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  • #5250
    David Scott
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    This is a crosspost from the G+ forum, but relevant here. Here’s the same patch of hexes from White Bear & Red Moon, Nomad Gods, Dragon Pass, French Dragon Pass and the Guide. There’s a row missing in Nomad Gods as it’s the edge of the board, and the Guide map’s hexes don’t match the others as it has a different starting point. As usual all hexes are 5 miles /8 Km. Sadly my French Nomad Gods is MIA.

    5dz7a-HexCompare.jpg

    #6105
    Quote:
    Quote from David Scott on October 17, 2013, 10:08
    This is a crosspost from the G+ forum, but relevant here. Here’s the same patch of hexes from White Bear & Red Moon, Nomad Gods, Dragon Pass, French Dragon Pass and the Guide. There’s a row missing in Nomad Gods as it’s the edge of the board, and the Guide map’s hexes don’t match the others as it has a different starting point. As usual all hexes are 5 miles /8 Km. Sadly my French Nomad Gods is MIA.

    5dz7a-HexCompare.jpg

    A sad loss indeed, although probably recoverable at one of the auctions. Despite nice topographic graphics, the gameboard wasn’t the best feature of that edition, anyway – the hex grid is off by half a hex or so, and some oases were misplaced. A couple of years ago, Nick Brooke posted a playable, color coded hexmap of Nomad Gods to supersede some location errors on the Nomad Gods map.

    FWIW, you missed out on the Dagori Inkarth (hex? – at least when held against the light, with the troll ball field on the reverse) map from RQ2 Troll Pak which covers at least part of this region, too. That map was used as a basis for the tentative Shadows Dance expansion of Dragon Pass that was discussed on the gloranthaboard mailing list, the RQ3 troll pak map was somewhat distorted.

    I like the tactical maneuvering in the Dragon Pass boardgame, but I find the conflict resolution in the Avalon Hill (and French) version a bit too fatal, especially for the Nomad Gods setting. The rules for physical magic (which are rather balanced in that context) take up quite a lot of space for just 3 units capable of using it in Dragon Pass, and might have served as well as a set of skirmishing rules. To react to an earlier topic you raised, I probably wouldn’t buy another edition of the original Dragon Pass boardgame unless it included more scenarios, e.g. with limited objectives, or historical ones (Palashee Longaxe, Grizzly Hill, Terasarin aiding the Far Point, 1602, 1605, 1613).

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