I don't own the boardgame of this yet but a couple of my friends and I spent several hours playing last night and well play many more in the future. A charming game that is much deeper than its whimsical appearance may suggest with a lot of replayability despite the (at least currently) singular map.
I would love to see more expansions for it, especially the modular map, to come to the PC version and more races and powers means more options and crazy combos. Some of these combinations were laugh out loud funny (flying ghouls, peace-loving barbarians, etc.) so even more of these would enhance the game immensely.
It needs a fullscreen option and we had some minor hiccups getting our games set up (invite friends and bots, the go button wouldn't light up everytime, had to go back to the previous menu then select current MP game and then the button worked) but we encountered no other bugs.
Essentially the objective it to hoard the most coins by fulfilling victory conditions while placing race tokens to conquer land. All races are matched with a power that modifies what they do and helps determine how many tokens you have to use for attack and defense. As your race spreads out it becomes harder to expand anymore so you will usually have to go into a decline and select a new race/power combo. A race in decline will normally be left weak and unable to do much but still accrues coins for you. These race/power combos are on the right side of the screen and you can take the top one or skip down for penalites if a combo isn't to your liking. Players take turns conquering and reinforcing, trying to get more coins than anyone else to win at the end of the last turn.
There's a lot of subtle strategy involved in both the races inherent abilities but also in the power they are attached too and how many tokens they can get. Pushing your self thin can net a lot of early coins but if the others gang up on you it can backfire and some races are much better at this than others. Knowing if and when to go into decline and when to take or skip a race/power combo as well as when and where to attack and is that last possible understrength attack worth risking that die roll for(?) combine to make it an excellent game. Highly recommended.