
Paladins of Highcrown
A board game by S J Macdonald, Shem Phillips
1-4 1-4
100-200 minutes High
Hand Management, Area Majority / Influence, End Game Bonuses, Solo / Solitaire Game, Worker Placement, Scenario / Mission / Campaign Game, Income, Tech Trees / Tech Tracks, Chaining, Worker Placement, Different Worker Types
Fantasy
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Description
Paladins of Highcrown drops you into a richly‑tuned fantasy world where you and up to three friends (or just yourself, if you love a solo challenge) become the last line of defense against an ancient evil. It’s a hefty 100‑to‑200‑minute experience, so bring a snack and settle in for a deep dive—yeah, the rulebook is a bit thick, but once you’ve got the hang of the worker placement and hand‑management basics, the fun really kicks off. You’ll juggle different types of workers, lock down territories with area‑majority influence, and build up tech trees that let you chain upgrades and income streams together for massive end‑game bonuses. Each scenario feels like a mini‑campaign, and the modular missions keep the story fresh whether you’re playing with four pals or battling the darkness solo. Designed by S J Macdonald and Shem Phillips, this fantasy epic blends strategy, resource juggling, and a dash of narrative flair that makes every game feel like a legendary saga you’ve helped write.
