I got the chance to play this at Comic Con and then barrage the demo person with questions. She was quick to answer anything I could think of and really knew her game, so I am confident in conclusions I can draw from the 20 minutes of talking and playing. But of course, without a full set of printed shipping instructions, I may get something wrong. So here it goes.
Gameplay:
The game is meant to simulate the Battlegrounds in the World of Warcraft massively multiplayer computer game. What that means for a boardgamer is that you will have a squad of 2-5 guys each with two additional powers gotten through cards, and you will try to capture victory locations and destroy the other guy's doods.
There is a timeclock that runs from 1-10 in seconds printed on the board, and each figure has their own clock attached to their base. After rolling for initiative at the start of the game, players take turns activating one dood whose personal clock matches the game's clock. They can move and perform one attack (their own or a card's) plus any instants they have on their power cards. Each action costs time, so after all the dice rolling you click the unit's timeclock that many steps. They will get to activate again when the clock catches up to their number. Reaction abilities on cards and opponents' actions can also affect the clock.
Each attack rolls a certain number of dice, and to defend the victim rolls dice according to their physical or magic defense. The dice used are ten-siders with the 1, 2, and 3 painted out so you don't have to remember that everything hits on a 4 or higher. The 10 is replaced with a skull, and signifies an attack-specific Critical Hit effect. Effects are extra damage, a second attack, an AoE effect, etc.
Picking your team involves selecting the agreed upon number of guys and assigning each of them two power cards. The cards have to match the Class (Paladin, Mage, etc) of the dood. Each dood has an Honor value that affects the total number of VPs needed to win, rather than being the cost of the guy. So a fight may be a set 3 on 3, but one side needs 12 to win and the other needs 18 to win because they have chosen more powerful doods.
Scoring VPs is done by eliminating the other guy's doods for 4 points a piece (they respawn in two seconds) and by having doods on or next to VP locations for 1 point a piece when the clock hits 5 or 10.
Marketing:
The basic starter set comes with the same 4 guys, 8 power cards, and a small preprinted battle map. The deluxe starter set has 6 random guys, a larger (random) map, and movable terrain pieces. The action cards are matched to the guy they come with, so they will be sure to have powers to use.
A booster box has three figures chosen randomly from one of the three factions: Horde, Alliance, or Monsters. Each has either 2 Common and 1 Rare, or 1 Common, 1 Rare, and 1 Epic. Each guy again comes with a set pair of powers. (So the mini is random and has a rarity, but every mini X comes with Power Y and Power Z. So powers effectively have a rarity, but not an independent chance of drawing.)
Opinion:
Good:
The timeclock mechanic is the core of the game, and it is freaking brilliant. The closest I've seen to that is maybe the old Solaris ruleset for Battletech. Both for the balancing effect of strong powers taking more time to use, and for the tactical benefit of combos like hitting someone with a stun power that adds to their clock so another guy can slip in and get in an attack before the victim can attack again.
The powers very strongly evoke the feel of the computer game. And even the starter set had a good variety that was fun to play with. (Although giving Taunt to one guy is silly in the 2v2 starter. It just can't ever be useful.)
Bad:
The random purchasing model is the core of their marketing, and it is freaking ridiculous. Not only are the figures random, but you can't even know the faction you are getting. Even the map in the starter set is random. The website has the gall to say that having a random faction is a good thing "so don’t worry about searching for a Booster Pack with Monster artwork just because you’re looking for some new Monster minis". Good thing I can't play the team I want.
The rarity system also stabs game balance in the chest. While a more powerful rare costs more honor than a common (which makes sense) rare power cards can be assigned to common minis without a balancing cost. (Epic powers can only be assigned to the Epic they come with though.)
Economy:
And random packaging not only hurts the players, it hurts the company so it makes less sense. There are three types of customers for a minis game like this: Type A will buy a case, pick out the guys he wants, and resell the others. Type B will buy one starter set and just play with a friend. Type C will wait until the singles get to eBay and buy the guys he wants.
Now if the game were explicitly packed, A and C will instead just buy the exact guys they want. Type B will buy just as much, but they'll be happier with what they get. To justify random packaging, the ratio of A's to C's has to be high enough that you don't care that C's are giving their money to A's instead of to you. Heroscape's success, Dreamblade's failure, and Mutant Chronicle's switchover all point towards marketing departments knowing which choice makes the most money. Ask a Warhammer player what they would think about random-packed minis.
Verdict:
This game is absolutely worth getting... off eBay. The pieces are beautiful and the gameplay is great, but only if you are the one that gets to pick what team you want to play with. Defending the practice with "trade with others" is a cop-out. Who wants to pay money for someone else to play with the toys you get? And even if you have a big enough circle of friends that you can trade for the pieces you want, what do you do with the pieces nobody wants besides cry for the money you wasted?
Let the diehards who want to collect full sets and play with all rares buy up boxes and wait for them to sell the commons you want for cheap. But by all means get yourself a party and stomp across the map flinging fireballs and executing squishies. It's a sweet game.



















































