5 of 5. I have only ever used the large plastic cases for my decks. My only gripe, which is small, the lids don't stay on that well. I put a rubber band around the case to make sure they don't come apart in my book bag.
The game, as currently written, is seriously broken.
Its never really clear if the game was written with the intent that the narrative triggers the moves (like most PbtA games) but if this is the case if simply doesnt work due to the absense of trigger conditions on any of the moves. In addition there is a paragraph suggesting that combat occur in turns and that everyone should get a chance to use a move each round. This simply wont work with the freeform narractive structure of PbtA games. What if the narrative they describe doesnt trigger a move. Also there are huge gaps in the moves - so for example there is a move for knowing something, a move for negotiating, a move for assessing things, and it feels like about 30 moves for hitting things with a sword/staff/fist or other weapon. There are no moves for pretty much anything else - for example performing a dangerous arcrobatic feat.
Also there is almost no MC guidance, no MC Principles, no Agenda and no MC Moves. There is a sin...
These are fabulous deck boxes. The lids aren't at all difficult to get off once you get the hang of it, but the mechanism snaps into place *very* securely: once closed, these aren't going to open up in your bag or pocket while you're transporting them from one place to the next. You can even turn them upside down and give them a good hard shaking - they won't open up on you. Fantastic. I only wish they came in a tarot size as well. If you folks sold a tarot-sized version, I bet they'd sell like crazy once the word got out....
I ran my first session of this last night for a group of 3 players who had never played a tabletop rpg and who had never read the rules to this one (i made their characters for them).
It went very well! They picked up the rules quickly and the game went smoothly.
I ran one combat in which they had stumbled upon a gun fight between two rival gangs in a dockside warehouse. Since there were no rules on how to make non-super npcs i just gave them 5 stress and ruled that guns deal 2 stress. There were nine gangbangers (5 vs 4) but they werent entirely focused against the heroes (to be fair) as they were more concered with each other.
I threw in some twists and one of the heros weaknesses, but in the end they were victorious.
All in all it was a lot of fun, and very easy to run/play....