You have a dealt "hand" of 10 cards. There are weather effects (which each halve the strength of each single rank).
Three ranks, line troops, archers/mages and siege artillery.
Some troops have special abilities, pairs can double their mutal strength, heroes ignore weather.
Factions can draw additional cards or other effects once(?) per game. You have to win 2 rounds out of three, so going all in and winning the first round won't be the best strategy.
Full details of play won't be clear until the full rules and decks are known, but this is the gist.
Three ranks, line troops, archers/mages and siege artillery.
Some troops have special abilities, pairs can double their mutal strength, heroes ignore weather.
Factions can draw additional cards or other effects once(?) per game. You have to win 2 rounds out of three, so going all in and winning the first round won't be the best strategy.
Full details of play won't be clear until the full rules and decks are known, but this is the gist.