4 Player game:
Rhinocs, Mongrels, Inventions, and Purebloods all trotted out to a newfound hex world.
The Rhinocs, Inventions and Purebloods all opened with a pretty straightforward start. The Mongrels had it in their head to power up their work force quickly and established two cities.
Through the early ages and into the middle ages some conflicts happened the only one of note however was the Mongrels slight miscalculation on the absolutely fierceness the Rhinocs have towards cities. With a huge swing of his axe the Mongrel hunter was cut down and the Rhinocs laid waste to one of the first cities established in the game. The purebloods and inventions played their hand in the court games and amassed quietly power to be wielded later.
On into the late and the last turns of the game, the engines of war were stoked and conflict abounded. The Rhinocs had established a commanding lead despite being pummeled for area control. The Inventions and Mongrels were at each others throats both unable to close the growing gap with the Rhinocs. The poor purebloods had finally made a name for themselves and with their court power and cash they were able to amass a fortune of points but alas the Rhinocs would win out in the end.
The game was well played, two players were close with the last two a distant third and fourth. One argument was head on how the Crusader card reads, a rules question I will bring up in another thread. Fun was had by all.
Most liked the game, found it solid. Would play again.