 Overall, this game is pretty solid. But I can't help but feel that the game would be better if it provided guidelines for the players to invent names and important locations for the different parties involved in the war, rather than starting with the names Ilho, Croen, and the city of Seraphin. I'm not sure what those are really adding to the game. For example, the biggest question in the game, one that is not at all addressed by the rules or the text, is where these two "cultures" in this war came from, why they share the city of Seraphin, why the last king died, and what that leads to war between the two sides. Seems like those might be important issues to deal with in play and exploring those issues also seems more likely if that content is player-generated, unless it is really top-notch and compelling, like Montsegur 0000. Also, while I like the way cultural traits are developed through symbolic association, I wish some of the more sophisticated cultural-modeling ideas of Simon Carryer had been incorporated. They also use playing cards as a basis, so there's definitely the potential for some good cross-pollination there. I also think riffing off Simon would allow for more space in which to deal with the kinds of issues that an ethnic conflict or civil war necessarily brings up: identity, loyalty, boundaries, prejudice, etc. Finally, the number of different resources in the game seems overly many. You already have a deck of cards, which is being used to draw and discard and a physical record of the scenes (with winners and losers) on the skin, so it seems redundant to also vote with accumulated tokens to ultimately determine the victorious side. The mechanics for earning vote tokens were also a major distraction when reading the text, because it wasn't clear in the beginning what they were for or if it was important to pay attention to them.  Overall, this game is pretty solid. But I can't help but feel that the game would be better if it provided guidelines for the players to invent names and important locations for the different parties involved in the war, rather than starting with the names Ilho, Croen, and the city of Seraphin. I'm not sure what those are really adding to the game. For example, the biggest question in the game, one that is not at all addressed by the rules or the text, is where these two "cultures" in this war came from, why they share the city of Seraphin, why the last king died, and what that leads to war between the two sides. Seems like those might be important issues to deal with in play and exploring those issues also seems more likely if that content is player-generated, unless it is really top-notch and compelling, like Montsegur 0000. Also, while I like the way cultural traits are developed through symbolic association, I wish some of the more sophisticated cultural-modeling ideas of Simon Carryer had been incorporated. They also use playing cards as a basis, so there's definitely the potential for some good cross-pollination there. I also think riffing off Simon would allow for more space in which to deal with the kinds of issues that an ethnic conflict or civil war necessarily brings up: identity, loyalty, boundaries, prejudice, etc. Finally, the number of different resources in the game seems overly many. You already have a deck of cards, which is being used to draw and discard and a physical record of the scenes (with winners and losers) on the skin, so it seems redundant to also vote with accumulated tokens to ultimately determine the victorious side. The mechanics for earning vote tokens were also a major distraction when reading the text, because it wasn't clear in the beginning what they were for or if it was important to pay attention to them. 