Dondersteen wrote:I played this where the reos were set to chained and you wind up with lots of orphaned troops strung out behind you. It's unlikely to be won in "a couple turns" unless you have reos set to unltd. Also, I held the gold spike but the game didn't end because I hadn't conquered Brigham Young. I can see where you have to hold all stations along the line, but since the resources are on spur lines, they should be optional for victory. Particularly given that taking them is not really that advantageous unless reos are set to unltd: with all those stacks strung out behind you and only one reo per turn, they become quite useless. (Unless your oppo has made it to your side of the board - a) which should rarely happen and b) is highly unlikely to be a recoverable position, unless you roll all 6s.)
I like the concept of the map - and it reminds me of the Corb Lund song Maybe put a note on it somewhere that you recommend playing with reos = unltd and/or make resources optional to hold, MHO.
With a bit of dice luck (which does seem to be a determining factor over strategy) a guy can play lots of these and rank up very quickly...
Nice work
Ummm, where to start!
1. You need all 4 spikes to win, not just one gold
2. You don't need all your supply depos to win
3. Your oppo cannot possibly get his troops on to your side of the board
4. Your linked game is fog, so we can't see your troops