- Learning time
- 10 minutes
- First play time
- 30 minutes
High Risk
Designed by: Brett J. Gilbert,Trevor Benjamin
High Risk is a luck-pushing game of getting your climbers to the summit of the mountain – before anyone else does.
The board shows the mountain itself, and the root from base camp through the bivouac spaces (shared by climbers) and the climbing spaces (one climber at a time!) On your turn you roll the six dice hoping to roll the helpful mountain sides (climb!) rather than the unhelpful cloud sides (do nothing) and the red danger sides (bad). You’ve then two choices: you can either move one climber forward the number of mountain spaces rolled, or you can push on and roll all the dice that came up red again. If you roll mountain (or cloud) sides, you’re okay to continue as above. If you roll all red sides, however, you’re essentially bust: your highest climber falls down the route to the next available spot.
Either way, your turn is over and the next player goes. Unless! If you manage to roll (or reroll) all dice showing no danger at all, you get a boost: a free extra turn!
And so it continues, with all climbers pushing their way as far and as fast as they can, but striking a path between risk and reward. Climbers at the summit can’t fall, however, meaning the game will quickly reach it’s dramatic conclusion with the first player getting all their climbers there declared winner.
The guru's verdict
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Take That!
Take That!
A fair bit, with displaced climbers pushed down the trail at frequent intervals
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Fidget Factor!
Fidget Factor!
Low - turns are fast
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Brain Burn!
Brain Burn!
Low - turns are simple
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Again Again!
Again Again!
High Risk doesn't outstay it's welcome, and the dice ensure some variation form play to play.
Sam says
A fun enough luck-pushing adventure, aptly named and delightfully presented. If it doesn't have the laughs of some (Auf Teufel Komm Ras comes to mind) or the calculating strategy of others (Can't Stop) it springs a diverting enough 20 minutes out of a small box to keep you entertained.