For people wondering about this game, I thought I'd give a quick overview of the game, and my opinion on it (which is what a "review" basically is).

You have three tiles for the game, that are always set up the same way (two make up the main are, one is the shrine). Differences in the "map" occur with rooms that are randomly drawn, but there are 12 rooms and 12 room tiles/cards, so basically it's just seeing where the rooms end up in each game. Each room on the board has a number on it; you draw that many rooms and place the lowest number among them on the board, then shuffle the rest back into the room "deck." Only two rooms have anything special about them: the teleport control room and the teleport room ("teleportatium"). You have to move an Assassin onto a square in the control room to activate the teleport room, then move Assassins onto squares in the teleport room to teleport to the shrine with the Sorceror.

Assassins do their turn first, with the ability to perform two actions from a list, and can't do the same action twice unless they're the Eversor. Each Assassin has some special abilities that can be used all the time (the ability to do the same action twice is one of the Eversor's abilities), and some abilities that can be used a limited number of times (one ability that can be used three times, and one that can only be used once). Once they do their turn, the Chaos forces do their turn. Patrols move alone predetermined routes for the most part, following arrows marked on the board, with a D6 being rolled to determine which way they go when they hit intersection tiles (the numbers are marked on the board). This can result in amusing situations like a Chaos Space Marine stuck in a corridor marching back and forth repeatedly. Chaos minions that are "On Alert" will move directly toward the nearest Assassin and attempt to shoot them. (It's worth noting here that, strangely, the NPCs seem to have a form of Overwatch, but the Assassins don't.)

At the start of each Chaos phase, they draw a number of event cards equal to 1+X, with X being the number of Chaos models "On Alert." Since these can range from just inconveniences to being serious issues (i.e. Assassins can't shoot for a turn, or Chaos models get +1 resilience - wounds, basically - for a turn), it's worth taking the time to snuff out Cultists who are "On Alert," even if they can't hurt you for a turn or two. Events are also where reinforcements come from for the Chaos side.

While Assassins can use an action to heal on a 2+, they can die rather easily if they get too many NPCs around them, with the situation being worse with Chaos Marines, who can wound Assassins easier. Chaos Marines also have two wounds, like the Assassins, and any attack can only do one wound (even when rolling multiple dice, you just pick the highest), so the only ways for a single Assassins to take out a Chaos Marine in one turn are for the Eversor to use one of his three Frenzon uses to attack twice, or the Vindicare Assassin using his base special ability to do a kind of "super-shot" if he shoots before moving (+2 to wound, does two wounds). So getting Assassins cornered by themselves is a bad idea.

Once in the shrine, reinforcements keep showing up, and the Sorcerer himself is pretty nasty. If you use walls to block line of sight, you'll be able to take out reinforcements quickly enough to get to the Sorceror. And if you didn't use all your special abilities too quickly, he ends up being pretty easy to kill.

The game is pretty fun for a quick 60-90 minute game (or 30-45 if you have people who know the rules and are operating Assassins simultaneously). However, it is very limited and will get repetitious quickly. The board will always be the same, the only difference being the order the rooms are placed, and you only really care about the teleport room, which is almost always going to be placed last. The NPCs follow set paths until On Alert, so they act in an extremely predictable manner and it's easy to get away from them and let patrols just wander aimlessly, sometimes in circles or going back and forth down the same corridor, displaying a lack of functional thinking that would make a Steam Greenlight game's AI shudder to witness. And, as noted, the Sorceror is rather a pushover, a weaker fight than expected and not terribly satisfying (especially with the fluff making him out to be a threat to the entire galaxy). Most of the action is getting to him, with the minions ultimately feeling like more of a threat. Still, it's expected that the Assassins should win each outing, so if you just go in understanding that, and want a quick diversion, it's good to pull out once in a while.

Unfortunately, that's not what you want in a game you're paying $125 for. I'll stick to comparing it to games I'm played, but even there, it suffers. Betrayal at House on the Hill has more options in characters, a lot more options in how the game can play out, and a lot of different ways the house can be laid out, for $50. Twilight Imperium can have completely different galaxies every outing, and provide an entire day's entertainment, with different races to opt from, at $100. Chaos in the Old World provides four different Gods to choose from, does suffer from having the same map every time, but could play out different given that it's four players competing, so has more replay value, and is $66. Even Space Hulk contains a multitude of missions, with different layouts and forces, for more replay value at the same price. When you start adding in other board games, the negative comparisons pile up.

Some might jump to say "But wait! The figures involved are worth X if you buy them separate as pieces for 40K!" That's an immaterial argument when judging the value of Assassinorum Execution Force as a board game. Compare its value as a game to other board games. Trying to justify cost with an argument that has nothing to do with the type of game it is doesn't work.

If you choose to look at Assassinorum Execution Force as a Warhammer 40,000 figure bundle that has a board game attached, you could justify the price easily (assuming you plan on using all of the Assassins and also have a Chaos Marine force). If you're judging it just as a board game, it's grossly overpriced considering its limited replay value, even if its game pieces are useful in another game.