I think that's kinda-sorta the point, though? Any territory-control game with a non-random map is going to have that characteristic to one degree or another.In post 572, Sudo_Nym wrote:Well, maybe breaking is too strong. But there are definitely cities and chokepoints on the map that are more valuable than they may initially appear, and once your group learns what the best routes and tickets are, it can turn the game into a race of "who can build there the fastest"
Also, just played the Switzerland variant. Interesting because it trades shorter routes for more interconnectedness. That's one of the few times I've won.