Game play, unfortunately, is a bit of a different story. Expect a long, drawn-out game that ultimately comes down to card luck with psychotically high bonuses at the end.
It's basically a big Risk-style board, with all the strengths and drawbacks that come along with that. Graphics are clean, bonuses are self-explanatory.
Conceptually, this is a great board that takes excellent advantage of fog. Also, the historical back story is a nice touch. Execution-wise, this board really needs to be play-tested on the extreme ends of its player allocations; in my experience, I'm not entirely sure this board is really playable as a 2-player board (i.e. first player seems to have an overwhelming advantage). Outside of that, it's a good board.
This is the quintessential Hordes! map. If you played a large, geographical-themed board and it didn't end in a card-busted stalemate, this is board is why. Be thankful.
I'm not going to lie - I haven't played a ton of games on this board, so I'm not sure what to think. Then again, nobody else has reviewed it, so...
The graphics are as fantastic as you would expect from a Yertle board. Past that, it's a conquer-and-hold map with enough mild choke points to keep the outcome from becoming completely random, while keeping them mild enough where it doesn't turn into a stalemate-filled slog.
Like it's cousin, Koprulu: Yamato, this is a big, seemingly complex board that strongly rewards aggressive game play. It's pretty easy to wrap your mind around after a few rounds; just don't be surprised if you don't last long the first couple of games.
This board is definitely a classic. The graphics are clean, the games are never boring, and it's mechanically interesting. It does reward aggressive game play; in fact, I strongly suspect that this board only has a couple of optimum ways of playing it, despite the seeming variety of modifiers and borders.
This is a board that does a fantastic job of taking well-understood game mechanics and pushing them well beyond the classic conquer-and-hold strategy that most people are accustomed to. Excellent work!
Graphics are strong. I don't know what it is about LoTR maps, but they definitely bring out the defense-minded dice modifiers; thankfully, this one doesn't plant them in the middle of choke points or anything crazy like that. It's small enough to be interesting, so the games are always entertaining.
Graphically, I'm not a huge fan of the differently-sized circles. I personally found them more distracting than anything. Past that, it's a really big Risk board on a map of Europe. That said, it does have some creative overlapping bonuses, which are a nice touch.
After playing in a tournament on this board, it turned out pretty quickly that player 1 has a serious advantage if they approach player 2 aggressively enough. If player 1 doesn't, this board can quickly turn into a slow, numbing slog.
This board is, unfortunately, a classic case of a good idea on paper that just didn't quite pan out. It happens.
The graphics are what makes this board. Functionally, it's Risk with more choke points and a couple of +1 bonuses sprinkled here and there. Graphically, it's a well rendered apartment. It's sort of like a big, steaming plate of mac & cheese with bacon sprinkles on top - yeah, it's mac & cheese, and yeah, the bacon is a nice touch, but when it's done right, the familiarity of the flavors actually add to the experience. You can't say that about a lot of things in life, but you can about this board... and mac & cheese with bacon sprinkles. Unless you're Jewish. Or Muslim.
The negative bonuses do a nice job of keeping this board from becoming yet another Risk clone. Quite playable. The graphics aren't pretty, but they don't detract from the experience.
It's a Risk-clone that's actually small enough to play like a game of Risk. That's a good thing.
That said, this town needs way more residential zones - commercial and industrial values are going to crash if you don't give your citizens a place to live!
Hordes-style bonuses have single-handedly raised the large geographical map from the stalemate-filled grave and given them life and purpose again. If you want to play a Risk-like game on a map of Chicago and not have it turn into a "who has the best cards" contest at the end, play this one.