The game system is a departure from other ancient combat games in several key ways:
The game uses a square grid, rather than hexes, to regulate movement. This provides eight vectors of advance (rather than six) and allows for more realistic linear movement and combat.
The game uses a unique card-based activation system that provides armies with better leadership to be more flexible with regards to their actions on the battlefield. Unlike traditional "IGO-UGO" activations, formations may activate multiple times during their turn to provide more historically accurate outcomes.
The game simulates hoplite formations in a manner allowing players to allocate where their forces' strength lays, unknown to their oppoenent until combat units actually engage. This allows a player to decide where to allocate their strengths, rather than relaying upon the values printed on a combat unit. Additionally, these denser units take damage differently, allowing them to be ground down while pressing forward in a manner that does not require record keeping.
Finally, the deck of cards allows for special effects that can help a side turn the tide of a battle in their favor or stave off disaster at the last moment.
-description from designer
