Basically everything Mongrel said. The 'Bama-area territories are a little challenging to identify, and there are some other problems graphically, but it's still fairly playable. It's just a shame that so many people insist on playing it outside of its strengths (two player games, that sort of thing).
Though the board redefines the boundaries of "graphical subtlety" (Can we get a black and white version so it's even plainer?), don't let its looks fool you - this is not a board you can sleepwalk through. Though stalemates can and do happen, they clear up quickly enough to keep things moving.
Curious about Simulgear? Need some schooling on it? This is the board you should earn your chops on. It's big enough to try out some of the cooler tricks you can play with Simulgear, but simple enough where you're not having to fight the board while you play. Brilliant stuff.
It's an interesting and quirky board - this is definitely not something you play without reading through the rules a few times and, hopefully, finding an old game to watch through the history viewer. It's a lot of fun once you get the hang of it, though.
It's like "Steal the Bacon", only it actually works! Meaning, it's a short, sweet two-player board with obvious attack lines that actually requires a bit of nuance, luck, and strategy beyond "sit around and wait for unit counts to be high enough for offense to be a statistical fait accompli". Good stuff!
Basically everything Alpha said. Games can go on a lot longer than you'd think on a board this size since cards and bonuses never escalate, so equilibrium between opponents can be achieved. Otherwise, it's pretty straightforward.
Midnight's review sums this board up quite nicely. This is a completely different game that just happens to use some of the same mechanics as a traditional Risk game. All in all, this is a fantastic job.
I'm docking a star because I'm not very good at it. ;-) Plus, I noticed that nobody's rated it a 9 yet, so I've got that going for me, too.
What's better than a duel? That's right: *Two* duels happening simultaneously! I think it's set up quite nicely - the limited attacks keep the first players in each corner from overwhelming the second players and evens things out a bit. There's definitely an optimal strategy or two (HINT: Aggressiveness is good!), but there's nothing wrong with that. All in all, a solid, different board.
This is definitely a long haul of a board where it's quite possible to succeed using either a conquer-and-hold strategy against the island bonuses or through an amoeba-like spread on Honshu. Neither path offers hope for quick victory, which is probably for the best. The games I've been in on this board have been largely free of "stack and hold" stalemates, so it's apparently doing something right.
I love the graphic concept! It's absolutely fantastic. It's fairly predictable strategically - grab an area, defend it on the corridors, hope for the best - but it's still fun.
I like the creative use of visibility to see but not attack adjacent islands - it's a little touch that I really appreciate. Lots of obvious choke points once you clear an island or two (teleporter pads), which most people either love or hate. It's a fun board.
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.