In the frozen north, each team must defend their own hunk of ice and snow against frequent enemy raids. Bad weather makes both ships and walls rare, though strangely, has lead to a bumper crop of deer. Welcome to Team Glaciers.
The most recent map, Capricious, had some resource variation, but the map itself did not look all that bizarre to the causal observer. That is not the case with our new map, Team Glaciers. I hate describing maps as cross-betweens, but...Team Glaciers is a cross between Team Islands and Highland. Each team starts on their own continent with a few ice bridges connecting them to the other continents. Highland can sometimes lead to long, defensive games because everyone immediately walls off the shallows. In Team Glaciers, that can't happen--the continents and the connections themselves are all ice, which cannot be built upon. Sure, you could build walls just around your town, but that just doesn't offer the same protection as keeping the enemy on their side of the map. Each island is surrounded by a strip of ice which keeps buildings and walls away from the shoreline.
There is water on Team Glaciers, but because I didn't want a lot of naval action or boat booming, there are no fish. You may eventually build a Dock for Transport purposes, but because the water isn't connected all the way around, and because buildings are so far inland, large navies just can't accomplish much. There are some bonus resource islands, as in Islands or Archipelago. Sometimes these islands are connected to the ice, but other times you will need to sail to them.
Resources are pretty standard on Team Glaciers, except there are a lot of deer (Go Mongols!). Deer seem to be the most under-utilized resource, so I thought they could stand a little more attention. Also, because this map is prone to early rushing, I decided to start each player with a ring of Outposts around their Town Center.