I’ll get the obvious part out of the way, the components in this box are genuinely astronomical, the miniatures alone justify shelf space for people who care about that kind of thing, and I do. clans fight for control of provinces across a season structure that builds to the Autumn round, where honor, alliances, and betrayal all collide, and that Autumn round is where the entire game actually lives or dies.
Eric Lang built a fighting and negotiation system here that rewards players willing to actually learn its edges. someone pointed out that the highest scoring game they’d seen involved a player controlling only two strongholds the whole game and never taking a single ally, which sounds impossible until you understand how the scoring actually works, and that’s exactly the kind of depth that keeps me coming back after a dozen plays.
the honor track is where opinions split hardest at my table. it can snowball, a player who starts strong on honor tends to stay strong, and I’ve had games where that created a runaway leader problem that felt less like strategy and more like momentum nobody could interrupt. I don’t think it ruins the game, but I wouldn’t bring it out with a group that’s never played before, the early honor swings punish inexperience in a way that isn’t fun for the person on the losing end.
it plays best at five, which is a real logistical ask, and getting a steady five person group together consistently has been harder for me than actually learning the rules. at lower counts something gets lost, the negotiation web thins out and some of the tension drains with it.
four stars. gorgeous, genuinely deep, and worth the table-wrangling it takes to get the right group together, but it does demand that group, this isn’t one that shines with whoever happens to be free on a given Tuesday.
