Rating: 8.00 out of 10 based on 14 ratings

Chart.

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Ratings

Sun 24th Jul 20:14
Reviewed by Vindicare  Great
I like this board, it requires a great deal of strategy to win it. Has a bit of a learning curve and will leave some frustrated.
#14 of 14
Mon 25th Apr 14:33
Reviewed by DBA72  Poor
I reserve the right to change this review at a later date. I admittedly have only played a few games thus far. However, from reading everyone else's reviews, I don't seem to get this map. I find myself dreading when my turn does come up. It moves too slow for me, and most turns are met with frustration. I would have given this a lower number & probably not played it again if some of the reviews didn't convince me to give it more of a chance. So we shall see...
#13 of 14
Sun 24th Apr 07:34
Reviewed by Sff75  Great
Need to play more games
#12 of 14
Fri 4th Feb 18:52
Reviewed by Rasputin  Superb
This board requires a lot of fortification and attack strategy. It is very challenging even to seasoned veterans and thats whats good about it. Sometimes the rolls can get frustrating but still a very fun 1vs1 board
#11 of 14
Sat 29th Jan 14:14
Reviewed by Edward Nygma  Superb
Very clever mechanic used for a very fun, original 1v1 game. I would give it a 10, but it drags a little bit at times and is heavily reliant on dice, otherwise, fantastic board.
#10 of 14
Fri 21st Jan 16:04
Reviewed by AdamN  Perfect
I'm shocked I haven't written a review before this. This game is great. I loved the game in it's original incarnation but this new format, as many have said, makes it a whole new game. There are games when you wish there was a 'repeat previous turn's actions' button. (what do you say Tom?) However a game against an experienced player can be fantastic and suspenseful in a way that I don't usually experience on fog boards.

I had a guy beat me yesterday who totally ignored the instructions. Came from behind me, stumbled on the fortify procedure and managed to systematically wipe me out all the while I was trying to beat through the neutrals. Once he had me wiped out I think he realized he needed to read the about and then walked through the hole I had made and won.

Just goes to show that this board can surprise you.
#9 of 14
Fri 21st Jan 16:03
Reviewed by AdamN  Perfect
I'm shocked I haven't written a review before this. This game is great. I loved the game in it's original incarnation but this new format, as many have said, makes it a whole new game. There are games when you wish there was a 'repeat previous turn's actions' button. (what do you say Tom?) However a game against an experienced player can be fantastic and suspenseful in a way that I don't usual experience on fog boards.

I had a guy beat me yesterday who totally ignored the instructions. Came from behind me, stumbled on the fortify procedure and managed to systematically wipe me out all the while I was trying to beat through the neutrals. Once he had me wiped out I think he realized he needed to read the about and then walked through the whole I had made and won.

Just goes to show that this board can surprise you.
#8 of 14
Mon 4th Oct 20:12
Reviewed by Oatworm  Great
The trouble with groundbreaking boards is that, by the very definition of "groundbreaking", whatever follows it in concept will invariably achieve superior execution. Modern cars are better by every conceivable measure than the Model T. Modern computers are better by every objective measure than ENIAC. Modern audiences would find immediately pre-rock jazz (i.e. before music nerds turned it into the musical equivalent of "ST:Voyager" - all form, no substance) far easier to listen to than early ragtime. And so on.

This board is groundbreaking. Consequently, as Mongrel pointed out below, it has some flaws. The neutrals are annoying timesinks. The supply line dynamic doesn't play itself out as consistently as it probably should. But, for all its flaws, it shows a new, hitherto unexplored path for game development, one which future boards may pursue with superior execution at some point in the near future. Ultimately, you have to start somewhere.

This is a good place to start.
#7 of 14
Thu 16th Sep 01:28
Reviewed by wrench_monkey  Great
good for a fast paced duel. I assume neither side has the initial advantage but seems like the north does.
#6 of 14
Tue 31st Aug 21:29
Reviewed by H0bb3s  Good
Takes some time to get used to the special rules of this map. But once I did I liked it.
#5 of 14
Mon 2nd Aug 12:47
Reviewed by UncleBubby  Superb
Can't say it any better than Mongrel did. I love the supply line idea of this game, even with the frustrations. Every game I make a new mistake...and have had the frustrations with the dice, but have also had fun with just 2 units cutting their way to the end with no supply line. One of the best games on here, in my opinion.
#4 of 14
Mon 2nd Aug 00:22
Reviewed by Alpha  Good
This board offers a great new structure for gameplay.
The unit caps on territories and supply line structure can take a few games to get use to and a couple of mistakes will cost you the game so be careful.
Since it is very difficult to advance, many times you feel a sense of urgency (being paranoid that your opponent is further ahead) and want to over-attack. Matches on this board can become grueling and there is a great sense of achievement when you have finally made a big push to defeat your opponent.
#3 of 14
Tue 20th Jul 03:20
Reviewed by Mongrel  Good
I'm torn. This board is filled with so many contradictions that it's hard to parse my true feelings about it.

Taking the time to study the board before the first game, It became clear that this would be an altogether different kind of board. The supply line idea is great, I just wished the board made better use of it (cut off BIG lines of troops). I can see what M57 wanted the dynamic to be, I just wish it happened in more games!

Most turns require some blend of: troop management, judicious advancement, and maintaining defensive and supply positions. These are all awesome features of the board, and implemented well.

Unfortunately they can be masked by other issues. Bashing against the neutral wall can seriously deplete reserves, and many games reduce to either a lucky win, or a rebuilding phase. While this phase can be interesting, it can also feel like a standstill. With constant production, the game will never stalemate, but there can be many rounds where you feel like nothing happened. There can be aggravating streaks of losses, and one can deplete their reserves quickly, regardless of strategy.

In conclusion, 100% of the matches require some thought, 90% of the matches have too many aggravating rounds of dice, 80% have a few exciting turns, and 10% are a real nice back and forth. Overall, a good execution of a great idea!
#2 of 14
Tue 13th Jul 02:30
Reviewed by Stickie  Great
I've played this map several times before and do not understand the point of limiting armies in this version. Due to the 1 army maximum and the conversion of empty spots to neutral, I never had the opportunity to place an army past my first turn. Is this on purpose??? It seems like this could result in a stalemate as either side could simply run out of armies. Or am I missing something???

Anyway, this could be fixed by not converting empty spots to neutral at the end of a turn or by allowing the player to return to place armies after attacking.

EDIT--> Ooooooh, I get it. Ha. Yes, I was missing something.

Thanks for the map!
#1 of 14