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Cyberpunk RED RPG (CR3001)

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Description

Welcome to the Time of the Red, Choomba! The Megacorporations spent decades wrecking everything and in the aftermath of their last War, everyone has to fend for themselves. But that’s just fine. You can handle it. After all, in a world of vicious boostergangs, rampaging cyborgs, corporate assassins, and nihilistic doomsday cults, there’s only one rule: Always take it to the Edge. Take the big risks, get the big rewards. Be the action, start the rebellion, light the fire. Never drive slow when you can blaze a trail. You’ve hooked your Militech pistol to the interface in your brain; upgraded your cybernetic fist with carbo-glas blades; and installed cybereyes that can pierce through the red haze like morning fog. There’s a world full of opportunities out there, just waiting for the right Edgerunner. Maybe that’s you. Cyberpunk RED is the latest edition of the classic tabletop roleplaying game of the Dark Future and encompasses everything you need to explore the post-War world of the Time of the Red, including: A dense, deep-dive into the history and geography of Night City and the greater Cyberpunk world, and plenty of the lore about the Time of the Red. Ten unique Roles for you to play: charismatic Rockerboys, lethal Solos, quick-hacking Netrunners, inventive Techs, lifesaving (and taking) Medtechs, hard-hitting Medias, duty-bound Lawmen, scheming Execs, clever Fixers, and range-riding Nomads. A huge collection of useful tools, powerful weapons, protective armor, and gleaming cyberware to help you rule the Street. Three Screamsheet adventures to show you what Cyberpunk is all about. Pregenerated opponents perfect for populating the Combat Zones and Corporate compounds, plus encounters that use them to bring the City to life. Read more

Publisher ‏ : ‎ R Talsorian Games (November 19, 2020)


Language ‏ : ‎ English


Hardcover ‏ : ‎ 456 pages


ISBN-10 ‏ : ‎ 1950911063


ISBN-13 ‏ : ‎ 66


Reading age ‏ : ‎ 14 years and up


Item Weight ‏ : ‎ 3.3 pounds


Dimensions ‏ : ‎ 11.25 x 8.75 x 1 inches


Best Sellers Rank: #30,813 in Books (See Top 100 in Books) #89 in Fantasy Gaming


#89 in Fantasy Gaming:


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If you place your order now, the estimated arrival date for this product is: Jan 6 – Jan 16

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Top Amazon Reviews


  • Damaged product
When product was removed from the box, discovered it was damaged in several places.
Reviewed in the United States on February 18, 2023 by Edgardo Edgardo

  • the first page is an apology.
just... bad.
Reviewed in the United States on June 12, 2021 by Gregory Altepeter

  • It's almost worth buying just for the Lore.
For people new to Cyberpunk this is the latest iteration of the Tabletop RPG. The game goes back to the 1980s with Cyberpunk 2013 then Cyberpunk 2020, Cyberpunk V3. and a few other spinoffs and such. CP Red is set in 2045 over twenty years after the 4Th Corporate War and 32 years before Cyberpunk 2077. Now personally I haven't played CP in years but with all the hype with Cyberpunk 2077 I decided to get CP Red just to have fun and see what changes have been made. With this in mid, I haven't played it yet, so I can't comment too much on that. First, the book is almost worth buying just for the Lore. It's very deep and is a fun alternative history to the United States and the world. With that in mind, I was thinking with CP 2077 coming out that The Lore would be revised to reflect changes to technology and the real world. No it still sticks to the Lore from the 1980s for better or worse. In fact some of the text is copy and pasted from CP 2020. For example, on Page 387, there is a section on GM tips to help create the Cyberpunk mood and it advises, getting some hard rock cassettes and playing them. I was like cassettes? Whose got those in 2021? So I had a feeling it was a copy and paste job. I looked in my CP 2020 book and on Page 187 it said the same exact thing. Copy and Paste. It doesn't ruin the game of course, but I thought it was odd. CP Red takes place In the aftermath of the 4th Corporate War. The world is in recovery mode as much of the world's infrastructure and technology was destroyed, including the NET. So a global WWW like we have to today is non-existent. Instead Internet is localized and patchy. This does have an effect on how Net Running is conducted and is reflected in the CP Red rules update. This also works well for CP 2045. Since Cyberpunk was made in the 1980s a lot of the tech is actually dated. With Modern Smartphones and the Internet allowing us to go almost all digital, some of CP themes like personalized fax news you can get from a vending machine was dated. Well, in 2045 with the internet basically down, physical media and other what we would call Retro tech is actually in the forefront again. Also, governments are reeling from the war, with cities across the world ruined, people starving and of course economies ruined, including Night City which got nuked. Even some big MegaCorps got wiped off the game, so this sets up a lot of new opportunities for GMs and players. The book is thick and expensive. It has over 450 pages and costs $60.00 retail. Rtalsoiran Games wanted $30.00 in shipping, which was a NO-GO for me so I just waited for a restock on Amazon and got it at a great price. The book itself has a few minor spelling/grammar errors, lots of colorful artwork and everything you need to get started, but I do prefer the line drawn work from CP 2020 more. The only real weakness I see at this point, is not the book/rules itself but there are no supplements to it, not even an actual CP 2077 gamebook (I don't count the World of Cyberpunk 2077 sourcebook from Dark Horse Comics that came out last year as that doesn't contain any rules to the game, and not from R Talsorian Games) EDIT: I corrected a spelling/grammar error. ... show more
Reviewed in the United States on March 14, 2021 by Robert Hisle

  • Great content, good rules, formatting could be better
These rules take the previous editions and streamline them a bit, but there's still a lot here to thumb through. From what I've read through so far, there's some interesting options for each playstyle, and a whole lot of lore (that I frankly wish was separated better from the rules) for entering the Cyberpunk Red universe. Really my only complain as of now is that the formattings not super clean, and certain rules can be hard to find. I had to look around for the chart explaining prices (expensive, etc.) and the chart for level up progression (which is at the far back, and not anywhere near character creation). You'll want to familiarize yourself with the appendix in the back. ... show more
Reviewed in the United States on September 24, 2021 by Austin B

  • Book looks great but was delivered in poor condition
T.L.D.R: for anyone looking to get this book I highly advise it the acctual book is wonderfully writen and needlessly hard to find at the moment just be aware it might not be in mint condition when you get it (atleast it's the hard cover I was pleasantly surprised with that) Firstly I'm extremely happy that I was able to find this listing, this book has been abit scarce in my parts my local game shop can't even get a response on ordering a batch, but I was alittle disappointed to open the box and see that not only does it seem it was dropped atleast once [P3] but it also looks like someone used it as a cutting board, there are tons of scratches on the front cover [P1] but also a proper cut in the spine [P2], the overall integrity of the book hasn't suffered to bad from this but it is disappointing none the less. ... show more
Reviewed in the United States on October 10, 2023 by Vaughn K. Weaver Vaughn K. Weaver

  • Awful Book, Great Game
Cyberpunk RED is a blast to play for setting alone, and it's got good dice mechanics. It is also the worst book layout I've ever seen in any tabletop RPG. 1) Layout - You know when you need to look up a rule or chart like in every non-narrative game. This book will send you on a frustrating scavenger hunt. Example in order to know what a grenade does. You have to read subtext under The New Street Economy Pg 344 for damage and price, refer to Friday Night Fire Fight pg 174 Explosive for radius, pg 177 for throw distance under Brawling, referred then to pg 341 for using range DV of grenade launcher. This is one of many samples, made more difficult by the book having lore chapters break up rule chapters to make searching harder. 2) Redundancy/Fluff - It's a big book, why because it dedicates whole chapters to music lyrics. Other chapters like Putting the Cyber in Cyberpunk is 100% useless as it is a vague repeat to the actually useful chapter The New Street Economy. 3) Vague - Most skills are not mechanically fleshed out and are up to the GM to make up uses for as needed. Annoying Arbitrary. Even classes like Rockerboy and Media which are fun thematically have purely arbitrary abilities that are only useful if the GM says they are, and you won't know how useful they are until you use them. How is that fun? "Hey GM tell me if my character is useful today, and how cool they are if so" GM - "okay they're this useful I guess." Player - "Wow, I'm amazing, that was way cooler than yesterday when the GM said I wasn't useful for doing the same thing. How delightfully arbitrary." 4) Lacking Bestiary - you get a few pages of basic toothless sample NPCs. That's it. Just some bodyguards, boostergangers, etc. No cyberdogs, auto psychos, etc. Drones are mentioned, but are not fleshed out beyond being a mobile turret at best. No tanks. 5) Nothing to Buy - They locked all fun and useful purchases behind roles, so shopping is dull. Somehow shopping for vehicle upgades or higher quality cyberware is impossible unless you're a Nomad or Tech. The best armor in the game cost 100 and everyone buys it right away, once they get a +1 Smart gun for like 1500 they're set at session 1 since you start with 2550. The rest is fluff. As a GM you could allow them to purchase these, but then you rendered 2 roles significantly less useful. There is no weapon variety. And everyone is about the same. The dice mechanics were well thought out. Autofire is kind of bad and melee weapons/martial arts too good, but the rolls are very satisfying, the fights very intense. The setting and lore are so full of flavor. Netrunning was an improvement, but still annoying. It was smart to localize them into the fight. Extremely game slowing and distracting to break up your cool fire fight for a few rounds of Netrunning Magic the Gathering just to maybe turn out the lights or die trying. In the end we were able to homebrew some fixes. Print out a few pages of reference charts, define skills, and create a bestiary complete with cyber animals, more NPCs, and allot of drones. After that it was fun. ... show more
Reviewed in the United States on July 4, 2022 by Amazon Customer

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