Highly Recommended.
Warning: This not a Risk-like board.
Nice looking board - Interesting design concept - ponderous play because every player has to eventually use the same gutters to get to the shooter's lane. Now that designer's can utilize factories in their designs, this board could certainly be improved upon.
An interesting design concept that could probably be improved upon now that factories are part of the designer's bag 'o tricks. Unfortunately, play is too ponderous ..and as captnmorgan said, it's hard to make a comeback once you're behind.
Challenging board -- The proximity and number of capitals combined with the fog make it very, if not too difficult to get a sense of the strength of your position.
Pong is a "Tour de force" effort by Ed that gives us all a taste of how the WarGear designer tools can be used to create a game that has absolutely nothing to do with Risk. There are no dice. You move your paddle to "influence" the motion of the ball on the "screen", and then use the same paddle to guess the final location of the your opponent's ball as it moves towards your side of the screen.
A few of the borders are a bit tricky but it is a nice looking board
Once again Ed has used the factory designer feature to create an innovative game-play setting. There are a number of strategies/tricks that the first time player needs to figure out to become competitive, but ultimately, because you never know where your opponents are, you are really playing for/against yourself. It's all well designed and very playable, but the board just has too much fog for my tastes.
Though not one of my go-to boards, there really is nothing bad to say about this board. Agree with Mongrel regarding its attributes. Return to fortify enables sneaky tactics and I agree with Pink Fuzzy that the pirate ship in the middle is likely to befuddle traditional strategist types. Hmm, ..maybe I'll have to play it some more.
Nice looking board. It's just a strange layout with little in the way of choke-points (except for all the towers, which are kind of inverted choke-points). The value of the extra view seems somewhat wasted when all the towers are next to each other. I'd rather see them scattered a bit more randomly.
This no-frills board plays well for beginner and advanced alike, and its unique polar cartographic twist puts it in the category of boards everyone should try.
The graphics on this board are appealing enough that I tried it, so that's a plus, but play is predictable. Basically, whoever secures an outside rock is "in"; everyone else is toast. From there things seem to evolve fairly quickly and even with fog on there doesn't seem to be much room for subtle strategy. Secure a corner -bash away at the center - and then pick apart the rest of the board.
What Gimli said ..mostly, except I make a distinction between Poor and Bad. Bad is this side of evil. Gimli thinks the board needs a complete overhaul, but I wonder that it could be fixed by simply altering the defensive nature of the citadels and the capital to "standard".
WarGear is very fortunate to have a twisted and demented designer like Riskyback in its ranks. Graphic features like the bloody splotches all over the map are typical Risky fare. When you're in the mood to play a quirky map, try this one. Execution is very good, and gameplay is exactly what you might expect from a board lacking in choke-points. Easy to play and understand, this is a good board for beginners who are looking to expand their catalog of WarGear experiences.
I'm not sure why this board has become somewhat of a classic., but I have to admit that graphically it has a "je ne sais quoi" that forces me to rate it higher than I would normally justify. Border colors meld into each other (I should be complaining about this), but in a way that doesn't confuse things enough to make make me criticize it as a design flaw, and it has territories that are way too teeny-tiny for my aged eyes.
Yep; it’s the standard. But standard means standard. We certainly can’t say this board takes full advantage of all the features WarGear has to offer. Not that the criteria for perfection is to use every WG feature, but let’s face it - you don’t need to log on to play this particular board. The graphics are clean if not a bit austere which, again, is fine for a “standard” board. The graphics adequately match the feel of the site. Though I don’t think I’ll have too many qualms playing quite a few games on this board, there’s no doubt in my mind that something better will come along that will bring with it a more pleasant aesthetic for me in the “standard” category. Yet, I predict that even that board will command no more than an 8 for its lack of optimizing what WG offers.
Simple graphics are easy enough to decipher. Mechanically speaking, gameplay is a tad tight for my taste but there's nothing wrong with this board. The pirate ships are a nice touch.
Even though there are a few of what I would consider to be a few flaws on this board (like some of the players' colors are hard to make out when they occupy Britain and Japan - I agree with Alpha on this), there's something about this playful graphic that is captivating. Nonetheless, with the exception of one or two border changes, it's just another world map, which right off the bat means it would be hard for me to give it a rating higher than "Great", so I'm going with "Good".
However, I agree with Black Dog. End-games can too easily be manipulated. If you know you are going to lose, in many cases, it's possible for you to "choose" the winner. Nonetheless, I recommend that everyone at least try the board once to get a sense of what's possible on WarGear.