I bought this mostly for the Celtic artwork, which I’ll admit up front, the oversized cards and the way the mythology is actually woven into the theme rather than pasted on top sold me before I’d read a single rule. it turned out the game underneath is just as good as the box art promised, which doesn’t always happen.
the drafting is the real engine, you’re passed a hand of action cards each round and choosing what to keep versus pass on shapes your whole turn more than the board state does. someone described the achievement here as avoiding snowballing altogether, and after a dozen plays I agree completely, I have never once watched a single player’s early lead calcify into an unbeatable position. the victory conditions themselves are odd and specific enough, needing to satisfy multiple different requirements at once, that a game can flip completely in the last two turns even when it looked decided.
player count matters more here than in most games I own. at two it becomes a tight, almost claustrophobic puzzle about blocking specific card combinations before your opponent can land them. at four the same system opens up into something slower and more diplomatic, more territories, more factions actually vying against each other, and honestly a better game for it in my opinion, though I know plenty of people prefer the tighter two player fight.
I do think the rulebook undersells itself. it’s easy to learn at the table with someone who already knows it, but reading it cold left me with real gaps, particularly around how the pretender tokens actually mattered, that only got resolved once I’d actually played a round and watched the mechanics in motion.
five stars. gorgeous, genuinely different from other area control games I own, and one of the few in my collection that gets better rather than staler the more times it hits the table.
