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Tactical Maneuvers, Tiny Epic-style
In the capture-the-flag mode, you can arrange the terrain any way you like, so that will obviously change things. Also, the terrain setups on the Wastelands and Winter maps are quite different, but we haven't played enough games on those for me to give a good idea of whether it's still problematic.
Jexik wrote: My problem with a lot of board games in the genre is that they get too complex for their own good. Anything more than Summoner Wars or Heroscape really ought to be a video game, it feels like. The clever box design and likely simplicity seems like it makes this one a winner.
Yep. The overall rules are quite simple and, once you get a hang of the terrain rules (helpfully assisted by a player aid on the back of the rulebook), you'll be off and running. At that point, it's just three actions per round, go. There was a little bit of initial confusion on the part of the general audience because the rules say you can't take multiples of the same action with the same figure, but the way it was phrased was: "List of actions: Movement, Melee attack, Missile attack, Cast a Spell", as if the types of attack were distinct actions. But, no, its Wiz-War rules (attack once per turn), which it clarifies later in the rulebook. It probably would've been better as "List of actions: Move, Attack (melee, ranged, magic.) However, there is one (1) spell in the game that isn't an attack, so you could conceivably cast that spell and make a melee attack with that Mage, which is probably why they left "Spell" as a separate action, but later noted that you can only attack once.
So, a couple gray areas, but overall pretty straightforward.