, while rubles are essential for various in-game actions like moving dice additional spaces or paying for workshop tile placement.
One of the unique aspects of building in The Red Cathedral is the penalty system for unfinished sections. If another player completes a section above the one you’ve claimed but hasn’t finished yet, you lose recognition points equal to the number of completed sections above yours. This mechanic is very similar to the board game Imhotep where players are tasked of delivering stones, and this mechanism adds a competitive edge as players race to complete their sections and potentially penalize others.
The heart of The Red Cathedral lies in its innovative market mechanic driven by dice movement. At the start of each turn, players choose one die from those available on the market board and move it a number of spaces equal to its current value. The space where the die lands determines which resources you can collect, multiplied by the number of dice present in that space.
This rondel mechanic introduces an element of unpredictability and strategic planning. Players must decide which die to move and how to position themselves for future turns. Additionally, if you move the white die or your own color’s die, you can spend rubles to move it to extra spaces, adding flexibility and tactical depth.
Influence Actions – Harnessing Guild Power
Influence actions are critical for gaining an edge over your rivals. Each guild card offers two actions—one with an immediate benefit (marked with a lightning icon) and another that can be used multiple times (marked with an infinity icon). For example:
- Craftsmen’s Guild might allow you to exchange common materials for more expensive ones.
- Teamsters’ Guild could provide rubles or enable material deliveries.
- Merchants’ Guild often involves trading resources for rubles or other materials.
- Clergy typically offers ways to gain recognition points or buy prestige.
Strategically leveraging these influence actions can significantly boost your efficiency and resource management capabilities.
Workshop Tiles – Enhancing Your Strategy
Workshop tiles acquired when claiming cathedral sections are pivotal in your overall strategy. These tiles are placed on your personal workshop board and activated whenever corresponding dice are moved on the market board. Benefits vary from gaining extra resources to performing additional influence actions.
Choosing where to place these tiles can significantly impact your gameplay. Usually players tend to go for their colored die since they can move that die extra steps by paying rubles thus having more flexibility on where it lands. The white die is also favored since everyone can move the white die by the same effect.
Ornamentations – Adding Finishing Touches
Once a section of the cathedral is completed, players can add ornamentations like doors, arches, and crosses. These additions enhance the visual appeal of your construction and grant prestige points immediately upon placement and during final scoring. The timing on when to build them is very crucial because donating green or purple gem or both gives you one or three prestige.
Endgame and Scoring – The Final Tally
The game ends when any player completes their sixth cathedral section, triggering final scoring after each player has one last turn. In addition to points earned during gameplay, players score additional prestige points based on their contributions to each tower (completed sections plus ornamentations) and remaining materials/rubles.
Final scoring involves calculating contributions across all towers:
- Players with the most banners/ornamentations in each tower receive full points for that tower.
- Second-place contributors receive half points.
- Third-place contributors receive half of what second place earned (rounded down).
This tiered scoring system ensures that every contribution counts while rewarding those who strategically invested in key areas.
A Unique Twist in Resource Management
One of the most interesting aspects of The Red Cathedral is its innovative dice movement mechanic, adding a refreshing twist to resource management. Unlike traditional games where you simply collect resources, here you engage in a strategic dance with dice.
Imagine a blend of Finca and Tzolk’in: The Mayan Calendar,” but with a dash of unpredictability. Each turn, you choose one die from the market board and move it a number of spaces equal to its value. Where it lands determines your resources, multiplied by the number of dice in that space.
This isn’t just about collecting resources; it’s about planning ahead and outmaneuvering opponents. Do you move the white die and spend rubles to land on a lucrative tile? Or play it safe for guaranteed gains? The influence actions tied to each quadrant add another layer of strategy, making every turn a tactical decision.
This dynamic dice dance ensures no two turns are the same, keeping players engaged and invested. It’s this interplay of strategy and chance that makes The Red Cathedral not just a game, but an experience, a beautifully orchestrated ballet of dice and decisions!
Our Final Thoughts: A Masterpiece Worth Building
After countless hours spent constructing, strategizing, and competing within the world of The Red Cathedral, we can confidently say this game is an absolute gem. The intricate blend of resource management, strategic planning, and competitive play creates an experience that is both deeply satisfying and highly engaging.
One particularly thrilling session saw Alice racing to complete base sections while Bob methodically built his way up the cathedral, penalizing Alice at every turn for her unfinished work. This dynamic created palpable tension, with each player constantly adapting their strategy.
What sets The Red Cathedral apart is its balance between accessibility and strategic depth. The straightforward rules make it easy for newcomers, yet the layers of strategy ensure gamers will find plenty to enjoy. The unique dice movement mechanic keeps each turn fresh and unpredictable.
We wholeheartedly recommend The Red Cathedral for anyone looking for a rich, strategic gaming experience. It’s perfect for game nights with friends or families seeking a game that combines historical themes with engaging mechanics. The robust solo mode also offers a challenging AI opponent.
Sheila Santos and Israel Cendrero have crafted a masterpiece that blends thematic elements with solid mechanics. Their attention to detail is evident in every aspect of the game.
What We Like
- Strategic Depth: The game offers a rich blend of resource management, strategic planning, and competitive play.
- Innovative Mechanics: The dice movement mechanic adds a unique twist, keeping each turn fresh and engaging.
- Accessibility: Straightforward rules make it easy for newcomers to learn, while the depth ensures experienced gamers remain challenged.
- High-Quality Components: Beautifully illustrated cards and sturdy components enhance the thematic experience.
What We Don’t Like
- Setup Time: The initial setup can be a bit lengthy, especially for new players.
- Potential for Analysis Paralysis: The depth of strategy and many options may lead to longer decision times, which could slow down gameplay.
- Penalties for Unfinished Sections: While it adds tension, the penalty system might feel harsh to some players who fall behind. It is the only take that mechanic in the game.
In conclusion, The Red Cathedral is more than just a board game. It’s an experience that brings people together through shared challenges and triumphs. Its blend of strategic depth and interactive mechanics make it a must-have for any board game enthusiast’s collection. It is a small box game with a strong theme flavor and strategy.