MAPS recommended for Full Duels
Posted: Sat Nov 17, 2007 9:34 am
I wrote this list elsewhere on a different thread, so I'll repeat it here where it's easier to find.
I'd better write the list somewhere I can find again. Searchword: Duelmaps.
And maybe it's worth sharing it here, as 4 GM's are setting up 24 Duels for the Group-stage, and others are GM'ing Duels too, so they might be glad of it.
Starting with the positive:
I heartily recommend for Duels:
Suburbia
Feudal
Skandinavia
Penta
Crossland
Forest Lake
I'm OK about, or looks likely to be OK:
Center Island
WOK Islettes
Gardenic
I'm less keen on/I'll avoid:
Original/Classic (too few narrowings for Duel)
Austria (same)
South America (same)
Water-Crossing (less so, but same)
Colonial (wrong neighbourings)
Skull Islands (same, but on probation)
Cross Islands (too hard to make fairly even)
Three Worlds (a prov with zero Pop - great for Standard, ruins a Robo)
Missilemania (too tedious searching the map for where you can bomb, when playing 3 colours)
And any that have lots of provs too small to write in! (Lots of us run off hard copy and write in)
Caribbean *
The World *
Business District
Lava Land
Risk World *
Homelands *
And any that have lots of provs filled with pics so you can't write in!
Monster Island *
South Westeros
* = Probably OK if your two players don't tend to run off hard copy and write on the map. Homelands looks especially good for Duels if you don't tend to write in
Oh, and some of the above are too generous on Pop, so it's too easy to have Pop and armies, not worth fighting for yet more Pop. But I can't remember which ones.
(It wd be nice if somebody with too much time on their hands might visit all maps and calculate or Excel the average Pop per prov in each map, if only for interest, for Standard as well as Duels ... and as a guide to people creating NEW maps? Saladin used to complain that some maps were too generous on starting-pop, and of course he was right).
Just my view and learning from GM'ing quite a few. It might help someone starting to GM Duels.
Han
I'd better write the list somewhere I can find again. Searchword: Duelmaps.
And maybe it's worth sharing it here, as 4 GM's are setting up 24 Duels for the Group-stage, and others are GM'ing Duels too, so they might be glad of it.
Starting with the positive:
I heartily recommend for Duels:
Suburbia
Feudal
Skandinavia
Penta
Crossland
Forest Lake
I'm OK about, or looks likely to be OK:
Center Island
WOK Islettes
Gardenic
I'm less keen on/I'll avoid:
Original/Classic (too few narrowings for Duel)
Austria (same)
South America (same)
Water-Crossing (less so, but same)
Colonial (wrong neighbourings)
Skull Islands (same, but on probation)
Cross Islands (too hard to make fairly even)
Three Worlds (a prov with zero Pop - great for Standard, ruins a Robo)
Missilemania (too tedious searching the map for where you can bomb, when playing 3 colours)
And any that have lots of provs too small to write in! (Lots of us run off hard copy and write in)
Caribbean *
The World *
Business District
Lava Land
Risk World *
Homelands *
And any that have lots of provs filled with pics so you can't write in!
Monster Island *
South Westeros
* = Probably OK if your two players don't tend to run off hard copy and write on the map. Homelands looks especially good for Duels if you don't tend to write in
Oh, and some of the above are too generous on Pop, so it's too easy to have Pop and armies, not worth fighting for yet more Pop. But I can't remember which ones.
(It wd be nice if somebody with too much time on their hands might visit all maps and calculate or Excel the average Pop per prov in each map, if only for interest, for Standard as well as Duels ... and as a guide to people creating NEW maps? Saladin used to complain that some maps were too generous on starting-pop, and of course he was right).
Just my view and learning from GM'ing quite a few. It might help someone starting to GM Duels.
Han