So I've got a game scheduled at my house this weekend and it looks like it will be 5 players. I've read up on some preset maps for this scenario, but I was hoping for some personal experience from posters here.
How does the 5-player map in the standard rules work out during actual play? It looks very tough for the player in the 5 spot. Also, why doesn't that map have 3 and 4 just rotated counter-clockwise one hex? This would make the 5 position even with the others in the outer rim, and only the 4 would have three open spaces on either side. Or would that give too much of an advantage to the 4 position?
My group likes setting up the map as per the 4 or 6 player rules, taking turns placing, so I've come up with another solution. The FFG provided preset 5-player map is essentially the 6-player map with a slice cutout, then preset wormholes and planets to balance everything. I have two ideas to work without this mess.
1 - essentially pretend the map is warped over the missing slice. Play as if those hexes touch without using the wormhole counters, maybe use a couple pieces of string just as a visual reminder. Then we can place hexes similar to the normal placement rules, probably take out a a red-bordered hex or two and a blank hex before dealing out hexes, and use wormholes as normal.
2 - instead of just pretending the map touches on that missing side, I've photocopied Mecatol Rex and made a pentagon version! This will mean slight gaps all around the map, but everything will line up properly. Then place hexes as in #1. Right now this is what I'm leaning towards us doing.
3 - do 1 or 2, but place red-bordered hexes as in the preset map and only have the players place normal systems.
Would love to hear from more experienced players, this is only the 3rd game for anyone in our group. Thanks!