Table feel
High Ground has a moderate level of direct confrontation and strategic depth. Players must frequently pay attention to and react to each other's actions. However, there is limited emphasis on cooperation in the game.
Players
2
Time
30-60
Age
12+
Weight
1.8
Rating
6.27
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
High Ground has a moderate level of direct confrontation and strategic depth. Players must frequently pay attention to and react to each other's actions. However, there is limited emphasis on cooperation in the game.
High Ground offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, High Ground has a strong replayability score of 7.8.
High Ground has a moderate influence of luck. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome.
High Ground is a Tactical level board-wargame that combines the best elements of skill and luck with the same Strategic and Tactical situations encountered by the Generals and Field Commanders of Frederick the Great, Napoleon and Catherine, Empress of Russia, employing the proven principles of the 18th Century land warfare, the Age of Reason. Each player has a about 15 units in play on a large attractive square grid - with river, ravine, bridges, swamp, and so forth. The goal of the game is to capture the opponents crown space. The units are infantry, cavalry, artillery and supply. Each turn you can move one type of unit - and attack with one unit (not necessarily a moved unit). Each unit has a plastic base and 2 - 9 pegs in them, depending on what type they are. The pegs are hit points, the last peg is a flag which when removed is worth victory points and indicates the units destruction. If you want - instead of moving a military piece, you can advance your supply wagon. When advanced 3 times you get a reinforcement. This adds some strategy as players can attempt to interrupt their opponents supply line.
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