AT LONG LAST, LOVE
TAKE THE HIGH GROUND,
by WALTER DRURY
from Crown Tactics, Inc.
One 19" x 19" mounted gameboard,
36 playing pieces, 184 plastic pegs, 4 sheets of flag stickers, 8 Attack cards,
Rule books, Example Book, Rule Folder, a few ads, a few testimonials, Charts
& Tables cards, dice; boxed. Crown Tactics, 493 S. Main St, Canandaigua NY
14424. Call 716-394-9280 for info. $35.
Mini Review by RICHARD H.
BERG
Ya got this twelve-year old nephew. He keeps buggin' ya'
about all those cardboard pieces you tell him to stop touching, but you know
he's interested. You've tried every Introductory Game ever produced, from NAW to Basra.
No luck. Stratego is a bore, and
he figured out Risk three turns
into the game. You've got the fish on the hook; how do you reel him in? Walt
Drury's Take the High Ground would
provide just the bait.
Everyone has seen High
Ground; there are the omnipresent ads in the two magazines, and
anyone at the Milwaukee Origins this year could hardly fail to notice the large
number of (young) people playing the thing. Many of us tend to sneer at this
sort of product, the "…oh sure, some more plastic Battleship junk,"
type of remark. Now, High Ground
is not exactly CNA, but it is not
intended to be. It is an extremely well produced game that provides high play
interest, a good level of decision-making, along with enough historical insight
to make it the Ideal Introductory Game. There, I've said … and now you've read
it.
The components are all excellent, even if the map is a bit
garish and rather unrealistic. It is colorful, and the game pieces are all
high-quality plastic: mostly base pieces to hold the myriad pegs which
represent "manpower". The best part of the game is the rules. This is
a fairly simple game that is easy to learn, especially if you just tell someone
how to play. But Mr. Drury - a fascinating individual, by the way, with a
rather interesting, Horatio Alger-type history - leaves nothing to speculation.
Not only is there a separate Rules & Hints folder, but there is a book
filled with a complete, illustrated game as an example of play. Well thought out
… and well done.
The game itself is - and I say "surprisingly",
because I'm not a devotée of the Risk-type stuff - involving. The rules may be
simple, but there are plenty of decisions to make. Basically, each side gets
infantry, cavalry and artillery "pieces" - plastic bases in which you
place the pegs, which are removed when the unit takes "losses". Each
combat type has special abilities along with some drawbacks, and each of these
abilities reflects, in a rather generic sense, warfare in the Frederickian-Napoleonic
period, roughly, to be sure. For example, the artillery pieces do not move too
well, but they can fire over distances … and artillery is best used at the
beginning of the game, to soften up enemy positions. Basic stuff, but well
done.
Now, no wargame aficionado is going to think High Ground is the height of historical
research or insight. Far from it. But it is a rarity in that the sophistication
of play belies the simplicity of the rules. Bottom line, it's a damn sight more
fun than much of the stuff I review. Probably more accurate, too.
CAPSULE COMMENTS: This is easily the best game to introduce
anyone to the hobby. It has good production, it has period color, it has
simplicity and it has sophistication. For tournament play, it's a natural, as
it plays in less than an hour. A game for gamers.