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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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Axelay
It was okay but in the end it was no more fun and I intentionally lost the final chapter to put this game away. Aeons End should not do any legacy games. I will use the cards with the other base games and expansions.
Akado
Very good intro to Aeon's End, and the legacy aspects are a good addition. Some of the legacy choices don't seem as useful, though. All of the fights so far were difficult and have had plenty of meaningful choices, but I still feel that the legacy format is at odds with Aeon's End. In Aeon's End, the idea is that careful preparation and skillful use of available resources can win battles against overwhelming foes. But in a legacy format, players are unaware of the next foe's pattern and yet must choose market cards without that knowledge. It's similar-ish to a random market setup, but I feel it loses the essence of deliberate choices and can lead to some incredibly cheap-feeling wins and losses. Basically, knowing that it's a "random market" and that players have no idea what the next boss is and yet must decide character skills before that, the balance is not overwhelmingly against players and feels off to me. The story itself is definitely in line with Aeon's End world, but didn't feel very inspired or meaningful outside of a few well-done things. The world is dark, your outlook is grim, and bad things happen. Okay, I get it.
awiesendanger
Gameplay was nice, nothing special. Deck builder, coop fighting against villains. However, you don't shuffle discard, just flip when need to draw, so that was new to our group. Story was pretty good, and a great ending blew us away. Definitely end on a high note (well, helped we won the last one too I guess :) ). Can mostly be reset to run the whole thing again, just don't use stickers and track on paper or something.