These reviews were left by users who have played the game. If you'd like to leave a review, you can start by going to the game page.
The interplay between the four suits and the regime type is very cool, as well as the way different pieces work. It is still a rules-heavy tableau-builder that is long on randomness and low on control, and too much of the game seemed to be just buying and playing a card as your turn. On the one hand, these games probably demand multiple plays to fully internalize to properly evaluate the degree of control one has--on the other, Innovation and Pax Renaissance exist, and they both offer much more concrete and stable goals to pursue while losing none of the emphasis on strategic flexibility.. As an aside, it is a shame that Cole Wehrle's work is marred by Phil Eklund's bizarre alternate-reality paeans to British colonialism.
This is actually a negotiation game, which isn't obvious at first. While it can certainly be played without cutting deals, building coalitions, and extorting your opponents, the game state kind of devolves into a Pax Porfiriana-like chaos machine if players can't recognize it. If two players share a loyalty and others are loyal to different factions, the two off-faction players are compelled to work together to stop the naturally-allied players. Better than Pax Porfiriana, not as good as Pax Renaissance, but more restrictive in player count than either. Trade condition notes: Excellent condition. Rulebook must be printed out from SMG's website, since the rules that came with the game are out of date (typical of SMG's rules).