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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
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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bami1020
[puzzle 7 replay 8 invest 8 solo 4.5] static market of 9 cards per game felt repetitive - felt almost like deck construction where i need to work out the optimal market cards to beat the boss. cards variability didn't feel incredible - feels closer to deck construction than deck building.
BadgerGatan
Good game which is, satisfyingly, the most difficult co-op I have ever played. The deckbuilding mechanic combined with the "take-down-the-boss" is welcome, and contrasts directly with my take on Sentinels (too much deck-determines-playstyle with not enough decision-making ability). The game is harder with more players. This is a good thing, though downtime can be painful, especially since you can go from 10 minutes without a turn to 2 consecutive turns. Overall I probably prefer the flow of 2-player games. More plays needed and strongly desired - especially with interesting bosses that drastically change game strategy.
alethic
Great fun at 1-3 players. None of the card combos feel broken, and complexity of game state has been kept within bounds (nothing remotely like the more ambitious end of Sentinels in this respect). These are good things, but it does mean some games are perhaps rather muted and samey in feel in terms of what you do.