So one of our Wednesday game guys brought his copy 2 weeks ago, and we got one basic learning game in over lunch. There was nowhere near enough time to finish it while we were learning the rules, but we got a good sense of the gameplay
It's a fun tactical fantasy skirmish game, but there's a good bit of card management to it, as the cards in your hand determine which actions your guys can take, and when they can be taken. So there's some planning to it, but also a good bit of reaction to what your opponents are trying to do to you.
The premise is pretty simple: there's a bunch of crystals spread around the map and you're trying to collect the ones of your color. Crystals collected + enemies killed = VPs and different scenarios have different point totals.
The map is a little hokey in how they tried to cram a lot of terrain - and connect it all - onto the board. It reminds me of the old TSR DragonStrike maps, or the BECMI big-box mounted maps of the early 90s.
You can make melee or ranged attacks but must have a card for that kind of attack for that specific character in your hand. Damage is determined by the kind of attack. Attacks hit unless the opponent blocks - there's virtually no hand-to-hand combat resolution other than "hit or no?"
There are LOS determinations by area for melee attacks, and flying characters have extra movement between areas, too.
The hit points are sufficiently low that you will lose characters, and the teams seemed balanced enough while still being distinct and differentiated.
No way I would spend that kind of money on it, but I certainly didn't feel like my time was wasted playing it over lunch with 3 other people.