Here is a bit of feedback for World Reduced (26 territories).
I tested the following:
6p Capitals (increasing)
In comparison with World Classic this game pretty much lasted as long as classic (10 rounds), with kills being around the same expected time and final card value being 50.
The map catches you out a bit, because all the world maps are far bigger in territories than this and when playing this map, your mind still sees World Classic (42 territories). The starting territories are few but adequate (4) and there are limited places for card victories, but it is far easier to get unblocked from a spawn block due to opponents card necessity.
I had the Peru Capital in this game and noticed that it is the only Capital with 1 exit route and if you get a drop on Brazil you are spawn blocked, BUT it is possible to move all the Cap' troops to Brazil still protecting the Cap', thus releasing the block (after killing Argentina of course).
So essentially the Peru Cap' has 2 exit routes! I didn't do this, because a player put a lot of troops in Brazil and I didn't want to risk wasting troops, but this is a nice little 1 Bonus for whoever lands Peru as their Capital.
I didn't get to use the new connection in this test.
5p Capitals (increasing)
This was very similar to 6p except the card values didn't raise in as many rounds, but surprisingly this went to 12 rounds and card value was still 25.
The India & E.Siberia Caps have the best tactical advantage with 3 exit routes each, but India has the most advantage being able to hit so many more Caps more easily especially with the new connection from M.East to N.Africa and it's easier for this Cap' to take Australia too. However, that does not mean there is more chance of winning, just less chance of being blocked and easier to run the board. Ironically, I haven't seen anyone with the India Cap' win yet.
I'm not sure if it's due to troop numbers or troop blocks, but I also have not seen anyone run the whole board on this Map in Capitals of 4p +.
In this test I had the U.States Cap' and I experienced being semi blocked due to card necessity where another player can pretty much shut you down for victory cards due to self blocking in the other direction. This is due to this Cap' position only having 2 exit routes N & S. However, it does NOT mean that, even with not taking cards, you will not be able to win, as I did from this poor position.
There are a few adjustments to be made in playing style and tactics when playing 4p, 5p or 6p Capitals, but the game is good and as tactical as any other World map.
I haven't seen much potential for stalemate or board running (I think due to Cap' proximity). This does not mean it can't happen, it's just that I have only had time to do a few test games and haven't seen it happen.
Overall, I believe this map can sustain up to 6p Capitals without problems.
4p Domination (fixed)
This has a really nice quick-game ability.
There is a lot of potential to be able to work out a timing strategy to win at this far more frequently than other games.
I didn't win this test, but was poised to if Black hadn't pounced. It was all about the luck of a 3 card set.
The game only just got into round 4 when it ended. With 4p the Domination territories are set to 15. This initially seems like a lot being more than half the map and each player having only 6 to start, but it is a case of: create a troop concentration and for the first 3 rounds collect a card but leave as few 1's around as possible, keep an eye on attack routes and if you get the 3 card set, pounce in round 4.
The extra connection makes this a fast and achievable game.
Domination is always the set up that catches a lot of players out and if you haven't played a lot of it, it also leaves a lot of players amazed with how it ended.
This map is a very good 4p Domination Map.
4p Death Match (increasing)
This is of course the same as all maps, as good a game as the players on the field.
In this test the game was a bit short lived due to a weak link.
The ability to take and hold bonus regions is a little easier on this map compared to Classic, but with 3p or 4p in particular, if 1 player over-attacks another, the game is pretty much over, especially when card values are rising. I don't think that is different to any other map.
I particularly liked the new connection in this game because I was able to fortify all the way from Brazil to China by owning China, India & M.East all I had to do was kill the 1 in N.Africa and I got well away from the big fight for S.America and I also had enough grouped troops to take and hold Australia. It was only cards (lack of set from 4) that decided the outcome but nonetheless, the game had all the same attributes as World Classic, but on a smaller scale.
I found NO glitches, missing links, broken connections or mismatches in this game, everything appears to be working as intended.
I know this is not an extensive test, which would need many dozens of games of each type, but it is hopefully something to allow this map to pass beta tests and take its rightful place in the World map quartet!
Here is a bit of feedback for World Reduced (26 territories).
I tested the following:
[spoiler=6p Capitals (increasing)][b]6p Capitals (increasing)[/b]
In comparison with World Classic this game pretty much lasted as long as classic (10 rounds), with kills being around the same expected time and final card value being 50.
The map catches you out a bit, because all the world maps are far bigger in territories than this and when playing this map, your mind still sees World Classic (42 territories). The starting territories are few but adequate (4) and there are limited places for card victories, but it is far easier to get unblocked from a spawn block due to opponents card necessity.
I had the Peru Capital in this game and noticed that it is the only Capital with 1 exit route and if you get a drop on Brazil you are spawn blocked, BUT it is possible to move all the Cap' troops to Brazil still protecting the Cap', thus releasing the block (after killing Argentina of course).
So essentially the Peru Cap' has 2 exit routes! I didn't do this, because a player put a lot of troops in Brazil and I didn't want to risk wasting troops, but this is a nice little 1 Bonus for whoever lands Peru as their Capital.
I didn't get to use the new connection in this test.[/spoiler][spoiler=5p Capitals (increasing)][b]5p Capitals (increasing)[/b]
This was very similar to 6p except the card values didn't raise in as many rounds, but surprisingly this went to 12 rounds and card value was still 25.
The India & E.Siberia Caps have the best tactical advantage with 3 exit routes each, but India has the most advantage being able to hit so many more Caps more easily especially with the new connection from M.East to N.Africa and it's easier for this Cap' to take Australia too. However, that does not mean there is more chance of winning, just less chance of being blocked and easier to run the board. Ironically, I haven't seen anyone with the India Cap' win yet.
I'm not sure if it's due to troop numbers or troop blocks, but I also have not seen anyone run the whole board on this Map in Capitals of 4p +.
In this test I had the U.States Cap' and I experienced being semi blocked due to card necessity where another player can pretty much shut you down for victory cards due to self blocking in the other direction. This is due to this Cap' position only having 2 exit routes N & S. However, it does NOT mean that, even with not taking cards, you will not be able to win, as I did from this poor position.
There are a few adjustments to be made in playing style and tactics when playing 4p, 5p or 6p Capitals, but the game is good and as tactical as any other World map.
I haven't seen much potential for stalemate or board running (I think due to Cap' proximity). This does not mean it can't happen, it's just that I have only had time to do a few test games and haven't seen it happen.
Overall, I believe this map can sustain up to 6p Capitals without problems.[/spoiler][spoiler=4p Domination (fixed)][b]4p Domination (fixed)[/b]
This has a really nice quick-game ability.
There is a lot of potential to be able to work out a timing strategy to win at this far more frequently than other games.
I didn't win this test, but was poised to if Black hadn't pounced. It was all about the luck of a 3 card set.
The game only just got into round 4 when it ended. With 4p the Domination territories are set to 15. This initially seems like a lot being more than half the map and each player having only 6 to start, but it is a case of: create a troop concentration and for the first 3 rounds collect a card but leave as few 1's around as possible, keep an eye on attack routes and if you get the 3 card set, pounce in round 4.
The extra connection makes this a fast and achievable game.
Domination is always the set up that catches a lot of players out and if you haven't played a lot of it, it also leaves a lot of players amazed with how it ended.
This map is a very good 4p Domination Map.[/spoiler][spoiler=4p Death Match (increasing)][b]4p Death Match (increasing)[/b]
This is of course the same as all maps, as good a game as the players on the field.
In this test the game was a bit short lived due to a weak link.
The ability to take and hold bonus regions is a little easier on this map compared to Classic, but with 3p or 4p in particular, if 1 player over-attacks another, the game is pretty much over, especially when card values are rising. I don't think that is different to any other map.
I particularly liked the new connection in this game because I was able to fortify all the way from Brazil to China by owning China, India & M.East all I had to do was kill the 1 in N.Africa and I got well away from the big fight for S.America and I also had enough grouped troops to take and hold Australia. It was only cards (lack of set from 4) that decided the outcome but nonetheless, the game had all the same attributes as World Classic, but on a smaller scale.[/spoiler]
I found NO glitches, missing links, broken connections or mismatches in this game, everything appears to be working as intended.
I know this is not an extensive test, which would need many dozens of games of each type, but it is hopefully something to allow this map to pass beta tests and take its rightful place in the World map quartet!
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.