
- BGG rank
- BGG #20,942
- BGG rating
- 5.8
FORK
- 2–6 players
- 20 min
- Complexity 1.0/5
- 2024

Rules assistance for The Battle of Red Cliffs: Command Expansion #1
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.
The Battle of Red Cliffs: Command Expansion #1 is an expansion for The Battle of Red Cliffs released in 2013 for 1–9 players, 30 minutes per game, and ages 10 and up. It was designed by E. R. Burgess and Ta-Te Wu and its main mechanics are Hand Management, Set Collection, and Team-Based Game.
Command Expansion #1 comes with nine cards, numbered 1 to 9. During setup, each player randomly takes one Command card. Command cards give player a unique ability for the entire game or once per round. Examples: (1) Scavenger. When refilling your hand from the draw pile, you may claim one of them from the top of a discard pile instead. The card may not be a wild card from the Trash pile. (2) Rapid Advance. You can create 1-3 sets per turn.
The Battle of Red Cliffs: Command Expansion #1 supports 1–9 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for The Battle of Red Cliffs: Command Expansion #1 is 30 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 The Battle of Red Cliffs: Command Expansion #1 for ages 10 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.
The Battle of Red Cliffs: Command Expansion #1 belongs to these categories: Card Game, Novel-based, and Expansion for Base-game. Its main mechanics are Hand Management, Set Collection, and Team-Based Game. 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 The Battle of Red Cliffs: Command Expansion #1 are: E. R. Burgess and Ta-Te Wu. 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 The Battle of Red Cliffs: Command Expansion #1 as an expansion for The Battle of Red Cliffs. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need The Battle of Red Cliffs to use it. Check that your edition of The Battle of Red Cliffs is compatible, as some expansions were revised between editions.