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Aeon’s End: Legacy
45m - 90m
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
81.50
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Aelf
The story is just plain and doesn't change much at all based on your interactions. Not a great Legacy game but an excellent scaffolded learning game for getting into AE.
bladiator
Brought my score down a little bit based on the last couple of fights. I know they were going for difficult, but they seemed way over the top in difficulty and I was honestly glad to be done. Most of the journey was very enjoyable though.
April6
I enjoyed the mechanics of the game, but I don't think that incorporating them into a legacy campaign was a good choice. The story was predictable and writing was average at best. Building the deck from scratch during each fight was fun, but I see no thematic reason why my mage was supposed to lose most spells and items after the fight was over. Also, while I liked the idea of customizing my own mage, I didn't like that I had to choose upgrades without any hint of what is coming next. As a result, I had a feeling that I lucked into a good build rather than created it through conscious decisions, and I can imagine that bad early picks could lead to disastrous campaigns.