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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
Board Games
Strategy
Family and Children
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Thematic
Ελληνικα Παιχνιδια
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D & D
Pathfinder
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ajax013
+ Great variety in mages, cards, and nemesis options keeps the game fresh from game to game; Good sense of growth while playing without being as complicated as other games that give a similar feel. - Perhaps the amount of content and the set up of any given game can be overwhelming. Why it's previously-owned: It just always felt like way too much of an effort to set up the game when it is on-par with other cooperative games that set up and play way more smoothly from set up to put away. So, while the gameplay to be found here is really good, I knew that I was happy to let it go.
BeyondSolitaire
Rated for solo. Dice Tower Review: https://www.youtube.com/watch?v=7AGMXjbkA8s&list=PLOlRvTbmD6tJOa5AOUmdD_H23x1r7kcHB&index=63
bcnevan
There's lots of familiarity here and it does feel like an iterative take on other co-op deckbuilders, such as Shadowrun and XenoShyft. Aeon's End is more immediately rewarding than Shadowrun and more player-controlled than XenoShyft. Aeon's End focuses on deck synergies and cross-player synergies comparitively more than, say, Shadowrun and its oppressive hand management (with Shadowrun's original rules). In that way, Aeon's End feels more like your typical deckbuilder. I did expect the non-shuffling to feel a bit more weighty. There are some decisions that result from not shuffling your deck, but it doesn't provide a drastic impact (at least compared to my expectations). The non-shuffling does help the game's pace at lower player counts. Probably the smartest aspect of Aeon's End's design is the turn order. It brings a clever way to balance the game throughout the various player counts. Well, at least in theory. It seems that every retail edition of Aeon's End, including War Eternal, feels pretty bare. One needs the Kickstarter version and/or some retail expansions for a single box to feel adequately fleshed out. As a system, Aeon's End gets a 7, which could rise a bit more if you are willing to buy additional content to make randomized sessions and/or randomized Expeditions (found in later boxes, like Outcasts) have enough content for replays. Aeon's End: Outcasts (2020) Aeon's End: The Void (2017) Aeon's End: The Outer Dark (2017)