The rules are pretty easy to learn and involve not too much die-rolling: almost everything is resolved by the single roll of a d20, sometimes competitive.
I managed to play a game of it with fg just yesterday, using the Dwarven Forge dungeon terrain he bought.
The game as it stands has 10 schools of Magic for a player to choose from, and a list of 100 spells. Wizards gain experience points and 'level up' with the progress of the campaign and warbands can grow in size and even buy 'building upgrades' much like in a computer game. We will definitely try the game again in the near future.
|Dwarven Forge terrain. Took a while to set up, but the result is worth it. The central crypt is from Thomarillion.|
|The Necromancer's warband, led by a professional Tomb Robber.|
|Skeletons stream out of the crypt to protect the treasures. The tissue represent the Fog spell cast by my dwarven wizard.|