Allow me to just throw out there that my favorite card game was Netrunning from 'back in the day'. What I liked about the game was it had a certain amount of logic to it. For the corporation player, your discards, deck, hand and developments (what cards you had in play) were all things that the opponent player, (the Netrunner) could 'attack'. Each one was given a neat name (discards was Archieves, your Deck was R&D, etc). In each case the corp player would have to protect each one area with cards to prevent the Netrunner from succeeding.
Now when I heard about this game, especially about having the three zones, I had hoped that it would carry some measure of logic to it. But after getting it and looking through it, I'm afraid it doesn't quite have what I'm looking for. Everything is wildly abstract and while it makes for a fine game, it doesn't make any logical sense.
To give you an example: The orc forces have a couple of cards that allow them to destroy all Support cards of the enemy in the same zone. Support cards are things like, Gates, villages and even mutations. There is no logically reason why when a particular orc hero shows up...some forces of chaos can loose their mutations. Humans have a card that forces an enemy to move zones. There is no reason why this would happen, but it's the power of the card, so it happens.
I'm not saying that the game isn't going to be fair or fun. I'm just saying that they could have taken a different direction on this, and I'm a bit disappointed that they just went for a bit of a nonsensical, abstract gameplay.
Oh well. I hope to give it a few games and I hope it plays 'fun' at least.
=)