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Aeon’s End
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
54.00
€
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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Alyiz
This game is almost immaculately flawless. The gameplay is on a whole other level of perfect. First, let me start with the physical components because inside this box are some negative qualities, just none to do with the game itself: -These components are comically flimsy and easily damaged. The cards feel thin, become damaged immediately (even in the shrinkwrap) and absolutely REQUIRE high quality sleeves the day you open the box. If not, you will be subjected to the torture of how unimaginably bad they feel. Touching the cards feels like having your soul sucked through your ear, or raking a chalkboard with your fingernails. I have no idea how they even accomplished this impressive feat of human torment. The gates are also awful. I recommend premium Mayday clear fitted sleeves for this game, and cut a few of them square for the gates. You will thank me. The good (components): -Comes with (albeit flimsy) dividers to organize your collection and an insert (flimsy) that can separate all the cards (plus first expansion) from the other components very nicely. It's perfectly organized such that absolutely nothing is difficult to set up. -Randomizer cards (like Dominion) are a massive plus and make setup a breeze. Gameplay breakdown: -Variable player powers are very strong and desirable to use as much as possible. Tons of characters for a ridiculous level of replayability. Bonus for lady gamers like me: the majority of characters are women. Each character has a unique starting deck to give them even further differentiation. -Every Nemesis feels 100% different and seems to even follow different rules. Your strategies shouldn't be identical every game. -Hardmode (that feels actually hard) for when you get too good at the game. -Dominion-style market of draftable cards. The Star Realms style of conveyor belt is incredibly random and isn't really desired for this kind of game where you need a plan quickly, and have to stick to it rather than just take whatever's best for you. -NO RANDOMNESS except turn order and super minor-barely-noticable-random-order of the individual tiers of Nemesis cards, though not their whole deck. All the randomness feels not only necessary but actually fun. This INCLUDES your decks. You never shuffle, technically giving players the capacity to think many turns ahead. Hands never get samey due to choices you can make influencing deck order. -Very fun casting system. You cast as your first phase of the turn and "prepare" spells ahead of time (without any cost at all). So you're always planning a turn ahead, but also other players can use effects that cast your cards for you. Also, you cast using open gates that act sort of like spell slots, except when they're closed you can pay a minor aether (mana/gold) cost to "focus" them, which moves them one step closer to being fully open and also lets you prep a spell in that slot that turn. It makes for some very interesting and deep gameplay choices. Basically every single aspect of this gameplay is almost perfectly executed. I'm not sure if the deckbuilder genre will ever top this gem. I can even tolerate the component quality when it's sitting at $33 (with super cheap expansions) and some cheap sleeves fix the problem completely. One day, I would love to own a revamped version even if it costs more. I hope this gets expansions forever.
ab999
Really, really like this game. We usually play two players and (mostly) random market. Leads to some blowout losses, but always fun trying to find a way to win.
ALGO
2017: Another co-op deckbuilder, but I appreciate not having to shuffle my deck. My memory, however, is just not always up to the challenge of remembering its order. As you can probably imagine, it does nothing super new (though the rifts are original), but everything it does it does very well. 7.5 Saying that this is a very solid game sounds like damning with faint praise, but that's the best term I can think of. UPDATE 2018: More experience brings greater respect. 8.5 UPDATE 2019: I'm going to say this is my favourite deck builder but it doesn't get played as much as Legendary due to difficulty and added complexity.