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Halls of Hegra
70m - 90m
Solo Play
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
55.00
€
30 day low:
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Halls of Hegra quantity
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Marzuki
Take Robinson Crusoe (one of my all time favorite solo games), sprinkle in some Orleans, make it simpler, and add a military theme. Unfortunately I felt like the end result was missing something and found it all a bit boring. In a nutshell, meters move up or down depending on event cards or worker placement while you try to roll a certain range during the beginning of the turn to fight off advancing infantry. Your workers have different roles and are either efficient or unable to perform certain actions (see Orleans). I did like the aspect of randomly digging different action spaces out of the snow. there wasn’t enough to keep me interested compared to other siege games like the States of Siege series.
ChaosFarseer
Interesting in that it represents war in a more personal way, through the lens of worker placement and logistics.
awjoel
Wow, what an absorbing, thoughtful game! Amazing attention to detail, from the rules layout to the components to the way the board walks you through the steps to the art design to the game play! Really enjoyed this game. I worry that I missed something because I won on my first playthrough - well, if a "truce" can be thought of as a victory. I benefited from outstanding die rolls almost the whole way through, and the cards I drew were not overly punishing. This game is really a model for how to present the rules and lay out the game board so that the play flows naturally. My one reservation is that there is a LOT in this game and the mental load of just making sure you're doing everything right from one step to the next is significant. And there are a lot of bits and pieces. It's the sort of game that I need to play a few times while everything is already sorted and out of the box, because if I put it away, I know that it will be hard to get back to it as the perceived effort of setting things up might lead me to a different game. But... it's an experience that I'm not ready to immediately repeat. So... I suspect I'll leave the game out for a while and then try to give it another go after I've "recovered." Still, really really impressive game, and very glad I played it!