I like the system in general, though it seems a bit limited (in character options) overall.
I also totally disliked that you have to flip through all the cards when making characters, but the new guides are very useful in that regard (having tables of all those action and whatnot cards really helps).
However, I really like the wound mechanics with the cards. Very nice!
The dice pool mechanics also seem to work well, though sometimes if you roll tons of one symbol you get nothing for all those extras beyond the first 2 or 3 (after comparing with the challenge dice, of course).
Using the counters to determine range (esp. when it is a bit more complex than just one group of characters versus one group of enemies) works very well.
The stance meter, OTOH, seems to be a pretty pointless addition. It would work as well, if you could simply choose your stance freely from those available for every roll, I believe.
What bugs me a bit is, that Agility has almost no influence in defending against attacks (all it does is unlocking the Dodge action). This makes Agility-based warriors (like the famed Wardancers) pretty silly (because you will end up raising Strength and Toughness as much as possible with them, which is totally against the character).
I have thought about a house rule to make Agility more important, but since we do not play this regularily, I havn't been able to test it, yet.
[SBLOCK=House Rule]Whenever you make an attack roll, if your Agility is higher than the Defender's Agility, add a number of white Fortune dice to the dice pool equal to the difference, or if your Agility is lower than the Defender's Agility, add a number of black Misfortune dice to the dice pool equal to the difference.[/SBLOCK]
Bye
Thanee