>>95955374>Why do you need special dice and cards?It was one of the earliest attempts at introducing elements of CCGs and Boardgames.
So instead of having say, an index of Spells, you'd have a deck of Spell Cards. If your PC had the spell Fireball, you'd just have that card in your hands with all the rules and effects on it. Same deal for a Sword, or a Shield, or anything really.
In addition, things like Conditions (Poisoned, Stunned etc) were on cards, so were Insanity, Miscasts, Wounds - pretty much all the player-facing rules could be found on these cards. As the GM you'd just hand them a Wound Card or whatever.
Player Characters also had access to a 5-step Stance meter of sorts, rated from Green (Defensive) to Red (Reckless). Your Class (Career) sets what kind of Stance you're typically in, which confers specific bonuses or penalties to your actions. Something like a Dwarf Slayer is typically full Reckless and benefits thusly.
>What does it play like?I found it flowed extremely well - PCs feel effective at what they're good at, it was faster than most other games of similar complexity, art was super gorgeous. However set up was clunky as fuck, and took up a lot of space. It was also optimised for 3 players only (you had a limited number of cards), which severely hamstrung the game in the long run as others have pointed out.