
- BGG rank
- BGG #6,251
- BGG rating
- 8.7
Cysmic
- 1–6 players
- 60–180 min
- Complexity 3.4/5
- 2026

Rules assistance for Radlands: Cult of Chrome
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Radlands: Cult of Chrome is an expansion for Radlands released in 2024 for 2 players, 20–40 minutes per game, and ages 14 and up. It was designed by Daniel Piechnick and its main mechanics are Variable Player Powers, Hand Management, and Take That.
Crash through enemy gates in chariots of chrome! This high-octane expansion introduces 32 new camps that bring devastating combos, clutch play, and endless replayability for the aspiring Radlands diesel-head. This pack also features 10 rebalanced replacement camps to shift your existing copy of Radlands into high gear. —description from the publisher
Radlands: Cult of Chrome supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Radlands: Cult of Chrome is 20–40 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Radlands: Cult of Chrome for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Radlands: Cult of Chrome has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Radlands: Cult of Chrome belongs to these categories: Card Game, Fighting, and Science Fiction. Its main mechanics are Variable Player Powers, Hand Management, and Take That. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Radlands: Cult of Chrome are: Daniel Piechnick. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Radlands: Cult of Chrome as an expansion for Radlands. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Radlands to use it. Check that your edition of Radlands is compatible, as some expansions were revised between editions.