I rolled out Runewars last night to my Friday gaming group. It took about 15-20 min to setup the board (4 players), and another 15-20 to explain the game. I explained the game, but delayed explaining combat until we had one (which was mine on the first turn luckily) so as to avoid information overload, which happened for peoepl a bit anyway.
Overall the group loved the game. Everybody agreed that they were looking forawrd to playing again. Here's the one knock one player had. He did not like the fate deck resolution mechanic. He thought that having to look through the Fate deck for every potential diplomacy check and potentially for quests as well was cumbersome and time consuming. I told him that I did not mind that, and a quick scan for how many of the 4 super successes had been used was not too bad in my opinion. His bigger criticism was with how the fate deck worked for combat and duel resolution. With the fate deck constantly changing, it was very difficult to get a handle on how likely victory or defeat were both in hero duels and in combats that did not invlove overwhelming force. he agrued that you could not get even a basic idea of the odds of success without somehow knowing the distribution of the symbols on each of the 4 shape quadrants, and then take into account whnt had been discarded. He would have preferred dice-based resolution like in Descent, where each base shape had their own dice with the pips being: blank, damage icon(s), rout(s), and special ability orb. He liked basically every otehr aspect of the game, but really was not a fan of the Fate mechanics and felt like he threw heroes and units into battle basically crossing his fingers and not having a clue how it would work out. Everybody else had no problem with the Fate deck, and enjoyed the tidy way it resolved everything in the game.
We all agreed that each of the races had a unique feel to them, and that each race was not "pigeon holed" into one mode of winning the game. The evles can gain the upper hand militarily and the demon-people can play an influence game if desired.
We all really enjoyed the narrative aspect to the agme's events. When the human army was very strong and about to clash with the undead (who won the game), the undead hero snuck into the human home territory, and used her reward to summon 8 undead units behind the lines. The humans had to redirect their forces to fight the threat from within, as the thinned front lines were smashed by the undead onslaught. We could totally see the movie/book scene(s) where the undead rise from the farms and graveyards back in the home villages. The army is in chaos and marshalls forces to fight this threat from within, while the undead pour into the underprotected human strongholds and beat the mighty empire back through their sinister treachery!
All aspects of the game played an important role in the game. The hero phase dished out a dragon rune to the elves, after they played a series of tactics cards to: gain a mutually beneficial alliance with the humans with each recieving 4 influence, then placing a stronghold in an uncontrolled territrory containing a hero, and finally in a controlled territory (the new stronghold) that contains an enemty hero used a tactics card to spend 4 influence for that hero to join the elven team. That hero had a timmorean shard (and was now in a friendly stronghold lol).
Diplomacy saw both a dragon join the elves and a giant join the undead forces.
Military clearly pplayed a part, but not was not the sole or overwhelming force ion the game.
The season cards were awesome and totally changed the game turn to turn. After the second Spring's Long Winter, every Spring every player was saying "oh no, please don't draw the second long winter!"
Well, I have to go, but I have to say that Runewars may well be my favorite game of all time!
Enjoy!