We review Cyberpunk Red: Combat Zone, a great looking skirmish game published by Monster Fight Club. In Cyberpunk Red: Combat Zone, players fighting on the streets of Night city.
Despite its rocky launch, once I got around to playing Cyberpunk 2077 on my PS5, I really enjoyed it. And I’m already itching to try the new Phantom Liberty expansion. I’ve always been a big Cyberpunk fan, so I’m constantly looking for a new board game in this genre. There actually seems to be a bit of a void for great Cyberpunk board games. Outside of the amazing Netrunner game, gamers don’t have a whole lot to hack into.
Hoping to change that is publisher Monster Fight Club who has a new tabletop skirmish game called Cyberpunk Red: Combat Zone. This game of guns, blades, and hacking puts the Tyger Claws against the cyborg gang Maelstrom on the streets of Night City.
To begin the game, players choose a scenario and form their team. The core set comes with 2 factions (noted above), so players will mostly just need to equip their members. Games can be played anywhere from 100 to 200 (with expansions) Eurobucks worth of characters and equipment.
On a player’s turn, they will choose one of their ready figures to activate. Each figure will have a number (usually 2-3) of tokens in either red, yellow, or green color. These correspond to the matching color dice (red d6, yellow d8, green d12) and spaces on the range ruler. When you take an action, be it moving, shooting, climbing, netrunning, melee, etc… it’s almost always done via opposed rolls. So, if you want to target your opponent’s character with a sniper rifle, you will roll a die (color based on the action token used) and add any relevant skill value. Your opponent does the same (choosing any
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