
I really like Our Steel, The King's Law. Clean gamism with a fun concept. I also find the idea of cooperative simultaneous action selection (SAS) as an RPG resolution mechanic interesting. It's a really original way of encouraging teamwork.
I think the game needs one more core mechanical idea, though. I've played a lot of SAS games on Brettspielwelt, and the idea of doing little except that for 30-40 minutes makes me a bit hesitant. It's certainly possible that, with the tactical elements added through the situational appropriateness of the maneuvers may keep it engaging, but I'm worried that there isn't enough else in the game to stave off burnout.
Also, is there anything in the rules to prevent the active player from simply announcing "I'm using maneuver X"? A straight prohibition on doing so could work, but what about having the Sentry also play a maneuver card during a Guard's turn, and if the Sentry correctly guesses the active player's maneuver, the active player will suffer a penalty.
These comments aside, I'm very enthusiastic about the potential for this game. Well, done, Joshua.
EDIT: fixed the link