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Indie Board & Card Aeon's End: Legacy

£37.495£74.99Clearance
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I've lived this, and it's awful. It's also brilliant. You might be sure you're all about to die, then in a few turns completely turn the tide of the battle. Which is exactly how a boss battle should feel!

All base games are here, Aeon's End, War Eternal, Legacy, The New Age, Outcasts, Legacy of Gravehold and Past & Future. The legacy elements of Outcasts make the core mechanics of the game gel in a way that the core box doesn’t quite manage. An excellent entry in the series – and not a bad entry point if you don’t mind skipping ahead in the story. Finally, there’s the city of Gravehold. The breach mages of Aeon’s End are not just fighting for their own survival, but the survival of all of humanity, and the Nameless know it. If Gravehold is ever reduced to 0 life, the mages have lost and humanity is but a memory. Protect the city at all costs! What is included: The original Aeon’s End: Legacy saw players become young apprentices who must band together to face off against the might of The Nameless. Legacy had player characters gaining experience with each session they completed, steadily obtaining the spells, abilities and equipment they needed to fulfill their destiny. Aeon’s End: The New Age introduces the Expedition system into the Aeon's End universe which allows players to replay all of the content they own in a short campaign format. After each game, players will receive new treasures and player cards that allow them to become more powerful. However, the nemeses that players will face grow stronger and stronger with...

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Past & Future has some work in progress elements to it, see the Updates list for more information.] Before I get started, I wanted to make sure everyone understood that first I will explain the game with no major spoilers and give my overall opinions of the game and its mechanics. I will then discuss some details in a marked spoiler section for those interested in those thoughts as well. Ajánlom mindenkinek, aki szereti az LCG szerű játékokat és azoknak is, akik eddig nem próbálkoztak pakli építő játékkal, tökéletes lesz elsőre!! 😉 Aeon's End: Legacy is my favourite legacy game. You heard right. I used to think nothing could top Pandemic Legacy Season 1, but I was wrong. This is a campaign that throws giant boulders at you, slaps you in the face with an axe, grinds your bones to a fine paste and showers you with... gifts? This large set introduces many new mechanics and cards, as well as a new gamemode. Spells with the ECHO keyword are cast twice from a breach, and relics with the ATTACH keyword are attached to breaches, adding effects when spells are cast from those breaches. Many of the new mages include innovative new mechanics using custom cards, breaches, and tokens. The Expedition Mode allows multiple games to be linked together, rewarding players with new Treasure cards, which provide permanent bonuses during a game.

Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits." The players take the role of powerful mages who are tasked with the responsibility of preventing Gravehold from being overrun by hordes of creatures escaping from the breaches. I love that each nemesis has its own player board, rules, cards and tokens, even rules of play. It means that subsequent fights aren’t just rinse and repeats of the previous ones, there’s real variety in what’s happening. Then there is knowing the supply. Without spoiling anything, you get to make choices about what your nine supply piles are at the beginning of each battle, and those choices increase as you progress through the Aeon’s End Legacy Campaign. At first, I was just that I was using properly but then the problem was that the choices got so overwhelming I never felt like I was making the right one. Even if I was more on the ball at the beginning, that may have given me enough time to get a strategy going and be more ready for the later rounds. Sadly I was not.The rulebook, as with previous offerings, remains succinct, able to clarify key points simply while providing relevant examples. The separate first game sheet is also a welcome inclusion to lay out exactly how the game should look and feel before the first encounter. Components also remain much the same from previous outings: Both the tokens and life dials retain the tried-and-true formula of their brethren, and the cards remain consistent in quality and uniformity. I have encountered some minor problems such as slight miscuts here and there, but my past dealings with Indie Boards & Cards make me think that it won’t be an issue getting replacements should people have outliers in this area. Chapter 5 was by far my most disliked chapter of the game. At the start of the game the story essentially says “You now feel more powerful”. With little to no story or build up the game just gave you super powers. Where was the story to make this feel eventful? This chapter also felt like it was there to cripple players and make it generally harder. I don’t mind crippling the players to make it harder but it felt generic and unfair where I feel there could have been other ways to handle this. To do this, you adopt the power of the very breaches from which these extraplanar monstrosities appear, charging up powerful abilities and unleashing spells with unmatched potency. At least, that’s your goal at the beginning of the campaign. You begin as apprentices, far from the power level of master mages that seek to teach you. Through multiple chapters, players co-operate to defeat each new nemesis, harnessing new abilities and upgrading your equipment and supply cards to combat each new threat as it appears. For a long while, scripting was limited, as I am fairly disabled, and typing is difficult. My health has improved enough to finally add scripting to this thing, so, enjoy. Gems (11): Darklite Sample, Nebula Shard, Scrying Sugilite, Starglass, Sunken Onyx, Cobalt Clump, Glint Splinter, Voidsteel Vein, Aether Dust, Frozen Light, Shattered Rupix

As we continued to move on, a new concept of evolve was introduced. While in theory this mechanic is awesome and throughout the game there were some cases where I liked how they used evolve, there were others that seemed odd. In one case, a card would evolve just from not eliminating it and it having time to grow. This made thematic sense and it was cool to see the larvae turn into something bigger and grow. It added weight to my choices about what to focus on. There were some evolve cards however, which felt so generic and put a bad taste in my mouth immediately. When a card is flipped over and says, “If this is Chapter 4 evolve this card” it breaks the immersion. There are other ways that this could have been handled such as saying “if boss xyz was defeated then evolve this card”. This would give a flow and then when the new card came out the story would continue. The next time you gain a card this turn, you may place it into an ally's hand. Then, that ally gains a copy of the same card and places it into their hand.Outcasts is everything good about the series but intensified. Each new envelope contains a new puzzle good enough for its own game, while the core feeling of ‘we’re never going to do this’ giving way to punching the air when you snatch victory from defeat remains tantalisingly exciting. UPDATE: Nemesis setup is now scripted. Select what Basics you wish to use, how many players and what level of expedition you're on, and then drag a Nemesis bag onto the Setup Mat. Certain Nemesis require Player Agency or Shop Setup that a tad infeasible. Everything else should just setup though.

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