A solid hordes-style board, good for large player counts or big team games. The capitals unfortunately don't work very well here (too much risk for too little reward), but the games play fine even when players ignore them (which is often).
A surprisingly fun dungeon-crawler simulation. There are several different strategies for "collecting" treasure (i.e. units) -- you can go for a bunch of small bonuses, go for the big "board walk" bonuses, loot others' ill-gotten gains, or go delving in the dungeon -- which keeps the game interesting. It plays like a race to the finish, akin to War of the Roses or Renaissance Wars. Recommended!
This is a very solid asymmetric dueling map, and with versus-dice, too, which is difficult to accomplish. The graphics could be cleaner and more intuitive, perhaps, but they do communicate the essentials. The bigger complaint is that the board can get bogged down for many turns if both players have poor rolls, due to the strong defender advantage on the dice.
The game plays out like a race, not a duel, however, as both sides have to angle for the Appomatox courthouse or station. Most games tend to see the bulk of the action around Highbridge and Rice Station, the natural chokepoint through which both players have to pass. This is actually good for the race aspect, because it can force the players to interact more directly than in most race-based boards. However, if one player is really blowing the other away on luck, the chokepoint doesn't tend to come into play.
Battle of Waterloo presents a deceptively simple game-mechanic -- build a line from north to south -- that masks a deeper complexity. While it might be tempting to simply rush to complete as long a line as possible, this strategy will not work against experienced (or perceptive) opponents. I've provided a few tips from my experiences below.
First, don't forget that all you need to do is get within 6 hexes of a complete line, and so does your opponent. This is a key point to the board, so plan ahead and defend/position accordingly. Unique terrain bonuses mean that you have to carefully consider where your supply line should best be situated: roads are quick and easy and allow placement, but the hills have significant offensive and defensive dice modifiers. Let your opponent gain control of key off-road locations at your peril. Also remember to make use of the reinforcement option from the off-map territories. You need 17 to win, but no more than that; use the extras to shore up defense along your line or to prepare for a major push into enemy territory. Lastly, it will help if you can gather some of your dispersed troops together early -- a few attacks may not add to your supply line, but they might bring a much needed 5-stack into the fray. Don't use them all up, though, or you won't make progress on your line; you also want to leave some on defense in key non-road positions to disrupt you opponent.
Very unique concept, excellent execution. Distinct early, mid, and late game stages add layers of strategy and experience -- each play depends on the timing in the game and the decisions of other players. Lots of fun.
I really like this board. I can't quite place my finger on it, but there's something quite satisfying about delving through dark tunnels, hoarding shiny gems, and hunkering down in your castle to protect your trove. The new scenarios add some welcome twists as well.
I love the concept behind this map: the tech tree is a brilliant game device and I'm sure it will lead to bigger and better maps in the future, as well. It's executed well in Invention, though the lack of reward for elimination and the somewhat skewed (I think) starting positions can be frustrating, though nothing compared to banging your head against walls of neutrals. However, once the engine of war gets up and running, it's a blast to see units magically spawn in your territories, to blow your enemies out of the water from 2,000 miles away with the ICBMs, and to transfer your armies across the globe at a whim with the miracle of flight. Great job Ozy!
Top-notch execution, a real classic that paved the way for large tactical SimulGear maps and uneven teams. I always enjoy a round on this board. Kudos to Toaster!
Would earn a superb except for the fact that success hangs so much on the balance of decisions made by other players beyond your control. One player who really doesn't know the ropes yet can seriously imbalance the game, as Bratac points out below (more so than on other maps). However, a unique concept as always from Nygma, and nicely executed. I've enjoyed most of the games I've played on this board, and would recommend.
I love the look of the board, but the gameplay seems to be too turtling-prone for my taste -- the 6v8 border mods from character to character really encourage very slow arms races, especially with the low cycling cards, in my experience.
Awesome board. A great twist on the classic Spy v. Spy format with a fun theme and the added complication of two additional opponents. A must play, two thumbs up!
It may be unfair for some starting locations, but it's still awesome! Start from your crab boat and catch as many as you can as fast as you can, but be careful, because some other fisherman has his eye on your haul, and will soon come calling to steal it all. The trick to this game is striking hard and fast -- don't relent! -- and always trying to guess where your opponents are hiding out. You need lady luck by your side more so than with other maps, but just have fun and roll with the waves!
This is an excellent map, though sadly underplayed in my opinion. Will you play it safe an horde your units in the wastelands before trying to nab that all-important bonus-granting road? Or will you play bold and recklessly, conquering everything in your path and claiming the auto-cities for your own, regardless of the cost to your bonus? Plenty of play styles can thrive on this board, and there's always the looming spectre of an upset. As Gimli noted, it's perfect for a 5-player game, but versatile enough to handle 3-7 and still be good fun. Highly recommended.
This board was conceived as a pure strategy game, and it accomplishes it with a adroit style we've come to expect from the Nygma/Mongrel map-making duo. My only advice is that nothing is quite as it seems in this map -- the skilled player will control the board the whole time while allowing his opponent to believe the opposite!
One of the most fun dueling maps on WarGear, Edward Nygma's Spy v. Spy will be a classic in ages to come. This board strips it all down to basics -- extremely low unit counts combined with limited attacks mean that every turn has to be carefully planned, and predicting and out-witting your opponent is critical. The huge attacker penalty requires precision timing when you make your final move. All in all, a great job, and looking forward to more of this variety from Nygma!