Designer: Bruno Faidutti

You and your fellow players play gnomes on a Submarine that has seen better days. You will need to work together to deal with fires, floods and potentially a Kraken, as well as what is frankly quite rampant alcoholism.

Red November is a messy game and has a lot of rough edges, but is in general very silly fun in a small package. That being said, I’ve played this several times and I don’t believe we’ve ever won.

Key Mechanic: Time-based actions. Different actions your dwarf can take take variable amounts of time. If you take a long action, you’ll move your counter way up on the timeline, and you won’t go again until everyone else passes you. Players taking quick actions may be able to take several in a row. It’s a neat mechanic that helps put a large cost on big, impactful actions, and one I’ve seen pop up in a couple other games since (such as Alexandria).

Bonus Key Mechanic: Screw you, I’m outta here! Pretty sure the crew is going to die? Well, if they do but you manage to escape through an airlock (and past any lurking Krakens) you win! I should note that the mere existence of this mechanic is probably the reason that my group never wins.

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(Photo Credit: FTL Wiki)