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Aeon’s End: The New Age
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
58.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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bosheem
13 Solo Plays 1 Three Player Play I underestimated how much I like this game. (Just raised it from an 8 to a 9). I kept thinking about this game, the more time I was away from it. I finally brought it back to the table and had so much fun. The variability in the mages make it so interesting to play. One of my favorites for sure.
beatsmd
[b]Comments based on[/b]: 4 plays; owned. [b]Things I like[/b]: • Presents two challenges—hand management and deck building • Deck building mechanic—starting weak and building strength—is always exciting • Numerous mages with different abilities add variety • Loads of cards included in one box provide lots of replayability • Can be played solo or with others (cooperatively) • Well-designed box includes dividers for easy organization [b]Things I dislike[/b]: • Standard "true solo" mode is too easy • Art is hit or miss • Theme doesn't grab me • Expedition feels tacked on [b]Balance[/b] :star::star::star::nostar::nostar: Multiple nemeses provide a range of challenges, but true solo mode is easy [b]Complexity[/b] :star::star::star::halfstar::nostar: Gameplay is straightforward in most cases, and the rulebook is clear (though a little long) [b]Depth[/b] :star::star::star::star::halfstar: The mix of mages, supply cards, and nemeses means there's plenty to explore [b]Enjoyment[/b] :star::star::star::star::star: :star::star::star::nostar::nostar:
Azilut
TNA introduces a resettable mini-campaign system to Aeon's End - essentially, four linked games in which the players get access to increasingly powerful treasure cards to power themselves up for subsequent fights, while the bosses start to replace generic nemesis cards with nastier upgraded ones. One of my favourite aspects of the campaign system was the ability to "fine tune" the card market over multiple games - it starts out random (except for the initial "story campaign"), but after each game you draw a few new cards and pick which ones to keep. Slowly transforming the market from a random mess into something that actually synergizes well was a fun strategic element. My biggest gripe with the campaign is that it just didn't feel as challenging as the core game, especially on the third and fourth battles. The knife-edge tension that I love in AE was missing, and I often felt by mid-game that I had things "well in hand." I think that this is partly a result of the fact that the campaign makes it standard to play with the "1/2" and "3/4" split turn cards (an optional mode in earlier iterations), which gives you some welcome tactical flexibility in deciding which order your mages act in, but also makes the game notably easier. (On the other hand, one could simply choose to play without this.) The other factor, I think, is the treasure cards. The Nameless' upgrade cards tend to make them stronger in the late game, whereas the players' treasure cards tend to accelerate their early game, meaning that I usually got "over the hump" of the game's difficulty curve much earlier than in core Aeon's End. (The Nemesis having nastier Tier 3 cards doesn't matter if we never get to Tier 3.) In future I may try campaign play without the treasures or upgraded Nemesis cards, and just keep the market-tuning element. Finally, I will add that if the main appeal of this game for you is the campaign story, you needn't bother. The story isn't dreadful, but it's really just a basic framework to say "You and your friends went for a walk. Oh no, a Nemesis!" over and over.