1 , 2  Next »  

User Rating Comment Status
Michiel Hillenius
Netherlands
Hoogland (Amersfoort)
flag msg tools
mbmbmbmbmb
9
Jun 2012
CCCP: Very good expert map. Collecting the red cubes to prevent loss is a great find, builds extra tension.
Egypt: Excellent map. Many rule changes. Pyramides, flooding, Suez channel opening up. New role: Felluca.
2014-04-12
Owned
Draco Malfoy
United States
Broomall
Pennsylvania
flag msg tools
Imagine being in Hufflepuff, I think I'd leave, wouldn't you?
mbmbmbmbmb
9
May 2014
Need to play
2014-01-17
Owned
Game Junkie
Spain
Madrid
flag msg tools
mb
9
Aug 2014
[Chile] Not played yet.

[Egypt] 1x with 4 players. Love all the new rules. There might be too many good roles, but competition was fierce in our game. Would love to play it again.

[CCCP] 1x with 3 players. The fight for red cubes makes this game very interesting.
2014-08-07
Owned
Duarte Conceicao
Portugal
Carcavelos
flag msg tools
mbmbmbmbmb
8
Sep 2009*
Rating based on CCCP play. Very challenging map, you've got to compete on income and also on getting those red cubes at the same time.
2009-10-13
Owned
Mike Bazynski
Poland
warsaw
mazowieckie
flag msg tools
mbmbmbmbmb
8
Mar 2010
played (people/times played/rating):
cccp: 3/1/6.5
chile: 5/1/7
egypt: 4/1/7
2009-05-09
Owned
Larry Rice
United States
Irvine
California
flag msg tools
mbmbmbmbmb
8
Mar 2009*
Egypt's pyramids, flooding of the Nile, and Felluca add some interesting twists to the game.

CCCP adds in an interesting twist with whomever delivers the least amount of red cubes is automatically eliminated at the end of the game and towns do not count as links for anything but for black cubes (AND, to add to the difficulty, black cubes are delivered to towns!).
2009-03-22
Owned
Double D
United States
New Orleans
Louisiana
flag msg tools
mb
7.5
Mar 2009*
Two games of Chile and one of CCCP. I would like to try Egypt in the future.

CCCP: A very tight 4 player game. I enjoyed this map very much.

Chile: I have played two games and lost both. The rules changes are small. I like the new gold shipping rule where you reduce your shares by one. But the map is expensive and narrow, limiting options once your network has begun. Overall I think there are more interesting maps to play than Chile.

Egypt: Yet to play.
2009-11-16
Ryan Gatti
United States
Portland
Oregon
flag msg tools
mbmbmbmbmb
7.5
Sep 2009*
Chile: Played with 5, but the board was too crowded for a good game, and players were too far apart for dynamic interaction.
2009-05-29
Mario Aguila
Chile
Puerto Montt
Chile
flag msg tools
mbmbmbmbmb
7.1
Apr 2009*
Egypt is more competitive than Chile. In Chile map, everything is reduced dividing the map into strips.
2008-08-03*
Owned
♪ Isaäc Bickërstaff ♫
United States
Greer
South Carolina
flag msg tools
designer
Entropy Seminar:
badge
The results of a five yeer studee ntu the sekund lw uf thurmodynamiks aand itz inevibl fxt hon shewb rt nslpn raq liot.
mbmbmb
7
Jul 2009*
CHILE: This is a tight map, since the only cheap terrain is along the coastlines, and the costs of the high mountains are so horrendous. On the one hand, it makes you think that shares should be worth more money, but on the other, delivering gold knocks off one of your shares, in addition to giving you income. It's a nice balancing mechanism, but this is a map that should only be attempted with experienced players. In my one playing of this, two players went bankrupt, one on turn 2, and another on turn 3. It might be a little too harsh on newbies.

1 play: 6 players

Rating: 7
2009-03-28
Owned
Costas
Canada
London
Ontario
flag msg tools
mbmbmbmbmb
7
Feb 2009*
Chile is a great, tight map with a neat twist - deliver yellow cubes (gold) to reduce shares issued.
2010-01-18
Owned
Joshua Miller
United States
Holland
Michigan
flag msg tools
mbmbmbmbmb
7
Mar 2009*
[Egypt] Interesting map, although perhaps too many good role choices for 4 players, which otherwise seems like the optimal scale. If this were my design, I think I would have removed or crippled the locomotive role so that fourth place is typically a choice among first build, first move, and turn order pass (although obviously first build/move will sometimes be taken earlier). Rating = 7

[CCCP] The big change here is that routes passing through towns count only as one link. This makes it very difficult to ramp up to the longer deliveries, and perhaps also makes Urbanization too important. There's also an automatic loss for one player, much like the crocodiles of Cleopatra or the Stupas of Himalaya. A decent map, although weak thematically unlike Viard's other maps. Rating = 6
2009-03-23
Rich P
United Kingdom
Sheffield
United Kingdom
flag msg tools
I didn't know what to do with my UberBadge, so I left it as a GeekBadge.
badge
Planning...
mbmbmbmbmb
7
Dec 2010
Pre-ordered and purchased at Essen 2008.

Rating based on Chile map, which provides a small twist on the basic rules by introducing valuable gold cubes. Lots of interesting dilemmas on a map full of expensive terrain.
2009-10-18
Owned
Przemyslaw Gumulka
Poland
Warsaw
flag msg tools
mbmbmbmbmb
7
Dec 2009*
CCCP

People/Played/Rank
3/1/7.6
2008-11-14*
Iain Cheyne
United Kingdom
Reading
Berkshire
flag msg tools
mbmbmbmbmb
7
Nov 2008*
Chile: Very long country, so long map. 6 player game became two sub-games with little interaction.
2008-11-24*
Vital Lacerda
Portugal
Oeiras
Portugal
flag msg tools
designer
2010 - Vinhos, 2012 - CO2, 2014 - kanban. Hopefuly: 2015 - The Gallerist, 201? - Lisboa, 201? - Escape plan
mbmbmbmbmb
7
Nov 2010
Played the CCCP board. Nice expansion very well balanced. I don't know if I like the twist of the red cubes.
2009-09-15
Breno K.
Brazil
Brasília
Distrito Federal
flag msg tools
mbmbmbmbmb
7
Jul 2012
Chile (1 match, 5 player) The horizontal nature of the map amplifies a bit the lack of interaction between specific players (you'll probably fight mostly against two players on the map, exclusively), but the elevated terrain cost makes things interesting and the rule with the yellow cubes is very nice. - 7/10

CCCP (1 match, 4 player) Great map, both rule changes (the red-cube dispute for endgame elimination and the town-black cube relationship) modify the game significantly. Probably something that shouldn't be played too regularly (not the kind of rule changes you'll see used in other maps in the future, probably) but still quite the solid variation. - 7.5/10
2012-07-07
For Trade
Preordered
Ubergeek
United States
Camas
Washington
flag msg tools
Be Happy in your Game!
badge
I spent 100 Geek Gold and all I got was this lousy overtext message!
mbmbmbmbmb
6.5
Nov 2009*
As an expansion, this one is certainly one of the more interesting ones available. Three maps each with different new conditions to experience make it worth getting if you can find it at a reasonable price. Which brings me to my low rating. The quality of the expansion is crap. Granted, supposedly only 120 copies were printed and the initial asking price at Essen was $90. I've seen online retailers selling them for about $50-$90 which is highway robbery given the cheap quality of the card stock. Boulder games had them for $29 which is still too high. This is probably the one and only time I'll buy flimsy paper boards for AoS. The mounted boards can be found for less and are much better quality while still providing for engaging game play for this game. Alban Viard did come through for those of us that purchased the original set and sent out a better mounted set of maps on thicker stock. Thanks.
2009-11-28
Owned
Juho Snellman
Switzerland
Zurich
Zurich
flag msg tools
mb
6
Jun 2010
Not happy with the production values of these maps.

Having a map split into 8 tiny and easily moving pieces is pretty much the worst possible format. And of course it can't be mounted due to being double-sided, and would be challenging to merge + laminate due to the pieces having stupid dimensions.

Might play a couple of times to see whether the expansions are any good, and if they are, make my own copies of the maps.

CCCP now played. Didn't like the mechanism of having the player with least red cubes shipped auto-lose: the loser was mathematically certain way too early (almost certain 5 turns before end, absolutely certain 3 turns before).
2010-06-19
Owned
Nick Case
England
Epsom
Surrey
flag msg tools
designer
mbmbmb
5
May 2012
CCCP Map: The need to gather red cubes looked intriging but we weren't prepared for the huge dry up of cubes generally. By turn 6 people were unable to move anything and the bidding to secure urbanization proved extreme (final bids of $59 and $60). One player went bankrupt and all in this was not a particularly enjoyable experience. Unlikely to play again.
2012-05-29
Owned
Brett
United States
Santa Clara
CA
flag msg tools
mbmbmbmbmb
3
May 2009*
Egypt: Too many ideas on one map. The ideas should have been broken into multiple maps, instead of all being on one map.
2008-12-02*
Michael Webb
United States
Western Mitten
flag msg tools
designer
mbmbmbmbmb
N/A
Note: I am associated with AoS Team, the group that published this map. I am happy to provide my comments, but I do not rate our maps.


Egypt

Egypt is a typical Viard design in that it has a heap of extra rules that take some digesting, all of them are quite thematic in this map though, which makes understanding it fairly easy. Of note here is the high track cost (most of it is $3), the flooding nile (which restricts goods movement and also makes it cost money to ship in many cases) and the pyramids (which are plentiful sources of goods, but must be origins in your network).

The Egypt map initially starts out sparse on goods, and everyone is intuitively drawn into the north because of the pyramids and the presence of Baltim. The problem is that the pyramids only really hit their peak in the late game, but angling for them early is necessary because everyone is going to want a piece of the action. The price of track compounds the pain, and the Engineer, which offers a track discount in addition to the extra range and often becomes a top pick as a result.

Tough map, fun. As I mentioned, wrapping your head around the new rules in terms of understanding how they work is easy, understanding how to adjust in terms of playing on the map is more difficult though. My major gripe with this map is my usual gripe with Alban's stuff: too many good roles. With 4, there are just too many good things to go around. Bidding still got going in many cases, but 1-3 usually all had very good options and 4 wasn't completely getting the shaft either. I think the map would probably play tighter if Loco was gutted out completely and turned into the Irish loco or something along those lines because both Engineer and Urb are awesome here already, and Felluca (easier use of flooded hexes with a few dollars thrown in for good measure) is probably going to be important for at least one or two people as well.


CCCP

CCCP is a tight map that is driven by the odd link system where individual links to towns only count as links if black cubes are being delivered (and black cubes are also delivered to towns). This combines with the red cube rule, where the player who has delivered the fewest red cubes loses, to create a pretty tense map. The geography here is tough, and the cities are distant from one another, particularly because of the town rules. This makes Urb obscenely valuable throughout the early game, and it also means that New City tiles tend to appear in clusters because the quick links are so hard to come by. By the end of the game good cubes are in short supply and the game is quite tight. This is a nice map. I think the odd town rules make it interesting, but also limit it in some ways as well...I just don't think the hook would stand up to particularly heavy play for me. I do like the map though, definitely a solid 4 player option.
2009-03-23
Owned
Michael Longdin
England
Crawley
West Sussex
flag msg tools
mbmbmbmbmb
N/A
Egypt is my favourite AoS map
2010-04-15
Owned
Lucas Hedgren
United States
Dublin
Ohio
flag msg tools
admin
designer
mbmbmbmbmb
N/A
Played Chile. I like the long thin map, but the yellow cube tweak didn't seem too different from standard.
2010-04-16
Owned
Snooze Fest
United States
Hillsborough
North Carolina
flag msg tools
We love our pups!! Misu, RIP 28 Nov 2010. Tikka, RIP 11 Aug 2011.
mbmbmbmbmb
N/A
One of only 5 or 6 UNNUMBERED copies from 2008 Essen Spiel Fair!

Chile: 1 online game (Vassal)

----
1 play, 3er

--- Rule Summary ---
Setup
• CCCP flag: 5 red cubes
• All cities: 1 black cube
• Moscow, Sankt Petersburg: 2 random cubes
• Other cities: 1 random cube
Move Goods
• All towns accept black cubes.
• Towns only count for links when delivering black cubes; otherwise, ignore towns (no income, doesn’t count against loco).
• If moving a non-black cube through a town using more than one player’s track to/from the town, no player earns the income.
• Delivered red and black cubes are retained by the player (keep hidden).
Communism (replaces Production)
• When chosen, may immediately exchange a previously delivered black cube for a red cube from the flag.
- OR -
• Immediately place a red cube from the flag onto any city.
Winning
• The remaining (i.e., not bankrupted) player with the fewest red cubes loses (“has infuriated the Politburo and is sent to the Gulag”) and is eliminated. If tied for fewest red cubes, tie breakers are, in order:
o Most black cubes loses.
o Most connections to red cities loses.
o If still tied, all tied players lose.
• Remaining players score normal VP; most VP wins.


Wow, what an interesting map! The rule modifications are few, but they give you big changes in game play:
- Having to collect red cubes to avoid elimination ratchets up the tension, although I think I would prefer to simply play with open holdings rather than bother memorizing everyone else's red cube count.
- The town rules really slow down income growth! Locomotive becomes less important early on while urbanize is very important -- to help create multi-link deliveries earlier. All the non-black New Cities will get used early, amongst the initial track builds. That will leave a large part of the map with pretty crappy end-game deliveries! This also means that it is helpful to build close to other players, to benefit from any Urbanizations they perform.
- The total cube count seems to be slightly low? I haven't done the math, but in the 3er game it may have been OK to end one turn sooner.

8/10?
2015-03-15
Owned
Want To Play

1 , 2  Next »  

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.