From an abandoned mountain fortress you command a group of Norwegian volunteers fighting numerically superior German forces in the early days of WW2.
Halls of Hegra is a solitaire-only wargame in the same vein as "Robinson Crusoe", "This War of Mine" and "Dead of Winter". The mechanics are worker placement, bag building, and area control/ tower defense.
You play as the commander of the Norwegian forces during the three stages of the game.
1. Mobilization.
Explore the fortress while you dig your way through mountains of snow and broken equipment. New recruits are joining your growing force while you plan supply routes for the coming siege.
2. 1st. attack
The village below the fortress is attacked. You try to defend it while you do the final preparations before the Siege. Send out patrols behind enemy lines to secure enough supplies.
3. Siege
The Siege of fortress Hegra begins. You have to endure constant bombing and infantry attack while keeping the morale up amongst your men. Will you survive?
—description from the designer
- Deep, unforgiving, euro-gamey war game with a holistic view of armed conflict
- Strong solo-focused design with evolving day-to-day concerns
- Good thematic integration and tension as siege progresses
- Grim theme and high difficulty may deter some players
- Long playtime and complex rules; not casual-friendly
- Solo experience demands commitment and patience
- Logistics-centric siege warfare and resource scarcity
- April 1940, Norway during the German invasion
- Euro-gamey, holistic view of armed conflict with day-by-day concerns
- Pavlov's House
- This War of Mine
Mechanics (from transcript analysis)
- action programming — players place tokens on the board to determine and resolve actions in a set order
- bag-based recruitment with tokens and constraints — draw recruits from a bag; purple doubt tokens constrain how many recruits can be kept
- event-driven progression and weather effects — draw event cards per stage; weather modifies actions and adds complications
- movement constraints based on weather and supply — token movement depends on weather; supplies slow movement
- Resource and fatigue management — manage supplies, tired tokens, and the ready state of recruits across turns
- room and damage management with repair — damage tokens affect rooms; repair actions restore functionality
- siege progression, morale and surrender mechanics — morale tracks and a surrender condition determine victory and endgame
Video topics + discussion points
Quotes (from this video)
- it's the most Euro gamey war game I have ever played which surprisingly gives it an incredibly holistic view of armed conflict
- it's a deep and unforgiving game that really makes you think
- the best thing about this game is how it evolves your day nine concerns are so different from the ones you had on day one
- the victory condition isn't to win, it's to surrender with dignity
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Thunderbolt Apache Leader has sadly dropped to 199 on this list.
- John Company solo is great.
- Mr President is the biggest table hog—it's like one of the most ridiculous but like in an awesome way games I have ever seen.
- Paperback Adventures jumped up 560 spots this year.
- Pavlov's House changed the course of my videos and my gaming habits.
- Earth is going to rise up next year.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I made it up
- this is a good launching point
- Skies Above Britain went up three places
- it's a wonderful simulation
- I would go with Pax Premier
- Undaunted Kalisto on the list
- I Napoleon shipped in what June
References (from this video)
- Unique historical focus and unknown-to-popular-story
- Solo-only design offers a dedicated single-player experience
- Solo-only constraint may limit group play
- Moderate familiarity with historical wargame tropes may be required
- Historical military defense and resistance
- Norway, WWII defense against German attacks
- Historically-inspired strategy with solo play focus
- Robinson Crusoe
- Edge of Darkness
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Emerson's greatest work
- this game has an awesome table presence
- it's an expensive game
- i'm a sucker for metal coins
- print and play options ... are awesome
References (from this video)
- excellent example of historical siege design
- compact, brutal, and replayable
- complex systems can be daunting without group familiarity
- interlocking mechanisms with brutal pacing
- historical siege-style engagement
- short, brutal scenarios with interlocking systems
- Pav’s House
Mechanics (from transcript analysis)
- interlocking mechanisms — mechanisms that work in concert to create brutal decision points
- quick, brutal play — short, intense sessions with tough choices
Video topics + discussion points
Quotes (from this video)
- Turning Machine solo is so much fun; there’s something nice about doing a puzzle next to another person.
- The seven Citadel ... is a top game for me this year probably a top game of all time.
- Nemesis is one of the most epic climatic experiences that existed out there for solo epicness.
- Ash’s reborn popping up so high … I’m becoming quite fond of that game.
- Halls of Hegra is an excellent excellent like kind of historical Siege game.
- Great Western Trail second edition came packaged with a solo mode that used to be a fan solo mode.
References (from this video)
- solo-friendly appeal
- strong thematic hook for war-theme lovers
- strategic depth with clear rules and logical flow
- very challenging to win; can be punishing
- may be tough to find for players outside the solo niche
- siege, defense, resource management under duress
- World War II Norwegian fortress defense scenario
- grim, tense, with tactical depth
Mechanics (from transcript analysis)
- bag-building / action selection — players assemble a bag of action options and choose how to respond to threats
- phase-based escalation — phases simulate increasing pressure from the enemy with escalating challenges
- worker-type management — different troops and resources have unique abilities; placement yields benefits
Video topics + discussion points
Quotes (from this video)
- this game was made for me it's like playing out lord of rings
- it's massive
- easy to learn hard to master
- it's like three little mini gamess within a game
- I freaking loved it
- it's a heavier game but everything makes sense
- I knocked it down every single time but I don't even care
- open Adventure game with no ending you can just play it infinitely expor you're exploring the world
- look no further it's the perfect combination
- I love dexterity games like they're just puzzly in like a fun way
- it's a straight up push your luck game with a Walking Dead theme
- I freaking love it
- it's a perfect travel game
- it's so so so good
References (from this video)
- strong thematic immersion with weather, morale, and supply dynamics
- enjoyable solo-focused tension and push-your-luck mechanics
- clear on-board rule references and multiple tactical options each turn
- rewarding decisions around recruitment, upkeep, and defense timing
- high energy narration and enthusiastic playthrough
- heavy dice RNG can be punishing and swingy
- steep learning curve and dense event/siege rules
- managing numerous trackers (morale, suspicion, doubt, beds, infirmary) can be complex
- siege defense, morale management, resistance against German forces
- Abandoned mountain fortress in Norway during World War II
- immersive, procedural solo war-game storytelling
- Robinson Crusoe: Adventures on the Cursed Island
- This War of Mine
- Dead of Winter
Mechanics (from transcript analysis)
- Area Control — defenders occupy wall segments; German patrols and infantry threaten sectors and walls
- bag building — recruitment tokens and doubts are drawn from a bag, driving recruitment outcomes and risk management
- Dice-based combat — combat relies on dice and jam/miss mechanics, with risk of misfires and damaged equipment
- event deck / phase-based flow — mobilization, siege, and last-stand phases driven by event cards affecting weather, morale, and supplies
- recovery and injury management — beds, infirmary, relapse/recovery, and fatigue track how units heal or are removed from play
- Resource management — morale, doubt, suspicion, supplies, beds, and infirmary capacity influence actions and outcomes
- tower defense / siege mechanics — the fortress withstands rounds of German assault with artillery, machine guns, and fortified positions
- worker placement — place workers to perform actions such as shoveling snow, repairing fortifications, and defending walls
Video topics + discussion points
Quotes (from this video)
- this game is amazing
- I can't wait to show this to you for a solo player
- it's about the experience
- I love this game, 100% for you
- push your luck element comes into the game
References (from this video)
- neatly blends multiple systems (tower-defense, bag-building, worker placement) into a cohesive solo experience
- strong sense of pressure and tension with meaningful moments of choice
- high variability through bag draws and mission cards, encouraging multiple play-throughs
- preparation phase provides aHome Alone-like tension and makes the siege feel earned
- engaging thematic flavor that stays faithful to a WWII siege setting
- early doubt tokens and bad draws can dramatically impact future turns, which may frustrate some players
- the game can feel fiddly and easy to overlook or skip steps due to the many micro-actions
- narrative arc is relatively repetitive across plays, which might disappoint players seeking greater variety
- the rulebook/flow can be nuanced; mistakes can lead to comment-worthy errors when streaming
- defense under siege with prep, mobilization, and resource management
- World War II siege scenario; a fortified position under imminent attack
- historical, basement-prep narrative with a Home Alone-esque prep phase and a looming siege
- Valiant Defense series (David Thompson)
Mechanics (from transcript analysis)
- airfield_and_snow_tiles — special map tiles (airfields, snow tiles) introduce new threats and opportunities; removing or manipulating tiles affects defense
- bag_building — draw from recruit bag containing soldiers, volunteers, officers, and negative (doubt) tokens; what you draw shapes actions and available recruits
- hit_and_damage_bags — hit bag contains damaged and dangerous outcomes that can be drawn later, creating a cycle of repair and risk
- infirmary_capacity — infirmary is limited and can be overwhelmed, forcing prioritization of injuries and care
- mobilization_phase — first turns focus on fortifying and prep (mobilization) before actual enemy action begins
- morale_track — morale influences turn outcomes, rewards, and potential failures; high morale yields benefits while low morale triggers penalties
- push_your_luck — doubt tokens can prematurely halt turns or limit recruitment, adding tension and risk to each draw
- supply_management — spend supplies to refresh defenders, perform actions, and recover from damage
- worker_placement — place defenders to perform various tasks such as repairs, supplies, and combat preparation
Video topics + discussion points
Quotes (from this video)
- this is a solo kind of tower defense game that also has elements of bag draw and worker placement uh and push your luck so it's actually got a really neat mix of different elements of gameplay
- the tldr of this is I think that Halls of hegra is great and if you enjoy Tower Defense games with some sort of prep elements you're really really going to love this game it's going to be a fantastic match for you it's absolutely worth your time
- I'm not at all surprised that it appeared on the top 200 People's Choice list this year and this would definitely be in my top historical games of the year
- the bag building aspect of the game in all three of the bags but the bag building aspect of the game in the hit bag and in the recruit bag I thought really added a lot
- it's totally worth my money and my time
- the level of choice in this game was really really enjoyable
- this my house I have to defend
References (from this video)
- incredibly tense solo experience
- high difficulty and atmosphere
- very challenging to win solo
- potentially intimidating for new players
- military conflict, resilience
- World War II defense of a Norwegian stronghold
- tactical, tense
Mechanics (from transcript analysis)
- resource/inventory management — manage troops and infirmary to survive
- Solo play emphasis — designed to be challenging to win solo
- worker placement — allocate limited workers for actions and resources
Video topics + discussion points
Quotes (from this video)
- it's absolutely Bonkers it's so easy to teach and play and it's beautiful.
- Sea Salt and Paper simple little set collection game it's great we love it
- White Castle is ... one of the craziest experiences I've had in board games
- I am obsessed with this game I'm quite literally always playing it
- Kuba Libre is my favorite coin game currently
- Dice Town is a super fun rockus dice rolling game
- Hookie is hookie when I first played it it has taken up a spot in my brain ever since
- Final Girl I am trying not to put Final Girl on every list because people get really fussy about it
References (from this video)
- Good example of adapting a game to a reliable solo system
- Highlights editing and teaching as core skills in solo design
- Requires careful balance to not overshadow the multiplayer experience
- War strategy with solo adaptation
- Historical/fantasy battle scenarios
- Informational/teaching a system
- Damio
- Undaunted
Mechanics (from transcript analysis)
- Solo-mode integration — Rule set built to support solo play with balance and clarity
Video topics + discussion points
Quotes (from this video)
- the solo mode has to be right for the game in terms of balancing what they want and what you want
- I've got a theory that's called complexity budget
- we were able to do both extremes
- I want solo games to be interactive; I want the game to be a challenge without it being too aligned to my typical negative experience of co-op games
- I'm not the best person to be doing this anymore; I'll crack on
References (from this video)
- Innovative combination of worker placement and bag pull
- Excellent tower defense implementation
- Tension between preparation and crisis response
- Replayable and engaging
- Solo-focused design
- Good balance of decision-making
- Very difficult to win
- Resource scarcity can feel frustrating
- Early bad luck can be unrecoverable
- Desperate siege and defense
- World War II - Norwegian Defense
- Solo historical simulation
- Tower defense games in general
Mechanics (from transcript analysis)
- bag building — Modifying bag contents to change probabilities
- Morale/injury tracking — Workers get hurt and demoralized, requiring recovery time
- tower defense — Defending against waves of German attacks
- worker placement — Limited workers to distribute among actions
Video topics + discussion points
Quotes (from this video)
- what's more fun than fighting out the naval campaign of the War of 1812 if there's something I don't know what it is
- it just really captured the nasty ambitious mess of it all
- got me to a place of extreme selfishness and frustration with the selfishness of others
- it's such a deeply it it's one of those games that as a game I'm not actually sure that any individual thing you're doing is any fun
- it's a block game but I still like it
- I love feeling bad playing that game
- the human baseness that it brings out is so pleasing
References (from this video)
- solitaire accessibility
- distinctive topic and design space
- niche appeal
- solitaire war game with Euro-flavor
- Nordic/European medieval frontier context
- single-player oriented with historical flavor
Mechanics (from transcript analysis)
- Euro hybrid — blends Euro mechanics with wargame sensibilities
- solitaire play — designed for solo play with AI-like opposition
Video topics + discussion points
Quotes (from this video)
- I think we have seen a widening breadth of serious historical modeling in tabletop games.
- There is a golden age of historical gaming, with growth across topics, publishers, and designers.
- Pedagogy and game-based learning is a hopeful area for the future, especially in social sciences and humanities.