A race to position yourself for a shot. A Fun board with light fog is near impossible....the card scale is perfect. Expand while limiting others as usual. You need to think a turn or two ahead, and strike at the right time......
Not a beginner board. The use of all wargear map making tools was cleverly done. Once you understand it the possibility is endless. Well done. I suggest trying ren. wars as a follow up to more fun game play type.
Impressive for such a difficult board to get all these high ratings. I enjoy it, and am impressed by the paradigm and the work that went in to it. What keeps it from being a 9 or 10 for me is I don't feel particularly engaged with the other players when I play it (i.e., analyzing what they're gonna do), which is a big part of the enjoyment. May be because I don't "get it" well enough. I think the successor board (Renaissance) is probably more to my taste.
Edit: still a good game, but in a 5 or even 4 man game going last is too big a disadvantage in my view.
agree with most of the below - this is a great game where the tactics change a lot depending on number of players. Alliances are also less influential than some other boards like CC / Ants. The only thing I'd change is the final stage, going for the crown - perhaps there should be the facility to be able to defend against an attack from the crown, rather than it being a fait accompli once the crown is captured?
This board is as original in its conception as it is flawless in (ahem) execution, so to speak. The combination of the spatially dispersed continents and the accumulation of support necessary to capture the crown makes for a game unlike any other.
The lack of obvious continents and choke points encourages a certain subtlety of play not often rewarded in more conventional boards. An underdog should never be forgotten as he can often snatch victory from more powerful opponents. The judging of probable strength, and the weighing of chances in an assault on the crown are only made more interesting by fog. I feel like luck plays less of a role on this board than others, though terrible luck on your first few turns will doom you. How you'll fare in the assault on the crown feels less like luck with dice and more like the vagaries of warfare and the caprice of Fortune.
This is an excellent board that rewards both circumspection and well-timed audacity.
At first glance, this board looked just too complicated, but after M57 asked me a few times to play, I finally tried it out and am very glad I did (and that M57 kept asking)!
It is confusing at first, but you get the hang of what the bonuses are soon enough. It is not the kind of board in a 2p or 3p game where whoever goes first has a huge edge either.
Such a unique concept - do you pile up enough units and go for the win, or wait one more turn, knowing someone else could take a shot for the victory?
In my opinion, the two most critical steps are 1) When to go for the win and 2) Your first turn - try to get a bonus that is not going to be easy pickings for a player after you - else you could be chasing your tail the rest of the game.
It's a little bit hard to understand in the beginning. But once you understand how it works the difficulty makes it much more interesting. Since you have a lot of options what you can do. Highly recommend playing this and don't get encouraged if it takes some time to understand the whole game. It's worth it!
I've played this board various ways and they all mesh well into the overall functionality of it's mechanics. Truly one of the greats, and this one has it all. Fogged games provide cover for sneak attacks on the crown, team settings don't allow for unbalanced game play with early transfers, Games with high numbers of players does give the impression that there's a scramble for control of the realm. High stakes bonuses, low bonus turtle stations, interesting choke points, fair neutrals.
All this being said, give it a shot, bring friends, and start a tourney so I can join.