JamesKer1 wrote:Sorry, to go through to forbidden lands*. Sphinx would have to take 5 territories and other groups only have to take three. With the right play, sphinx could have no chance at winning and be ousted by round 3 no problem in a trench game. The 30 on forbidden lands might help some- but a two turn difference on getting to the lands and not having to use as many troops makes a big difference.
I see ... yes that is true the map is unfair from that perspective ... however if I start on yeti and I take V3 and M2 ... it will still be several turns to grab the Forbidden Lands ...whereas you could easily start on Sphinx and and take M3 and P4 and then take me out of the game while I waited to have enough troops.
This map is not perfectly balanced. The 4 corners have farther to go to get to the forbidden lands. And people that start with certain special features will be at a slight advantage. It is the players job to identofy who might be the biggest threat and target them first.
The forbidden lands are powerful but outside of a few early games I ave not seen it used much. People seem to find just standard steamrollering to be good enough.
=D13=