This is as I mailed- it was only afterwards that I read the 'Law' comment in this thread. It wouldn't have changed my numerical score, anyway.
1) CREATIVE AND EFFECTIVE INCORPORATION OF RULES (1-10): 8
Feedback:
Although the ingredients and time scale weren't put up front, they were well-used. Team was not only a quantity to use, but was something to use to generate team play in an imaginative way. The idea of using Actor to be someone's agent was neat. I couldn't see any use of Steel as such. The 2-hour time limit suited the game well and lends an appropriate air of urgency to proceedings.
2) CLARITY (1-10): 7
Feedback:
The basic idea was well set out, although there were parts of the rules (particularly with the fiddly uses of dice and how the modifier stakes work in practice) that I thought could have been better explained. The nature of the informational stakes could use a little more explanation, and the sort of explanations for them.
3) COMPLETENESS (1-10): 5
Feedback:
The text felt a little unpolished, and some of the rules would have been easier to digest if broken up a little. It would have been nice to have some inspirational material about how the game would progress, perhaps tied in with examples of play. Even something as simple as a big list of potential locations would help the game stand out. Improving clarity with more detailed explanations would help the completeness, too.
4) ESTIMATED EFFECTIVENESS IN PLAY (1-10): 4
Feedback:
Although the basic mechanics, and the way that players interact are well-fleshed out, there were two specific ways I thought the mechanics of the game might fall down. As it stands, there's never any reason to declare the use of anything other than your best two skills, meaning that the third and fourth skills are seldom used. The bonus dice and modifiers are likely to change skills, but I'm not sure it would be by enough to make a difference. A character need only emphasise two skills in order to be able to attack once and defend once each round. The second problem is the minimum requirement of information to be able to try to snatch the objective- if it takes three stakes to be able to attempt it, and it changes hands with only three potential conflicts left, then the game has effectively ended. There's missing text about when a round is considered to have ended, so I can't say for sure.
5) SWING VOTE (1-10): 8
Final Feedback:
I liked the concept, the setting, and much of the mechanics. With a little rethinking and some polish, this is definitely something I'd like to introduce at my games meetings.
TOTAL SCORE (add items 1 through 5, above): 32