natty_dread wrote:I don't think so.
By making the bonuses too small, you could just as well not have them at all. No one's going to try to hold a bonus when the payoff is so small compared to the effort, and in effect the bonuses will just be ignored.
But why do you have to have bonus areas anyway? Think outside the box a bit... How about a collection bonus? Mix up that bag of coloured tiles a bit, and make a "+2 for any 3 same coloured tiles" bonus. Or something like that.
I see no reason why a larger bonus would benefit the map. The pay off may be small but it is the only pay off available so players will not ignore them. They may take there time, going for them, holding them, using them, but I see no reason why that cannot be a style of game play. Not every map has to have the ability to be finished of in round 3.
All you will get with the +2 for 3 squares is a land grab style of play (same as in Antarctica). Players moving forward as quickly as they can to get as much as they can in the hope that in round 2 they have a larger troop count to play with. That is
not the style of GP for this map. This is another reason why the reinforcements will be
set at a level of 3 or 5.
With the +2 for 3 squares, you get the huge problem of where to put the squares. As all the squares in the centre two rows can be attacked by the front row of knights, you could only put a set number on either side. In your example 2 only. So you would get 4 different zones with 2 squares on rows 4 & 5. This would be the only way to solve the bonuses in round 2 issue, and then you have the increase of luck of the dice. If you make the numbers higher (+3 for 5) you could get 2 different zones, but again, it would be very easy to grab one in round one if you make a land grab. Any game that would allow that to happen would be over in round 2 as no one would be able to come back from that. I did put some thought into this right at the beginning when I developed the map. This is why I put the column bonus before the continent bonus, as it would be harder to get. I wanted a style that would force players to think. With the bonuses, all you seem to want is to make them easy to get and hold, and therefore make the games shorter.
natty, you said to think outside the box, I am going to say the same to you. All you have done is said the map needs bonuses as maps have them, the map needs to have larger bonus numbers as maps have larger numbers. That to me is just the status quo thinking that has produced map after map the same.