Setup is two starter decks, a mat, done in under five minutes, which matters a lot for a game this tactically dense, because you can be moving pieces around within the first few minutes of sitting down rather than losing half your night to prep. Each faction plays genuinely differently from the others, not just a reskin with different numbers, and that variety is doing the heaviest lifting in why I’ve kept coming back to this one over other light wargames on my shelf.
What surprised me most is how much tension the game generates without any dice at all in the base combat, mostly, everything runs on card draw and hand management instead, summoning units, building walls, and attacking across a fairly small grid. One review put it well, a card-chess and skirmish hybrid dressed up as something simpler than it is, and that’s about right, the rules read light but the decision space opens up fast once both players understand their faction’s specific tricks. I’ve read complaints that the base factions feel a little thin on spell and effect variety compared to something like Magic or Warhammer Invasion, and I get where that’s coming from, a couple of the starter matchups do feel like they’re missing a layer other card-driven skirmish games have, though the expansion factions fill that out considerably.
Two-player is really the only mode that matters here, and it delivers completely, tight turns, real threat assessment, no downtime to speak of since you’re always tracking what your opponent might do next even on their turn. I’ve heard the paper battle mat that ships in some starter sets tears with repeated play, which tracks with what I’ve seen on my own copy after enough sessions, worth upgrading if you play this often. Four stars. This is exactly the kind of quick-setup tactical game I reach for on a night when a bigger box isn’t in the cards.
