7.5

The Board Game Leaders Excels in Expert Mode

The Board Game Leaders Excels in Expert Mode

Leaders is a new entrant in the broad field of chess-like games, two-player titles played on a geometric board where the goal is to capture the opponent’s main piece. This one, from first-time designer Hugo Frénoy, becomes highly asymmetric as players choose their pieces in real time, adding one or two per round until each player has five total pieces on the table. The base game here is the way to learn the ropes, but it’s the “expert” variant that makes Leaders a game worth playing again and again. (Also, the box comes with a drawer, which may not be entirely necessary but is definitely the best box design I’ve seen all year.)

Players start out with only one token on the hexagonal board, their Leader, who begins at the nearest vertex. They may move that token one space in any direction, after which the Recruitment phase begins. The first player can choose one of the three Champions available at that point, and then place it anywhere on the two edges of the board nearest to them. The second player will do the same, but on their first turn, they get to select two Champions to mitigate the disadvantage of going second. These turns continue, where players can move their Leader and all Champions before recruiting, until each player has four Champions, after which the game continues with movement phases until one player wins by getting two of their tokens next to the other player’s Leader, boxing the other Leader in so they have no legal move, or winning with the special conditions of certain Champions.

Every Champion in the game is unique. Almost every champion can move normally, moving one space in the movement phase, but every champion has a special ability, some rather cleverly designed. Some just have more movement powers, but others are more interesting, like the Claw Launcher, who can pull himself all the way in a straight line to another Champion, or pull that one towards him (I assume it’s a him, as he looks a lot like Stitch); or the Nemesis, who can’t move at all until the other Leader moves, at which point he gets to move two spaces. The superficial key to winning Leaders is getting the right combination of Champions so that you can mount a successful attack without exposing your Leader too much and/or defending it with Champions who can obstruct or subvert your opponent. In my experience, the real key to winning Leaders is to flood the zone: The faster you get two or three of your champions into the far side of the board, the better chance you have of winning, because your opponent has to play defense and probably can’t push pieces on to your side.

Leaders board game

Where Leaders loses me is very much a “your mileage may vary” aspect of the game: The individual Champions aren’t unbalanced per se, but they can be extremely unbalanced in certain combinations. In my plays, if you get two of the Champions who can jump quickly across the board—the Claw Launcher or the Wanderer—or you get one plus one of the fast-moving ones, you’re going to be very hard to beat.

There is, however, an Expert mode, although it’s relegated to the final page of the rulebook. Each player removes (banishes) one of the 18 Champions from the game, and then the players proceed normally, drafting Champions from all 16 while also taking their movement phases. Once each player has three characters in total, they banish two more Champions, and then continue, drafting two more Champions apiece. 

It’s not my design, so this is a bit presumptuous of me to say, but I think the Expert mode is the real game and the basic mode is just for learning. Allowing players to draft Champions from the entire set removes all luck from the game, and also means that players can better choose based on what their opponents are doing—or just doing more to prevent them from, say, getting a pair of characters that would allow them to flood the zone as I described above. It’s harder, because there’s no luck, and you have larger decision sets. It’s also a style of game that rewards experience; I wouldn’t want to be a newbie playing a more seasoned player in Expert mode, as the latter would have a preferred strategy and combinations of Champions, so a new player would just be fresh meat for them. And that’s why the game needs the basic, learning mode.

If Leaders is a commercial success—and I suspect it will be—it is tailor-made for expansions, with room for plenty of Champion abilities. (How about one who can instantly move to any of the six corners of the board?) As is, it’s a very smart design that’s easy to pick up but hard to play well, due to the sheer number of possible combinations of Champions and the difficulty of balancing offense and defense in a game that can progress very quickly towards endgame. If you enjoy that chess-like style but want something a lot shorter than chess, Leaders should fit the bill.


Keith Law is the author of The Inside Game and Smart Baseball and a senior baseball writer for The Athletic. You can find his personal blog the dish, covering games, literature, and more, at meadowparty.com/blog.

 
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