Outgun Your Opponents In The Card-based Combat Board Game ‘High Noon’
Westerns flicks are my go-to for when I have need to watch fast action, quick thinking, and clever planning. But there aren’t many card or board games that emulate the feel and tension of a vicious gunfight between you and a gang of no-good, dirty, horse-thieving, cattle-rustling, law-breaking varmints. Enter High Noon, a Wild West combat tactical board game, that has already broke through its goal on Kickstarter.
I spoke to Dwight Cenac II, creator of High Noon about some of the thought processes that went into the making of this game, as well as his thoughts on the impact of westerns on today’s culture. Below is the Q&A as well as the description of the game. If you want a chance to grab a copy or if you want more information, check out it’s Kickstarter here.
“High Noon is the first combat tactical board game of its kind. The game creates a fun, competitive and selectively cooperative experience for players as they eliminate opponents on the board to be the “Last Posse Standing.” While no dice are required, High Noon players draw cards to entice their actions. The fast-paced, well-crafted board game immerses players into the untamed wild west world of “New America” and challenges them to hone their skill and outwit their opponents in a high stakes shootout. The game is easy to learn but takes skill and determination to be the “Last Posse Standing.” With each draw from the deck of cards, players become equipped with skills they need to play, attack and defend against enemies and most importantly stay alive.
A unique aspect of High Noon is the fact that it was developed by a dedicated team with the help of fans from all over the world. Unlike other board games, High Noon is ever-expanding. Meaning each game component can be arranged in any formation, ensuring that no two games are ever alike. High Noon can be played with up to four players and is for ages nine and up.”
Five questions with Dwight Cenac II, creator of High Noon:
Nerd Caliber: Where did the idea for this game come from?
Dwight Cenac II: It originally came from a spontaneous desire to play Epic Duels with my friends. When I discovered my copy of the game was missing, I was inspired to make my own version of the game. It grew from there into what it is today, and now has an entirely unique concept which I’m really proud of.
NC: Why do you think westerns are still relevant in modern culture today?
DC: I’m not sure they are, which is why we wanted to create High Noon. There’s definitely been a cultural shift away from what society sees as a hero, or a strong character. Which is not necessarily a bad thing, but I definitely missed the classic romantic concept of the Wild West. Through High Noon, we were able to bring that world back to life and onto tabletops.
NC: The Art for High Noon is fantastic. Can you share with me about who is your artist(s) and how the art direction came to be for this game?
DC: Wow, thank you! We have a few artists working on the project from all over the world. Our character illustrator is from the Philippines, our cards and board illustrator is from Italy and our third artist is from Russia. High Noon is truly a world-wide venture! We wanted the artwork to look like it could be from a comic book since part of the High Noon timeline is a comic series.
NC: Do you have to like westerns in order to enjoy this game? Why or why not?
DC: You definitely don’t need to be a fan of westerns to enjoy this game, though it certainly doesn’t hurt. For starters, the game is really about the game mechanics. These don’t have to be cowboys, that’s just where it starts. Actually, many of the expansions are entirely different genres. We have a mad scientist inventor, a circus ringmaster with an army of animals, a magician, ninja and samurai, cyborgs and aliens and more. Also, if you want, you can play with just these expansions or, in the future, create your own. At the end of the day, if you like simple, straight forward tactical combat games, this is a great game for you.
NC: If you had no choice but to duel any gunfighter, fictional or non-fictional, who would you be most afraid to go against?
DC: Without question, Mathew “Roy Cobb” Quigley.