I like the hordes play in the continents, but not a fan of how easily connected everything is. This makes you feel like you have to play more aggressive (cripple your opponent before they cripple you). The ships and Command Centers seem to be missing something for that added element to actually have an effect on the game. They don't give much of a bonus and don't give you a defensive or offensive advantage so most people are just going to stay away. I think with a couple tweaks this could be a great map.
A solid hordes-style board, good for large player counts or big team games. The capitals unfortunately don't work very well here (too much risk for too little reward), but the games play fine even when players ignore them (which is often).
I played the board once and won, so it is the most amazing board ever! :) But honestly I found it somewhat easy to pick up - but perhaps I just got lucky. I liked the complexity and the new concept of a world map.
I like the idea of the board, it's a different view of the normal global map. Combine that with hordes bonuses and Capitals (notice the capital 'C'), it has potential.
However, it's a drag of a game to play. Sufficiently dependent on initial layout and beginning dice to make it too difficult for my express liking. Once the board gets 'established' it can be great gaming, but getting to that point needs work and MUCH patience.
Not saying it's an unplayable board, but it's one I won't host a game on.
This is dead center average. It's a great looking board, and it's nice to play - both with lots of fog and not so much fog. I find the board suffers from a slow start and some balance issues. Good for lots of players however, and long games.
I like the idea, and execution. I like the variety of bonus types and a unique take on the globe as a map.
I just find the play really unbalanced. Some parts of the map are much better to start in than others, some parts of the map mean sudden death with not a whole lot of return, and in order to collect bonuses on the continents, you're commonly taking over 4 or 5 territories in order to gain a single bonus unit.
It's a slow grind to start - as you will get 3 units to start taking territories over with - and then a grind in the middle until some players get established. Once there are a couple of players that have some territory to speak of, the game gets more interesting, but those territories are hard to defend. So the board favors aggressive play and heavily defending your choke points.
Overall, enjoyable and certainly not bad, but I prolly won't have one of these games going on all the time.