This is a very good looking board, but it has its shortcomings. Connected fortify makes no sense; there are too many continents and too few choke points for my taste; and dice modifiers (arrows) seem somewhat arbitrary. I’m torn. Fair? Good? Fair? Good? Fai.. (..telephone rings)
I guess I just don’t get it. How do you use that dishwasher in the corner? Why is the towel rack as big as a bathtub? Why doesn’t Risky pay his bills? Why is there only one window (at least I think that’s what it is)? How do I get in? More importantly, how do I escape?
It's just a collection of territories with no choke points. If the excuse is "Hey, ..it's a map of Germany." Then I'd say, "Why bother"?.
Weird card choices (they are nothing more than convenient, easy to find images). The whole thing is just generally uninspired.
Hey, it's functional. The borders are very clear. I'd like to give it a fair, but apparently fair is better than "average."
I agree with the comments of everyone that gives this board a ten except I don't like the "fortify to anywhere" (contiguous) rule. I think a limited number of fortifies would make this board even more interesting.
Also, it does appear that over time the correct or best opening sequences will become apparent for those in the know - possibly to the point where the game no longer becomes a game of strategy, but rather a scripted battle that comes down to a few rolls of the dice. But for now this is a wonderful design concept put into action.
A wonderful idea, but a bit awkward mechanically. I don't like the way unlimited fortifies drives decisions. I'm also not sure that tweaking the modifiers or rules would help that much. I suspect this type of design would benefit if it could be implemented with some designer features that I hope are in the pipeline here at WarGear.
At this writing early indications are that it is reasonably fair to seats 1 and 2, but I'll bet that there's a strong opening sequence that gives seat 1 more than a marginal advantage.
This is a very nice board. The borders are well defined, and the hordes bonus structure is a nice diversion from the classic Risk style of scoring. At first the angle of view and cartographic choice has a nice striking feel to it, but this stretched-out look wears a bit thin with play. I really want to give it an 8.5.