+ Novel Turn Order Mechanic: The turn order mechanism of drawing the next player's cube from a bag ensures that you have to be on your toes at all times.
+ Clever Militia Retreat/Runaway Mechanic: Retreating militia are lost for this battle, but they will likey come back later in the game.
+ Asymmetrical Dice Combinations: The differing dice combinations that exist between the 5 different forces, allows for very different gameplay between the players.
+ Plenty of Historical Flavor: The card sets for each force also provide asymmetrical game play while also providing accurate historical context.
+ End Game Options: You can try to plan for an early end game by timing the Signing of the Treaty, but at the uppermost, the game will only last 8 rounds. This ensures that you can get a game played in around 90-120 minutes.
- Plays best with 2 or 5: While possible to play with 3 or 4, the game requires players to play multiple forces under these conditions, which I feel is less than ideal and can cause some balance issues in gameplay.