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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
€
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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Sapphire Sleeves
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Marvel: Crisis Protocol
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flowercita
Update: Okay watched 2 full playthroughs, this is a super smart and very thematic design with clear intuitive rules that puts you squarely into the Norweigens position in the war for these 25 days, there is NO way you don't feel the theme here just fantastic. Looks to have just the right amount of luck in it to keep you on your toes but not decide the game, the push your luck elements add some nice tension and lots of tough decisions for the one hour playtime also nice. It is a "Weuro" of sorts and a crisis management game VERY similar to Robinson, so if you liked/loved that game your going to this one too, and to me leaps and bounds better than the Valiant Defense series (luck WAY more manageable here for one and also more and tougher decisions for another). This should be an 8 for me, my biggest (and maybe only) worry at this point is how much legs it will have. Legs somewhat depends on final card count but moreover on just desire to table it because I don't see depth in strategies to explore. There is some but its much more a reactive tactical game of trying to survive what badness is coming at you just as it was back in 1940 and unlike Robinson here you are playing the same (good) "scenario" each time. ------ Watching a playthrough its easy to see the Robinson influence which I think it most resembles which is great. Design looks really solid and super thematic, even though battles are abstracted somewhat. I just love the fact you are simulating a real dire relatively unknown 'event' in the war that took place and it seems a perfect setting for a solo game (also could of had the option for someone to play the Germans but a lot would have to be changed). A little bummed about this battle and movement abstraction for the sake of simplicity and that things like flanking etc aren't really in play, would have liked a little less compromise and a little more realism. I also kind of wish a few more thematic details were included, not to the point of a sim or anything but holy hell a lot of shit went down in those 25 days and where is volunteer nurse Anne Margrethe Bang for example :) (maybe she shows up as an event....edit nope, and speaking of events ALL of them are bad, this is crisis management with pretty much no hope in sight, damn that is rough. There should have at least been some Germans getting killed off in events it seems since 100-200 died compared to only 6 Norwegians, yeah, they surrendered in the end but they tore them a new one first lol) Beginning of the game (and its broke up into stages and difficulty scaled accordingly which is great, but won't feel great when the badness ramps up lol) the decisions seem a little obvious but still a little tough because so much to do, I'm thinking and hoping they become less obvious and tougher in mid and endgame when more shit starts hitting the fan and possibly even more options open up (Edit yep decisions start getting tougher and tougher as it goes on). I love the push your luck element for recruiting (and sneaking!!!) but feel it might? be a little too punishing at times (and losing units from the bag when pulling doubt seems extra harsh) and 2 or 3 bad bag pulls could really sting you, probably not as bad as it seems on the surface though, you do still have your existing men (well, hopefully you do...). Really looking forward to playing this one.
DracoMagister
El jueglo está muy bien, pero la localización es pésima, con una cantidad de errores de traducción que duele a la vista, algunos de ellos afectan al juego. Hemos tenido que ponernos a comparar con la edición inglesa un montón de cosas.
khermaszewski
I was one of the four that voted it as my #1 solo game for 2023 even though I’ve only been able to play it twice so far. This is my first year voting and only second year really getting into solo gaming so I have not yet tried many of the games in the top 20 of previous years, so take that into account. Halls of Hegra presents a really interesting crisis management, worker placement puzzle with just enough mystery from the bag building and casualty/injury die rolling to capture the random brutality of war. The “Mobilisation” phase encourages you to explore the surrounding area for supplies and bonuses for later rounds whilst also pulling your attention back to strengthening defences and uncovering more equipment. There are so many avenues to explore in this phase that are critical to your survival later. The game ramps up during the “Attack” phases whilst you are scrambling to do as much as you can before the “Siege”. From here on it becomes a game about hard choices with ever depleting resources/manpower/morale and hope that you survive! Best I’ve done is get to the penultimate day before an unconditional surrender. It is a tough game, but I’m always motivated to try again as it is so satisfying to attempt to get further than last time. The few negatives I have is that there are quite a few little rules that can be forgotten and I’m frequently using the helpful flowchart on the back for turns but most rules are well thematically incorporated so it’s not a chore to learn them. I expect the game will flow much more easily when I’m able to play it more regularly when it’s at home. The setup is quite long, and I’ve also sleeved the fairly thin cards as a result of a crowdfunding error, but it was good to hear that the money for the card upgrades went to charity. Paired with its beautiful illustrations and a detailed historical background at the back of the rulebook, Halls of Hegra is a real triumph and I can’t wait to play again! Highly recommended if you like tough, thematic crisis management puzzles! Art & Components: 4/5 (25%) Ease of Play/Teach: 3/5 (25%) Depth of play: 5/5 (25%) My enjoyment: 5/5 (25%) -------------------------- Total score: 85/100 Notes: Kickstarter > Gamefound (hotmail). Arrived on time.