So my friend was kind enough to buy me a copy of the game before it sold out at Gen Con. I got it into my sweaty hands yesterday, cracked it open, and spend the evening poring over it. I've looked through most of it now. I'll be giving a more detailed review if I can spare the time, but I wanted to bring up a couple of things that I noticed that I thought were cool. I also want to start a positive thread to balance out a more negative "gripe" one I'm thinking about making!
Action Card Mini Stories: If you look at the flavor text on some of the AC's, the ones that come in multiples (like Morale Boost, 4 in the deck), you may realize that each card has a unique flavor text, but it also tells a story if you read them all together. The Morale Boosts tell a story about a captain giving a pep-talk to his crew before going into battle. When you get the game, I encourage everybody else to see if they can find any other stories. I thought that was a very nice subtle touch. I don't think all of them do this (I couldn't make sense of the Sabotages, didn't feel cohesive to me) but a lot of them do.
Promissory Notes:
Every color of plastic gets a deck of these, and each faction gets their own to add to their deck each game. But what's interesting about the rules is that as far as I can tell, when you give these away to somebody as part of a deal, there's no rule that prohibits them from giving that same card away in turn to somebody else. So you might give a card to somebody who can't really hurt you with it, only to find later on that your biggest threat has just the card to bend you over. I thought that was really cool. Be careful who you make concessions to!
Anybody else have any cool things that they've uncovered while looking through the content yet?