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In my opinion the idea behind the color(s) of a circle telling the players if you have LOS or not is brilliant. But I think the way it's done sucks.
So you are on a blue path and you come to the last circle of that path. That circle is also the start of another path, so the circle is divided and the designers thinks: "Hey, now I need to use a color that will make the players have no problems while playing identifying that two paths merge here, so therefore I will use blueish green, and on the next circle that is the start of yet another path, there I choose greenish blue. And over there where the white path divides into three I'll use white with a slight yellow tint and a very pale pink that looks almost white as the new colors."
Haven't these designers heard of contrast?
I have the two first maps, maybe the other ones are better.
I have bought adhesive stickers sheets with small colored dots, and put them on the circles. That way we don't need a bright spotlight and magnifying glass while playing.
Otherwise the game works fine. Just my two cents.
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Paul Leigh
United Kingdom Bedale North Yorkshire
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I'm colourblind and had trouble with the circles. It's a bit rough when you have to ask your opponent which path is which, revealing all your tactics as you go!!
However, the path charts provided in the revised rulebook eliminated this problem for me. After a while, I got to remember which circles are linked (the same colour).
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Miah Terry
United States Huntington West Virginia
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The newer maps are better about using contrasting colors, but the problem will always be there to some extent as there are only so many colors to choose.
To be honest though I've never had any problems.
If your plan works for you I certainly can't fault it, everyone's different.
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