High Risk: Get your ice ax out!
In this new series of articles, we are inviting you to (re)discover our selection of mini-games.
In this second article, we will be talking about High Risk. A small box? Sure. But don’t mind the size as much because it does contain an entire mountain to climb! Yes, a full-on mountain! No jokes here.
For 2 to 4 players, High Risk is a risk-taking game created by Trevor Benjamin and Brett J. Gilbert and illustrated by Biboun which will take you on a climbing race to a formidable summit.
Each player plays as a team of mountain-climbers competing to reach the summit before the other teams. The mountain is made up of a couple different zones: bivouacs and cliffs. On the bivouacs, there can be as many climbers as possible. However, the mountain’s cliffs can only have one climber at a time! If another climber reaches an already occupied cliff, the other climber falls back to the next open zone.
Beware of the weather!
In order to move forwards in their ascension, the players must roll the 6 dice. There are three possible results: danger, ascension, weather.
- Ascension: Cannot re-roll dice, with 2, one of your Climber tokens of your choice can advance.
- Weather: Cannot re-roll the dice but nothing happens.
- Danger: Your highest-up Climber token is at risk of falling.
However, getting one danger does not yet merit your panic. It is more of a threat, really, since all of the dice which landed on danger can be re-rolled. However, if your last roll of the dice resulted only in danger, falling becomes inevitable. You can decide to stop re-rolling your dice before you get to that point in order to continue your ascension slowly but surely.
However, if you manage to only have ascension and weather on your rolls you will benefit from a significant boost in this race to reward your effort… or your chance!
Will you take the risk?
In this game, the question will always be about how to manage the looming danger. Should you re-roll your dice? The more you do, the more you risk falling as the number of dice to roll decreases. Yes, but, here’s the thing, if you don’t re-roll the dice you’re giving up the possibility of a swift ascension to the summit, if you succeed.
The reward equals the risk: if you manage to get rid of all the “dangers,” you get to go again with the 6 dice, which is more than enough to put a lot of distance between you and your opponents.
Because the fall will only be higher!
In the case of failure, your climber on the highest point falls… back to the next available zone in front of your next highest climber (who is holding him by the rope). That means your climbers must be climbing the mountain as close to each other as possible to minimize your risk and make the fall shorter.
The first player who manages to get all of their climbers on the summit wins.
Guys! I can see my house from up here!
Tension and strategy in high altitude: High Risk is ideal for quick games between friends or with the family, on the theme of risk-management…. And luck! You’ll have to figure out when to “take things slow” when to “risk it all” in order to leave your opponents in powder snow!
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