I think the board is perfect. Great gameplay, and accidentally finding an opponent in the mines makes for difficult decisions (do I waste my attacks to eliminate what might be his only rescue team, or do I stretch my attacks further so I can get deeper into the mines). Love this board, though I really liked the slower pace that came from not having return to attack after fortify on: it created more strategy.
Sometimes hard to decipher the interconnections between sides of the board, but the ingenuity of an ever changing map is fantastic. The game can easily be won early if you make the right moves to lock in a home base. Better as a team map.
I love a good hoardes map (though generally get slaughtered on them). However, my initial opinion (which I reserve the opportunity to update after more rounds) are that the border modifiers/army limits, though creative and make for a neat theme, make this board a little too convoluted for my liking, and I suspect that it might be unbalanced. I'm also not convinced of the advantage of the boats, but am willing to have a discussion of it on PM if you want (Kjeld)
I agree with RazingAces. Might suggest trying a different scenario that has a minimum bonus of 4 and a slower card bonus progression, to make the attacks more aggressive, and the cards less important. The graphics are spectacular.
Very unique board, but requires all players to understand dynamics for it to be enjoyable. Watch out for playing against a new player on the board: if even one player doesn't understand the requirement to keep your opponents in check (specifically whomever follows you turn-wise), the game will end quickly. Amazing use of factories; EN never ceases to amaze.
This is a huge board, and can lead to epic battles. With a large number of players, expect it to take a long time. Feel that the board might be weighted to give an advantage to players on the east coast, but maybe some more rounds on it will nullify that feeling.
The game is so heavily weighted on luck, and can often result in a games where a player loses having only taken 1 turn, or sometimes zero, I think it needs some reworking.
That being said...playing 8-10 rounds of this during a lunch break with some coworkers is fun (because the multiple rounds negates the luck).