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Aeon Trespass: Odyssey is a 1-4 player campaign game about adventures, exploration and fierce battles with giant monsters. It’s a co-operative, choice-driven boardgame experience played over multiple sessions. Set in an alternate Antiquity, where a reality-shattering cataclysm killed the Olympian gods and unleashed the otherworldly Primordials, Aeon Trespass: Odyssey places the players in the roles of Argonauts, the only people who can fight off the darkness and make things right.
Take control of the Argo and its crew, train them and send them on adventures into the dangerous and mysterious lands of Ancient Greece (and beyond…). Learn the world’s secrets and create new technologies that will give you an edge in combat – and outside of it. Manage your resources and develop your base of operations. Build new Facilities, craft new Weapons and equipment. Gather allies and forge political alliances with the world’s factions. And, most important of all, tame the Titans, arm them, evolve them and ride them to battle with the fearsome Primordials.
You win by defeating the main villains or solving a crisis, you lose if your Argonauts die, your crew abandons you, your ship gets destroyed, the villains fulfill their plot or time runs out. There are many ways to lose, but only a handful paths to victory.
During Battles, 1 to 4 players must cooperate to defeat 1 giant Primordial boss-type monster controlled by a sophisticated AI system. Outside of Battles, Aeon Trespass: Odyssey uses choice chain and choice matrix mechanics to track your decisions throughout the game. Those decisions matter and will have a drastic impact on all future play sessions, campaigns and playthroughs.
Ages | 12+ |
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Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 90m – 0m |
Designer | Marcin Wełnicki |
Mechanics | Command Cards, Cooperative Game, Map Addition, Scenario / Mission / Campaign Game, Tech Trees / Tech Tracks |
Theme | Civilization, Economic, Miniatures, Science Fiction, Adventure, Ancient, Exploration, Fantasy, Mythology |
Publisher | Into the Unknown |
Beckikaze
After about 12 hours and four fights I had to give up. Even with alternating players, the fights in the early game are extremely undemanding, repetitive and even the bosses have too little profile. As with KDM, the core gameplay is extremely simple. Here, however, the entry is made extremely cumbersome by countless keywords, etc. and you ask yourself the whole time: What's the point? The decision space is smaller than in games like Townsfolk Tussle. And Townsfolk Tussle is already not known for being very tactical. But in terms of move dynamics and even move options, ATO is hopelessly inferior in the early game. ATO has a lot going for it, and its ambition is admirable, but even in advanced gameplay videos on YouTube, the moves I see in combat are still no-brainers. Of course, it's fair to say that ATO isn't just a bossbattler. But it is partly one. The 7th Continent-like exploration isn't exciting in multiplayer either. ATO is one of those games that are built extremely broadly. However, the design of the game mechanics suffers from this. Is there actually a game mechanic in the exploration module? Arguable. In the early game, the worst case combination of an unfortunate amount of upkeep, bulkiness and extremely shallow gameplay. Especially in combat there is no decision space. There is one meaningful action and nothing else. That is simply not exciting. Then at least the combat dynamics could compensate a bit, but that is also far too repetitive due to far too many "move & attack" commands of the AI cards (Hekaton, Labyrintaurus feel exactly the same when it comes to their actual behaviour - only keywords aka Traits like Labyrinth 1 cause a little differences between them but not their actual AI commands). Especially in this regard Townsfolk Tussle and KDM are so much better. Exploring and developing the equipment can certainly be satisfying (is it also in multiplayer?). But the equipment will define your decision space to 90%. If you can trigger Reposition 1 instead of taking Knockdown, you will. If you can "vault" over the boss to avoid falling into the abyss, you will. I don't see (and don't see in the gameplay videos) how this is going to be remotely satisfying, dynamic, or even challenging gameplay with decision space. And be prepared for early player elmination Talisman style. ;) The game has its audience. One thing is certain: it's not me. And none of my fellow players.
Atavist
This game is HUGE. One hell of a campaign game. Requires a lot of time and the amount of content does create a messy play area but well worth it for any big-box campaign game lover.
Alarka
Players: 1-4 (2-3) Time: 90 Min Categories: Adventure Ancient Civilization Economic Fantasy Miniatures Mythology Science Fiction Mechanism: Cooperative Game