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High Risk
20m
2 - 4 Players
Ages 8+
Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn.
Press your Luck
11.00
€
30 day low:
Out of stock
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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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keanex2788
The game is a simple dice roll push your luck game with some "take that" by being able to move your opponent back a track number. It's not a game to take seriously as luck is certainly a factor, but there are some fun decisions to be made, even if they're not deep. It's a 10-20 minute game to play as a bar game. The meeples are nicely designed and I quite like the color choice.
bbgavel
We picked this up for $3 from a discount store and uncovered a gem. High Risk is a fast, fun, and surprisingly thematic push-your-luck game. It is excellent as a filler or introductory-type game. We have taught it to maybe a dozen or more people, and it has been a success every time. High Risk comes highly rated.
USSAwesome
One of a handful of deeply discounted Iello games I picked up at a local closeouts store, High Risk has been the biggest surprise thus far. I liked the look of the cover and appreciated the diminutive box size, but certain prominent reviewers spoke unflatteringly of this simple push-your-luck diversion. They were wrong. You can learn and teach High Risk in a matter of minutes, and it makes a fantastic game night bookend with its lightning quick turns, short game length and cheer/shriek/laugh-inducing gameplay. Players command a team of mountain climbers, all of whom must reach the summit in order to win. Movement is determined by rolling six dice, each bearing three negative faces, two positive ones, and a single neutral. On your initial roll, you keep all the positives and neutrals and decide whether or not to move a climber according to their value; or you may choose to take a risk and reroll the negative dice. You may reroll as often as you like, so long as you don’t roll all negative faces - in which case you bust and must drop your lead climber below your next highest. If you manage to roll all positive faces, you are awarded a bonus turn and can advance a climber and begin the process anew. The bonus turn is a hefty reward and well worth pursuing at certain moments, especially at the beginning of the game when little is at stake and at the end when you might need some formidable serendipity to leapfrog the leader. There is one little extra element that really spices things up: landing on certain occupied spaces allows you to bump that climber back down the mountain to the next next available landing. It’s a simple concept with big implications. Since deciding when to stop rolling is the crux of the game, it often behooves you to settle for a low roll when it means you can dangle someone else from their rope. This makes the game feel slightly less luck dependent, as unfounded at that sense may be. I like all the components: nice custom dice, cute and colorful wooden meeples that unintentionally resemble a Sasquatch, and a no-frills, serviceable folding board. The only thing I take issue with is the lack of a starting player token that could assure everyone plays the same number of turns. As it is written in the rules, the first player to get all his climbers to the peak is the winner. This isn’t fair. Plain and simple. Players should finish the round once someone triggers the endgame, and a thematic token (ice axe?) for keeping track would have been a nice touch. Other than this, I find High Risk to be a solid little game with a well-suited theme.