- It's a must-not-be-called-LCG. And with a more humane release cycle than FFG's at that.
- It's got must-not-be-called-tapping. Which isn't exactly unusual by any means, but I love it nonetheless.
- On a surface level it very much (comfortably) looks and feels like a very classic TCG (namely the original) for multiple reasons, while its combination of mechanics actually plays decidedly differently from MTG and any other card game I can think of. Just to be clear: Both are definite plusses in my book, even more so in combination.
- Like Eric said, the resource-management in particular is really well done.
- The die-rolling adds some nicely engaging factor of chance without devolving into an affair of complete luck (like Pokémon's rampant coin-tossing).
- The adventure mode is pure gold (and could easily be expanded - in fan or "elite" adventures - into something more complex through CYOA segments). Partly because of the core mechanics, partly because of the really creative "heroic action" (et al.) cards. In fact, of all the adventure card games I've played (and/or seen played) it captures the feel of a roleplaying game more than any other by far.
- I also really like the effects of all the cards (seen here - as of yet only in German), most of them quite a lot. Curiously enough, I particularly like the armor cards (meaning their overall mechanics).
- Great - and fairly consistent-looking - art. Some from all of TDE5 (so far), some from parts of TDE4 (pretty much only covers) and some wholly new pieces (which in turn have the potential to be reused for RPG products).
- In theory, the rules support an infinite number of players (if you buy the necessary amount of boxes for hero decks and henchman cards), and it scales fairly well (definitely at least up to 4, probably at least up to 8, potentially even more).
- I just love Carolan.
(...Come to think about it, pretty much the exact same reasons (other than obviously a lack of an adventure mode - and Carolan ) why I also love Ashes, which in turn plays totall differently to this and any other games as well.)
I can only think of one minor, one medium and one major aspect I ain't a fan of, and none are a deal-breaker by any means. (In a card game, that is; in an actual RPG they definitely would be to me.) Respectively, singing falling under "handwork" (or "handcraft" or whatever the English term chosen may be) in the simplified skill system, there being just a tad too few reward cards, and players getting one attack per type (melee/ranged/magic) per round.