The main gameplay of this game is based on a simple "tree in a row" mechanic, but it is expanded greatly via the "matching color to damage" and mana collecting mechanics. These two in combination serve for achieving tactical and strategic goals: killing current enemy/enemies or collecting mana in order to cast powerful spell later in later battles respectively. With each new turn player has to decide whether he is to deal more direct damage now by popping stones corresponding to enemy's color, or to spend some turns on popping large chunks of stones that may not deal any damage now, but will provide lots of mana to use spells during future turns or battles.
It took me some time to grasp this game's genius, but when I finally did it, it amazed me with new possibilities, since each decision on the game board has a certain merit from tactical or strategic points of view. With that said, however, the game have taught me this lesson in a hard way: only after clearing all of the monsters on the first level, I have discovered that I can't beat three giant spiders without the "Holy Shield" spell (since their aggregated damage will kill me in less than one turn and I have no possibilities to postpone their turns). That meant backtracking to the beginning of the level and grinding through it once more, now with the upcoming challenge in mind. Surely, the chest that spiders are protecting is not unlockable on this stage anyway, but since I could not have known about it before engaging with spiders, this only makes the experience more frustrating (I will have to fight them again later).
Analyzing this experience discloses some of this game's problems:
1) poor class abilities balancing: some of the basic class cards are less useful than the others (healing herbs is much more effective in battle then magic mines), and some are downright invaluable if player is to complete level from the first time (like Holy Shield). This creates a persistent advantage for one decision over the others: if the player is in a combat where neither yellow (monk), nor blue (mage) stones are causing damage, or they are causing equal damage, he is more likely to pop large pile of yellow stones, then that of the blue. This, of course, only applies to the first level;
2) keeping player in the dark intentionally: there is no way payer can know whether he is to fight spiders now or later. Same applies to character selection before the mission: there's no way of knowing whether there are locks, secret paths or acrobatic obstacles on the level, so if player does not take either rogue, hunter or barbarian with him, he is to backtrack to the level later;
With that said, though, game’s other innovative mechanics (the exploration mechanic is really interesting and felt quite unique for me, the RPG part is enjoyable too) with very appropriate cutout-cardboard game style are quite enjoyable and provides for an engaging experience.