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The truncated version:
The game is definitely complex: you share a primary objective, and each pick 2/5 secondary objective options (which can be hidden from your opponent), and many of the objectives aren't directly combat-oriented.
The game is highly interactive, because both offense and defense are generated (card based, value + stat = score vs. opponent's, suit determines bonus effects), and are able to play cards from your hand, meaning even defensively you have agency. You also alternate single model activations (so it's a lot easier to react).
Model count is typically very low- I'd say 7 is actually right about on the money for a standard game, per side. 4-5 would be the minimum, above 10 is uncommon (though definitely possible with summons). What this all amounts to is a game where you have a ton of interaction, bluffing, and resource management (including very few models and not a ton of turns so every action should be chosen well).
My biggest hesitation recommending the game (which I love) is its complexity, but if that's what you like, I'd highly encourage you dive in.
Neverborn tends towards melee, and has some really nasty heavyweights. I've never seen them as very difficult. In the case of all factions, you leader heavily influences how your force plays: some are straightforward beaters, some are really tricky or even tend to avoid combat.
The models are really nice, though sometimes to avoid undercuts they come in too many pieces IMHO.
The game really depends on the area- it's not hugely popular, but 2/3 game stores in my area have regular game nights.
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