Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Command an asymmetric faction through a Martian revolution where politics, insurgency, and orbital power collide.
Core mechanisms
Key systems that shape the decisions players make.
Campaign Card Play
Play cards to command conflicts and carry consequences through a campaign.
Area Majority
Compete to have the strongest presence in areas that award control or points.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Events
Triggered events alter the shared state, rules, or available choices.
Read the full game description
Red Dust Rebellion carries the COIN Series to Mars in 2250, where four asymmetric factions contest the future of a divided colony. The Martian Government tries to preserve legitimacy, corporations defend profitable infrastructure, the Red Dust Movement organizes nationalism and revolt, and the Church of the Reclaimer resists terraforming and mass settlement. Event cards determine initiative and create hard choices between executing operations, using special activities, or passing for resources. The map links populated sectors, deserts, off-world spaces, and an orbital battlefield, while the Aldrin Cycler makes Earth support arrive on a delayed schedule. Dust storms, satellites, spaceports, campaigns, protests, and Earth Government intervention expand the familiar insurgency framework into several connected domains. Competitive scenarios support two to four players, and a card-driven Curiosity non-player system runs absent factions for solo or smaller groups.