Reds!
Overview
Reds! The Russian Civil War, 1918-1921 is a two-player grand strategic wargame published by GMT Games, designed by Ted Raicer. The game covers the dramatic events from August 1918 to the start of 1921. One player commands the Red (Bolshevik) forces organized by Leon Trotsky, while the other controls the diverse White factions, Nationalists, Anarchists, Allied Intervention Forces, Czech Legion, and Polish armies. The game features a chit-pull activation system that creates unpredictable turn sequences and models the chaotic nature of the civil war.
Components
- 1 22x34” game map (Warsaw to Omsk, Murmansk to Tashkent)
- 1 Sheet of 240 die-cut counters
- 2 Player aid cards
- 1 Rulebook
- 1 Die
Setup
- Place the map on the table.
- Sort counters by side (Red vs. White/other factions).
- Place units in their starting positions per the scenario setup chart.
- Place activation chits in the draw cup.
- Set up random event markers.
- Determine the scenario and any special setup instructions.
Turn Structure
Each game turn represents approximately 2 months and follows this sequence:
- Random Events Phase: Draw random event chits for both sides; apply effects immediately.
- Activation Phase (Chit Pull): Draw activation chits one at a time from a cup. Each chit activates a specific front command (Red) or White faction:
- When a Red chit is drawn, that Red Front’s armies may move and attack.
- When a White faction chit is drawn, that faction’s units may move and attack.
- Logistics Phase (randomly determined in sequence): Rally disrupted units and attrition unsupplied units.
- Reinforcement Phase: Both sides receive and place reinforcements per the schedule.
- Victory Check: Check if victory conditions are met.
Actions
- Movement: Units move between hexes using movement points. Rail movement allows faster travel along rail lines.
- Combat: Attack adjacent enemy units. Resolve using combat strength ratios and die rolls.
- Rally: During Logistics, attempt to recover disrupted units.
- Supply Check: Trace supply lines from units to supply sources. Unsupplied units suffer attrition.
- Reinforcements: Place new units on the map per the reinforcement schedule.
Key Unit Types
- Red Armies: 16 numbered Red Armies (the core of Bolshevik power)
- Red Cavalry: Two powerful cavalry armies
- Latvian Rifles: Elite Red division
- White Factions: Denikin’s Whites, Kolchak’s Siberians, Yudenich’s Northwestern forces, Wrangel’s Crimean army
- Other Forces: Anarchists (Makhno), Czech Legion, Polish armies, Allied Intervention forces, armored trains, naval/river flotillas
Scoring / Victory Conditions
- Red Victory: Control key cities and eliminate major White threats by the end of the game.
- White Victory: Capture Moscow or Petrograd, or prevent the Reds from achieving their victory conditions.
- Automatic Victory: Either side may win immediately if they achieve overwhelming military success.
- Specific VP thresholds depend on the scenario.
Special Rules & Edge Cases
- Chit Pull Activation: The random draw order means neither player knows which front will activate next, modeling the uncoordinated nature of the civil war.
- Trotsky’s Red Train: Trotsky’s special unit can be committed to boost Red combat effectiveness in critical battles.
- Multiple White Factions: Each White faction activates independently, reflecting their historical inability to coordinate.
- Armored Trains: Provide combat bonuses along rail lines.
- Naval/River Flotillas: Control waterways and provide bombardment support.
- Polish Intervention: Polish armies enter the war at a specific point, creating a new front.
- Attrition and Supply: Units out of supply are reduced or eliminated during the Logistics phase.
- Random Events: Both sides have separate random event tables that introduce historical occurrences.
Player Reference
Chit Pull Sequence: Draw chit -> Activate that front/faction -> Move and attack with those units -> Draw next chit -> Repeat until all chits drawn
Red Fronts: Northern, Eastern, Southern, Western, Turkestan, Caucasus
Key Leaders: Trotsky (Red), Denikin, Kolchak, Wrangel, Yudenich (White)
Victory: Reds need city control; Whites need Moscow/Petrograd or denial of Red objectives