Next in the series: Martin Wallace's critically acclaimed A Few Acres of Snow.
+ Asymmetry: The unbalanced starting allotment of resources between the French and the British forces pushes each player to different desires, requirements and strategies out of the gate.
+ A Multitude of Strategies to Explore: Do I focus on a heavy expansion strategy? Or develop the existing villages into Cities? Perhaps about a Military beatdown to control map area? Or do I just raid eveything my opponent has, leaving him weakened?
+ Historical Theme: Growing up on the eastern coast of Canada, I am familiar with the area, but really didnt spend any time thinking about the history. Now I know a lot more about that time period.
+ Artwork: The art design is clear, clean and well done, without too much clutter, making it easy to follow. I also like that they oriented the city names towards the respective players.
+ The Deck Management Design: Deck building in this strategic context allows for all sorts of decisions to be made and helps set up your various strategic options.
- The Online "Broken" Argument: I'm not going to wade in too deep into to muddy waters of this discussion. Personally, I find that the amount of things to explore in the game space provided by A Few Acres of Snow far outweigh the possibility of a single dominant strategy. I enjoy trying something new every time I play: next game I might go for a City win, or I might see how far up the western side I can make it. Winning is less important to me than exploring.
Darren Bezzant
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