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Aeon’s End: War Eternal
60m - 60m
1 - 4 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
47.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
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Alyiz
Let me start this off by saying that I rated Aeon's End very high and I'm a big fan of that game's design on many fronts. My copy of War Eternal is a Kickstarter version. ART/UI: The UI of the cards were changed in War Eternal to a modernized look which is serviceable. I do miss the older look that drew inspiration from MtG circa Urza block, since it added a lot of personality to the game. In this case, the art attempts to make up for the lost impact of the UI change (which is, again, a serviceable change). I would say the art succeeded. Despite being in a style that isn't my personal preference, the vividness and extra expression in each piece is leagues ahead of the older art. I would argue that in some cases, older art is superior (Spark), but in others the new is strictly better (Crystal). In either case, the Art and UI get a stamp of approval from me. QUALITY: Component quality somehow stepped up from the original, yet not enough to move very high. If there were some sort of component 10-point objective scale, Yugioh and Dicemaster cards are the worst thing ever created, rated at a 1, the original Aeon's End cards are a 2 (and feel like nails on a chalkboard) and War Eternal sits at a 3. That's nothing to be proud of. This game was funded well enough that black core with linen finish would've been not only feasible but still save plenty of money. Sleeves are still a MUST if you buy this, so factor them into the cost of the game, otherwise it's barely playable. Sadly, the Nemesis and Mage boards took a different turn. While being of nice chipboard this time instead of some bendy, flimsy cardboard crap, they also lack any finish, so they feel (and damage) exactly like a bad prototype. Ironically, the chipboard upgrade makes them worse than the originals because of this because now you can't sleeve or laminate them for protection. The box insert is serviceable but also flimsy and low quality. AE really hasn't improved the component quality to any professional level. GAMEPLAY: Variable player powers (more specific this time) Card market + randomizer cards, similar to Dominion. Now with added "Market Setup" templates. Totally deterministic player decks; no shuffling! This is extremely strategic and skill-based Nemeses are very powerful AI, though in War Eternal it seems like extra gimmicks add too many extra corner cases and situational lucksack (Nemesis deck is still seeded randomness) Turn order cards make a return: players and Nemesis turns are completely random based on a deck of cards. You never know whose turn is next and can't plan for any particular outcome in the immediate (not very tactical). Hardmode is breakneck and much more difficult than the original. Some Nemeses hardmodes are well done, and some are the board game equivalent of videogame "damage sponge" difficulty modes, wherein the powers boil down to lucksack. Casting system is one turn in a rear, where spells are prepped before being cast. Very strategic. THE BAD STUFF: War Eternal looks like Aeon's End and quacks like Aeon's End, but there are definitely some differences, some of which are negative. I'd like to start "THE BAD STUFF" by saying that I think the game is actually very good and that all of the new cards, Nemeses, and Mages are interesting and highly creative. The amount of extra depth in this version is leagues above the original, right down to the Unique Starter cards for each Mage and how much extra flavor everything has. That having been said, this version of the game amplifies the original's minor problem with the totally random turn order cards. Because the game is set up to be highly strategic and because the turn orders are totally wacky, it removes all tactics from the game: you can plan a big over-arching plot, but don't count on gaining small opportunistic advantages. There are almost never opportunities in AE:WE unless the stars align. In this version of the game, there are SO many situational player powers, cards, Nemesis abilities, Nemesis cards, tokens, and STUFF everywhere that making a nice smooth plan and roughly sticking to it with minor adaptations as the game throws you curveballs is nearly impossible. There's a very high probability that on any given turn, the Nemesis (or a player) takes a double-turn. And as one entity gets a double-turn, it necessarily increases the probability that another double-turn exists. If two entities (players or Nemesis) gets a double-turn, then it's guaranteed there WILL be a third double-turn. Why is this bad? The player Mages are all reactionary. In a game with highly situational corner-case-exploiting abilities, it's difficult to set up the perfect situation turn after turn. In the original AE, this was something you worked toward and got better at through play. In AE:WE, every power on the board is so incredibly niche that it's rare you can take advantage of a double-turn as a player, or even just having players go before the Nemesis. War Eternal very much relies on the Nemesis to set 'em up and the Mages to knock 'em down. You can't knock down what isn't set up. In this way, having double, triple, or even QUAD (!!!) Nemesis turns can spell instant-loss no matter how well you plan. This was still a minor problem present in AE, but we never found ourselves in a no-win situation outside of a quad-Nemesis turn or a tri-Nemesis turn in hardmode. A single badly-timed double-Nemesis can cause a game loss. Purely through chance. In a game about extreme strategy and teamwork. Imagine you take that loss (which we thankfully haven't yet): are you really going to set up the exact same Nemesis, Magi, and market all over again and try the exact same (good) strategy all over again because of one lousy turn order? Probably not. That particular configuration is going to be forever ruined in your mind, which sours the experience of a team-based strategy game. In a game like Arkham Horror, where the focus is on story-telling, this sort of thing can be acceptable. But AE is supposed to be a strategic (AND tactical) game. AE:WE really drops the ball here and you feel the hurt in each game you play. This one single major design oversight brings this version down from a perfect 10, in my opinion. VALUE: Extremely high. They pack a lot in one box. The number of mages, nemeses, game cards, and nemesis cards are much higher than the original base game. At the exact same retail price, it feels like a steal. With as many unique components as you get, the replayability is incredibly strong, just like the original. CONCLUSION: Buy the damn game anyway. You'll have to grit through a big wackier set of turn situations and still have to buy sleeves to play, but it's worth it. There's simply no other game besides the original Aeon's End that can deliver this kind of strategic co-op in such a compact and streamlined form, complete with all the complexities of a much larger game. However, if you have any misgivings whatsoever, go ahead and buy the base game and several expansions first. You can't go wrong with them and you can always tap into War Eternal whenever you need.
BeatU
Light Easy deckbuilder. I like it, needs some strategising in buing, but at later stages of the game is just snowballing. Edit 1: This game is so fun. Thrice Dead Prophet is fuuuun. Gate Whitch is fuuuuun. Mages are fuuun, fun fun. I like this game a lot.Snowballing after surviving harsh Nemesises is so gratifying.
agentpatman
Love the no shuffling but then you have to shuffle the turn order cards. Seems like a contradiction to the sales pitch. Someone said they should have been tokens in a bag and I like that idea better. Might have to DIY and option because you do spend a lot of time shuffling 6 cards in a game with no shuffling. Aside from that I loved everything else. The market make for interaction decisions and different paths. The characters all feel different and have different strengths even if you buy the same cards. The bosses are tough and the enemy deck makes everything a surprise with again no shuffling. Love the idea of preparing your spells and then casting them on separate turns. Also the idea of using focus to prepare more spells eventually. Our first game had tense moments where a few bad turn order cards and we could have been done but we got lucky and won. So there is randomness in that aspect which you can somewhat account for but sometimes you get hit hard two times in a row. If you go into it knowing that you can prepare and have a good time. It is deck building after all so there should be randomness somewhere and I am glad it’s not from shuffling. Looking forward to trying out more combinations of cards, enemies, and characters. Seems like a huge amount of content especially if you can get it mid 20s on sale it’s a no brainer.