Aeon’s End Ennui? A Solo and Cooperative Review of Aeons End: Beyond the Breach after Full Playthrough

Aeon’s End Ennui is the condition of being sick of so much Aeon’s End! It’s the ennui of yet another Aeon’s End game!

Aeon’s End: Beyond the Breach is the 1000th standalone expansion (okay, I am exaggerating a little; it’s maybe the 16th expansion) for Aeon’s End. This is a standalone game, so it can be be played by itself. You can also use the mages and friends and foes and nemeses from this to add gameplay to other Aeon’s End you may have (and vice-verse). Today, we are concentrating solely on the standalone experience of Beyond The Breach!

Cure For Aeon’s End Ennui

The cure for Aeon’s End Ennui is simply reminding yourself HOW EASY it is to jump into an Aeon’ End game! Each standalone Aeon’s End game comes with the first game sheet above!

That first game sheet clearly defines (at least for the first game) what you need to do to get the game moving! And in fact, the Nemesis deck is fully constructed for you! One of the most annoying things in Aeon’s End is constructing the Nemesis deck, but that first play is all set-up for you! Just grab the the first few decks and set-up!

I am not being glib here; the ease at which you can set-up your first game and get going might be a major reason I still keep buying the Aeon’s End games. It’s so easy to jump in for your first play. Other manufacturers take note: if you can easily jump into a game, it’ll make it easier to play and easier to like.

Unboxing and Gameplay

See box above with Coke Can for scale.

Each player chooses a mage to play. Aeon’s End are all cooperative games where mages work together to take out a big bad.

The base game only starts with the 4 mages above (the extras are from Kickstarter backer extras and expansions that came in the box itself).

The mages battle one of the nemeses (the bad guys) above! To win, they cast spells to try to reduce the nemesis to zero hit points!

There are Friends and Foes that help/hinder you along the way. No player actually plays them, they are just operated by the game and have a mildly good or mildly bad effect when they activate.

This is a cooperative deck-building game: see some base cards above. Gems (like the crystal) generate Aether (the little notes) and that is used to buy bigger and better things; better gems, better spells, better everything. Aether is the currency of the game and is used to buy upgrades for your deck. Aeon’s End: Beyond the Breach is a cooperative deck-building game! For more examples and discussion of cooperative deck-building games, see our Top 10 Cooperative Deck-Building Games!

There’s a whole wide selection of Gems, Relics, and spells to buy! See above. More come out as the game unfolds.

Casting spells are how you do damage to the Nemesis and other bad guys that come along. In order to cast a spell, you have to prepare it into an opened breach: see above as Nook has 4 breaches: 3 of them are opened and have spelled prepped into them! The fourth breach is closed and can’t be used for casting a spell*, but it can be opened (at the cost of some Aether) later on. Interestingly, cast spells on your turn actually go off at the start of your NEXT turn!

The quality of Aeon’s End: Beyond the Breach is great! See components above. The art is a little inconsistent with other Aeon’s End games, but only if you look too closely. Internally, this game is very consistent.

Oh yes, I forgot to mention one of the more interesting things about the Aeon’s End systems, no shuffling! You just plop your discard over and turn it into your deck! Those of you “annoyed” by Dominion‘s constant reshuffling, you (mostly) don’t do that in Aeon’s End! I say “mostly” as foreshadowing … Beyond the Breach actually adds shuffling in at some point … spoiler …

Friends and Foes

In Aeon’s End: The Descent, they introduced one of my favorite new mechanisms into the Game: Friends and Foes! See our review of the original Aeon’s End: The Descent here!

In Descent, the Aeon’s End team introduced us to the Friends and Foes family!

Two new characters are inserted (optionally; it is a module you can choose to play with or not) into the game that help of hinder you … slightly. No one actually plays a friend of foe: the game just operates them for you (with a little help from you).

Aeon’s End: Beyond the Breach continues with this trend and adds more Friends and Foes! See more above!

I still love the Friends and Foes! Even though it makes the game more complicated (because it’s yet another mechanism to operate as you play), it gives the players more choices! When a friend or foe activates, you usually have a choice of two options; so you can choose how you be slightly helped or slightly hindered! It makes the game feel like you have more agency!

The other thing the Friends and Foes does is tamp down the problems with Variable Turn Order. See discussion below.

I am very very glad to see more Friends and Foes being available! This is a modular expansion you can add to any Aeon’s End game!

Sleeve Your Cards!

Aeon’s End games are all Variable Turn Order games: a deck of cards control when entities have a turn. The numbers indicate a player number, and the Nemesis cards indicate when the bad guy has a turn.

Basically, for balance, the players (as a group) always have 4 turns (no matter the number of players), and the Nemesis gets two turns always. See rulebook above as it confirms that!

A deck of cards (the Turn Order deck) controls this.

If you sleeve NOTHING else, you should sleeve the Turn Order deck (see above: like I did above). You handle the Turn Order deck all the time in this game. Learn from my mistake: my original Aeon’s End turn order deck is kinda grody because I didn’t sleeve it!

This is deck-building game too … you usually should sleeve a deck-building game because players handle the cards so much. I plan to sleeve Aeon’s End: Beyond The Breach before RichieCon 2026, but I haven’t had a chance to yet. I did play about 10 games without sleeving it, and it’s still fine, but I will still sleeve it before I let it loose on the convention floor.

Variable Turn Order

We have written many articles about the dangers of Variable Turn Order: see the most recent one here: Variable Turn Order and How to Mitigate It’s Randomness. Basically, Variable Turn Order can be too random sometimes and ruin a game. There are some simple mitigation techniques (usually: don’t allow the Nemesis to ever have more than 2 turns in a row), but it can be an issue.

Luckily, Aeon’s End: Beyond The Breach has a few things that help mitigate the problems of Variable Turn Order. The problem is still there, but it’s much less pronounced.

First, Friends and Foes! By adding two new cards into the Turn Order Deck (see Friend and Foe cards above), this evens out how often the Nemesis comes out! Adding these two cards makes it much less likely to get multiple turns of the Nemesis in a row!

Second, there are new mechanisms in the game that address the problem by allowing the players to alter the Turn Order deck! For example, the friend Lash: The Dreamer has the ability to re-insert a player turn order card into the deck (effectively giving the players one extra turn)! See above!

The Relic card Chronoid allow users to move the next Turn Order card to the bottom of the Turn Order deck. There are a few other places in the game where the players can alter the Turn Order deck.

I like that they have added some new in-game mechanisms to fix turn order problems. I don’t think I ever needed my “The Nemesis never gets more than two turns in a row house rule in all the games I have played of Beyond The Breach. Between Friends and Foes and these few extra mechanisms, we may be at the point where it’s not as big a deal? Shrug?

Rulebook

For a rulebook that’s had SO MANY iterations, I still have some complaints. Bigger than I expected.

Seriously, this rulebook gets a grade of C on the Chair Test! Sure it’s got good pictures and good set-up, but it droops over the edges making it much harder to read this on the Chair next to me! This form factor is really not great.

This is a standalone game, right? Sure, it expands the Aeon’s End universe, but you can play this all by itself! So why are some concepts in the game NOT DOCUMENTED AT ALL IN THIS RULEBOOK? The “Recall” keyword (see Chronoid and Atomized Ash above) are not documented in the rulebook! I had to go online and found this BGG link which answered the question: https://boardgamegeek.com/thread/3708173/recall-new-keyword-not-a-question-just-a-lack-in-t

There’s at least a few more; I encountered the Conjure keyword and had no idea what it meant: I had to go Googling. This is unacceptable that the keywords in the game are NOT documented in this standalone rulebook.

I like the IDEA of highlighting new rules in a different color (see rules above), and it mostly works. But this rulebook also makes the error of putting new rules in sidebar boxes outside the flow of the main rules. It’s too easy to miss a rule; usually sidebar floating boxes of text are “examples” or “clarifications”! By putting sidebars outside the flow of the normal rules, I think there are too easy too miss. This is definitely a personal thing for me, so maybe it’s not a problem for you. I encountered this problem in the game Unicornus Knights (see review here and here) and they FIXED the rulebook to eliminate rules from sidebars and put that text into the main flow! It made the rulebook that much better!

Don’t get me wrong: this is a pretty good rulebook. It’s just frustrating that this rulebook (given the number of iterations of it) still has problems.

You will be able to learn the game pretty well from the rulebook.

New Concepts

There are a surprising number of new additions to the game system.

Trinkets: A lot of spells and bad effects cause you to draw Trinket cards (see above). Trinkets are basically one-shot items that clog your deck for one pass but then go away (back to the bottom of the Trinket deck)! The Trinkets are always good currently, but I can see them adding “evil Trinkets” in the future. I liked their use of the word Trinket; it implies it’s a crappy little piece of junk you can only use once. And that’s exactly what it is! I found the addition fun and useful. They were all over the game!

Pulse Tokens: Yet another token. Certain cards give you Pulse Tokens (see the little explosion token on Dezmodia above) which other cards or abilities or powers allow you to spend. I think there might be a mage or few new items that embrace the Pulse Tokens more, but in my 10 games of Aeon’s End: Beyond The Breach, there were a VERY minor addition. Eh. I barely used them.

Treasures: Although Treasures aren’t new, Level 4 treasures are! In battle 5 of the campaign, you get a card that only you can buy! Sounds familiar? You might remember something similar from Astro Knights: Eternity! (see review here). Astro Knight: Eternity called them Inventions, Aeon’s End: Beyond the Breach calls them Level 4 Treasure. I guess it’s not a big surprise since the same company makes both games! It’s hard to tell how useful Level 4 Treasures are since you only use them for one battle (at the very end). The Level 1-3 treasures were much more useful.

Aether Tokens: You can earn Aether tokens (which is basically just Aether). Unfortunately, you must spend all Aether tokens by the end of your turn, or you lose it all! One of the games I played, I accidentally kept them around as long as I wanted! Nope! Learn from my mistake!

Solo Play

So, Aeon’s End: Beyond The Breach supports solo play. Huzzah! (Thank you for following Saunders’ Law).

I still want to complain about the rulebook, but some props: they give solo rules, and they are good! It’s unfortunately an “afterthought” on the very last page of the rulebook, but even after complaining about this in Aeon’s End: The Descent, they STILL haven’t fixed a glaring problem! When setting up the Turn Order Deck WHY do they not address the true solo? They address 2-Player, 3-Player, and 4-Player. You have to “figure out” from context that the solo player has 4 player turn order cards (and those of you who have played the Aeon’s End App might think you only get 3 Turn Order cards!!). Ugh. This is another thing that should have been fixed in this rulebook.

BUT, this is true solo play, where the solo player plays a single mage! Since the single mage has fewer hit points, it’s easier to be “taken out”, so if and when your solo mage is reduced to 0 hit points (called exhausted), you still keep playing! The problem is that Gravehold takes the damage you would be dealt instead! At twice the rate! So, you want to keep your mage healthy, or Gravehold dies quicker! Remember, you lose if Gravehold is ever reduced to 0 hit points!

You can also play multi-handed solo (playing multiple positions). I usually prefer two-handed solo (see my review of Pandemic: Fate of the Fellowship), but the true solo rules are so simple, it’s easy to play one mage and the game flow doesn’t change much! The only “other” rule for true solo (besides Gravehold taking your damage if you are exhausted) is that you are your own ally.

Actually, the rule that you are your own ally is kind of neat; you can strategize different things to do things for yourself! A lot of cards in here help your ally, and if you choose the right spells/relics/gems, you can buff yourself pretty quickly. I chose a lot of upgrades and cards based solely on how well the ally rule helps myself! That Phosphor Nugget (see above) becomes a LOT better when you get your OWN token!

Because you only play one mage in true solo, the maintenance and upkeep as you play is NOT overwhelming. This particular box of Aeon’s End is more complicated than most, so I worry that playing multiple mages would be too much mental and physical overhead (plus the context switching). But since you can true solo, no problem! I never felt overwhelmed by the maintenance playing solo… well… I did when switching between chapters of the campaign, but that problem will be there in the cooperative game too!

I played the entire campaign solo, pure solo the entire way. Spoiler alert: I had a great time! I must have if I kept playing!

Campaign

There is a campaign game here! A Narrative Booklet (see above) describes a story and helps you set-up and get rewards from each chapter. There are 5 chapters to the campaign, each of which is played once or twice.

For Battle One (see example above), there’s flavor text telling the story of the battle (in black and white). The “game text” is in yellow and orange as it describes how you set-up the first battle. At the end of the battle, you will have some more flavor text describing the resolution, and then some “treasure” (both literally and figuratively). At the end of every combat, you will unlock new things that will go into your next battle!

Each chapter of the campaign has its own deck(s) of cards (see above).

.. as well as an envelope with “new stuff” (new mages, new bad guys, etc).

The campaign is completely resettable. After I finished my campaign, I put everything back so that the game was in pristine shape! There’s something “fun” about opening the decks and discovering the new cards as you go! If I come back to this in the future (and I suspect I will), I will want to “rediscover” the joy of the entire campaign. The cards were all labelled from what deck they came from (and they are numbered), so it’s easy to reset the cards. The envelopes are little trickier; I had to take a picture of the contents so I could remember what was in each.

So, is this a good campaign? Yes and No. From the perspective of a “the campaign is a way to play all the contents of this box”, it was a phenomenal success! I played the entire campaign solo and really enjoyed the campaign! I got some great battles with great bad guys! I had some really interesting mages to operate! I tried about 5 different mages over the battle! There were all interesting (but see discussion below.

From another perspective, the campaign was a failure. The story DID no draw me in. I struggled to read the first wall of text (see above).

I even tried the trick I did in Aeon’s End: Descent, where I put the Mage’s pictures next to the text! See above! That trick worked really well in Descent, as it helped ease me into the story when I could see all the mages.

Unfortunately, this trick did NOT work for Aeon’s End: Beyond The Breach. I found the story impenetrable; there was some time travel and meta things going on that just put me off the story. I just stopped reading the story after Battle 2. Remember, I really liked the flavor text from both Astro Knights: Eternity and Aeon’s End: The Descent (see those reviews here and here), so I am not against story … but I just couldn’t get into it here. I feel the campaign story here did not work.

Despite not liking the flavor text, I loved the way the game evolved during the campaign.

I got new treasures all the time!

I saw new Mages! In fact, me and Dezmoda(she came out in the campaign) bonded! I used her for two of my battles I liked her so much!

As a vehicle for pushing new content forward, the campaign worked great. As a story to follow, I feel the campaign didn’t work; I just didn’t like the story and stopped reading the flavor text. For the record, you can play the campaign perfectly well even if you don’t read the flavor text.

Despite the story failing for me, the game was a blast! I had so much fun playing all 5 chapters of the campaign! I played all of them solo and a few of them with other people!

Cooperative Play

I was able to get this played with 4-Players, 3-Players, and 2-Players.

I think that this set of Aeon’s End (Beyond The Breach) worked best at 2-Player when playing cooperatively. I have alluded to this point earlier, but this is one of the most complicated Aeon’s End campaigns! There are a lot of new rules, the cards have many “complex” interactions, and some of the Mages are hard to operate! With all that newness and complexity, it seems easier to cooperate in a 2-Player game.*

Joe and I had a marvelous time playing 2-Player! We were able to combo and use ally-helping abilities very well and just slaughtered the first Nemesis!

On the other hand, the 3-Player game, we got slaughtered! Part of that was because we played Battle 3 (they were helping me wth my campaign), which is harder.

And the 4-Player game was also a loss (see above). After playing 4-Players, I noted that we had to “travel” around the board a lot to see all the cards in the display, and what the villains are doing.

So, when we played 3-Player, we all stayed on one side of the board so we could all see the cards! This mostly worked, although were were bit a cramped. I think I would recommend playing 3-Player all on one side.

A couple of notes: we have played many games of the “simpler” Aeon’s End games at 3 and 4 players and not had any problems. In fact, I have seen the original Aeon’s End game work tremendously well with 4-Players! So, I am a bit concerned that it doesn’t work “quite” as well at 3 and 4 players.

There is one common element to the 3 and 4-Player failings: the mage Stake. See above. All the games we lost had Stake as one of the mages. Andrew, who has played some Aeon’s End in his time, said he didn’t like playing Stake. And notice the complexity rating on Stake: 8!!

It’s weird to me that Stake is one of the original 4 mages you are SUPPOSED to play with! My friends didn’t really like playing him. In a 3 and 4-Player game, it felt like it was it was just too hard to get him going.

Because there are so many Aeon’s End games. this set has to try some new things to try to do something differently. The other mages played were interesting and different, and I had fun playing them. Stake seems like too much,

2-Player cooperatively is probably best, and 3 and 4 player will work, but I don’t think I’d recommend playing with Stake. At RichieCon 2026, I will recommend a 3-Player game WITHOUT Stake.

Conclusion

You might think I didn’t like Aeon’s End: Beyond the Breach from this review. That’s not true! As someone who has played a ton of Aeon’s End and Astro Knights and Invincible, I might see the holes a little too much. Maybe I have concentrated too much on those.

The rulebook is good enough to learn from, but I am sorely disappointed that neither conjure or recall is in there: you will have to go on the Internet to find those. There are some other minor points (Chair Test, sidebars with rules, some missing solo rules) that are triggers for me, but don’t let my personal peeves influence you too much. You should have no trouble with the rulebook.

Beyond The Breach is probably the most complex set of Aeon’s End games; the designers really had to stray from the simple starting premises in order to add variety to this system, but they have succeeded! The price of this variety is extra complexity that can be overwhelming. It’s not too bad, but it is there.

As a solo player, I adored this. I loved playing the campaign! This game will easily make my Top 10 Solo Games of 2026. It might have been even a bit too easy? Luckily, the difficulty can be adjusted: It’s good to know every bad guy can be made worse (wait, that’s a good thing?) With Friends and Foes and all the interesting Mages and battles, this is a 8.999/10 solo for me. (Why not 9? see below)

As a cooperative player, I would say, be careful. We had a good time playing, but there is a lot more complexity in this version. Be aware of what this is; you probably don’t want to bring newer inexperienced players into Aeon’s End: Beyond the Breach! I would argue towards the simpler original Aeon’s End for newer players (or even Astro Knights?), and only bring this out to players who are ready for this more complex experience. Also, be very careful with the mage Stake; unless someone really wants to play him, I would stay away from Stake in the cooperative game. 8.49/10

Why 8.49? Because I didn’t like the story. I stopped reading it. The campaign is a great vehicle to play through all the content, but in the end, the story didn’t work for me.

I think I would give Aeon’s End: The Descent the ever-so-slight nod over Beyond The Breach. In Descent, I liked the story, I liked the mages, and of course The Descent introduced Friends and Foes! But the two are very very very close …Beyond The Breach is great, and if you want more Aeon’s End, Beyond The Breach works well, but just be aware how complicated this set is.

The cure for Aeon’s End Ennui? More cowbell!

Appendix: Playmat

The playmat was an option in this Kickstarter. I really liked it; it helped organize the cards and keep everything on track. If you like the Friends and Foes modules, this especially helps keeping all that straight.

I’d recommend getting this playmat if you do get Aeon’s End: Beyond The Breach: it’s very thematic and useful.

Aeon’s End: The Descent. Review After Full Playthrough

IMG_8755

Aeon’s End: The Descent (an expansion in the Aeon’s End universe, but also a standalone cooperative game) was on Gamefound back in Februrary 2024 and promised delivery in January 2025. Guess what? It actually got here early right before Thanksgiving 2024 (Nov 20, 2024 or so).  That’s right, it’s almost 2 months early!  Holy cow!  That never happens in crowdfunding land!

IMG_8600

I went all-in on the new stuff and got the two expansions* (three if you count XAXOS inside), the mat, and the box!

IMG_8602

I freely admit I was on the fence on backing this.  I do love the Aeon’s End system and its ilk (Astro Knights (see review here), Astro Knights: Eternity (see review here), Aeon’s End, Aeon’s End: War Eternal (see review here), Aeon’s End: Outcasts (see review here) etc etc etc), but I have a lot of Aeon’s End content already.  I mean, this is a great cooperative deck-building game system with a mage theme, and it basically made the #1 Spot on our Top 10 Cooperative Deckbuilding Games!

IMG_8603

In the end, I chose to back Aeon’s End: The Descent because I was excited for the new Friends and Foes module which can be used in any game.  Not to bury the lede, but I think that new module makes the game that much better.  We’ll discuss that in detail below.

Let’s take a look!

Unboxing

IMG_8607

This is a pretty standard sized box: see Coke can above for reference.

IMG_8753

If you are considering getting this, I recommend the mat.  Of all the mats I have, the Aeon’s End/Astro Knights mats always seem the most useful: look above at how they well they help organize the play!  The mat from Conquest Princess last week was pretty good for solo, but not really useful for cooperative play.  This mat, for Aeon’s End: The Descent worked so very well in both solo and cooperative contexts.

IMG_8606

Just be wary that the mat a little big (see Coke can for scale above) and it’s a little harder to carry around (see below).

IMG_0964

IMG_8610

There’s a little rulebook for the Friends and Foes module; I think it’s separate so you can use it with other Aeon’s End games easier. See picture above.

IMG_8612

There’s a narrative booklet: this is to take you through the adventure with some text. See above.

IMG_8616

And the main rulebook: see above.

IMG_8640

At its core though, Aeon’s End: The Descent is a card game: see SO MANY cards above and below!

IMG_8642

Luckily, these cards are very well organized: they have stop signs cards to surround each deck.

IMG_8742

One of my favorite features of this game (and all Aeon’s End games) is that EVERY CARD IS WELL-LABELLED: see above as the Treasure card is from ATD-4-02 (bottom left of the card).  If you ever need to put everything back in original order, you can. 

IMG_8750

Spoiler Alert: I played through the entire campaign,  and I was able to reset the entire campaign (sorry, they are called Expeditions here) back to its original pristine state.  And you can! See above as I try to separate the cards back!

IMG_8758

At its core, each player takes the role of a mage, and his cards become his casting deck (which he has to try to build up using deck-building).  See some mages above … and some other ones come out later!

IMG_8761

Generally, the mages are fighting a Big Bad! See some above! To win, you usually have to reduce the Big Bad to zero hit points by casting spells to do damage!

IMG_8757

Along the way, you make some Friends and Foes, who help or hinder you just a little bit … and more come out as the Expedition unfurls …

IMG_8644

There’s a bunch of tokens which you do need to notate moneys, power, charges, and some other stuff!

IMG_8641

Generally, the components are pretty high quality, the art is good, and the production looks great. See above.

The Rulebook

IMG_8616

The rulebook is .. fine.

IMG_8617

It flops over the edges, making it harder to keep open on the chair next to me.  It really needs to be a smaller form factor: it gets about a C on the Chair Test.  I find myself grumpier and grumpier with rulebooks which are huge when opened up.  At least it does sit flat.

IMG_8618

The Components page is nice* (*modulo one issue we had with Astro Knights: Eternity:  the Component pages STILL doesn’t label the Turn Order cards as coming from one of the 1X decks … you might find yourself searching in vain, until you open up all the 1A-1D decks).

IMG_8623

Set-ups are nice, but if you get the Play mat, you really don’t need this section.

IMG_8625

Generally, this was a good rulebook with good annotations, lots of pictures, and readable text. It even used color to differentiate new rules (in yellow) from older games.

This is a pretty good rulebook, but it had better be after making 5? 10? different versions of Aeon’s End. Although there is still one quirk in the solo rules … see later below.

Gameplay

IMG_8635

I always forget HOW AMAZING the Aeon’s End games are for that first set-up!  Aeons’ End: The Descent is no different!  See above and below as the sheet that comes with the box helps you quickly unwrap and set-up your first game!  

IMG_8646

If I ever get an Aeon’s Box in the mail, I am never worried about my first set-up*, because it always goes so well!

IMG_8701

I don’t want to say too much about gameplay because we’ve discussed it before in previous reviews.  Also, there are a lot of great videos on the internet if you want to see how it plays. But I just want to say, there are a number of new mechanisms and somehow, they keep squeezing new ideas out of the Aeon’s End system!  Every game in the Expedition has a new “angle” or “mechanism” that keeps the game fresh! A new Mage?  A new weird way to defeat the Big Bad?  Somehow, Aeon’s End is still fresh after all these years!

Friends and Foes

IMG_8707

Without a doubt, my favorite new thing about Aeon’s End: The Descent is the Friends and Foes module.   Basically, two new characters become embroiled in your story: a friend and a foe!

IMG_8658

They are so embroiled, that the friend and foe each get their own turn within the turn deck!  See above!

IMG_8730

Each friend and foe slowly evolves something: the friend is building up something good for the players, and the foe is building up something bad!  See above as The Corrosion can add his Draining cards!    The nice thing about the friends and foes is that they aren’t too bad; you usually have to make a choice about the goodness/badness every turn they come up! I really enjoyed having that extra choice! 

IMG_8665

Do you add a few charges to the friend or foe?  Do you take some damage to Gravehold to avoid that charge?  The players almost always GET TO MAKE A CHOICE: what kind of good news or bad news do you want?  The players decide!!

IMG_8708

See above as the The Scavanger Foe makes players draw a card and either suffer damage to Gravehold or let the Scavenger charge up!! What do you do?  What do you do??

IMG_8711

As much as I like these choices, what I like best about the Friends and Foes is that they even-out the problems with Variable Turn Order gameplay.  What do I mean by that?

IMG_3654
Kickstarter Edition of Aeon’s End and Aeon’s End: War Eternal (with update since I was an original Kickstarter)

Those of you have been following my blog for sometime know that I am not a huge fan of Variable Turn Order: see the blog entry here for A Discussion of Variable Turn Order and How To Mitigate Its Randomness.   Basically, Variable Turn Order can be too random and cause pathologically bad draws which can make the game less fun.   To combat the problems of Variable Turn Order in Aeon’s End (and its ilk), I allow myself a simple House Rule: the Nemesis is never allowed to go more than 2 turns in a row. 

IMG_1115

It turns out that I didn’t have to use this House Rule in any of my games in Aeon’s End: The Descent!! Why?  One of the things we discovered when working with Variable Turn Order in Unmatched Adventures: Tales to Amaze was that the bigger the deck, the less likely you are to have pathologically bad draws!   See blog entry for more Discussion here.

IMG_8733

Because the Friends and Foes “fill-out” the Variable Turn Order deck from 6 cards (original length) to 8 cards (with one Friend and one Foe), there didn’t seem to be a need to invoke the House Rule!

In the end, I love this new Friends and Foes module for multiple reasons: it mitigates the Variable Turn Order issues I have in Aeon’s End: The Descent, it allows more choice into the game, and it has some really new ideas for how to push Aeon’s End into fresh territory.  Not to mention, you can use Friends and Foes with any Aeon’s End game!

IMG_8611

I guess I wouldn’t be me if I didn’t think the game still needed one slight House Rule: the rules say that the Charges “must go off” when the Charge track is filled (see above).   Sure, this makes sense for the Foe, but not the Friend!!!  I played several times where the Friend’s ability discharged … and it was completely useless for me!!!  But, the Friend is your friend!  Ask them to hold on until next round when they activate!  This seems like a minor house rule, but I think it feels more thematic and more empowering as a choice-You don’t have to discharge the Friend’s ability just because it’s full.

Otherwise, Friends and Foes is a fantastic module.  I probably won’t play without it from now on if I can help it. 

Expedition

IMG_8612

So, this game comes with a Campaign of 4 Sessions (4 battles): they call this an Expedition (much like in Astro Knights: Eternitysee here).   The basic flow of the game is described by the Narrative Book (see above and below).

IMG_8614

Each section starts with a TON of text.  I have to admit, I was a little daunted the wall of text, until I realized that using the character sheets/mats made it more interesting and visual!

IMG_8683

What I did: I found the character mats for each of the Mages described in the text (and the Friend),  and then I put them next to the Narrative book!  So, as I read, I could correlate who was speaking, who was acting, and who was who!  See above!  This brought me more into the story, and I recommend the same for you!

IMG_8724

After the text sets up the story, the yellow boxes direct you how to set-up the game: see above for instructions on how to set-up Battle 3 (note, not really any spoilers in the set-up).

IMG_8638

Most of the special context for the Expedition Battles is in one of three places: The Envelopes, the Specially Wrapped Cards, or the “unspecial wrapped cards”. 

IMG_8722

The Envelopes typically contain Friends and Foes, a new Nemesis, some dividers, and possibly some new boards.  Minor Spoiler for Envelope 3: don’t look too closely at the picture above, but that’s what’s generally in an Envelope!!!

IMG_8720

Most of the cards you need come from the special decks:  For example, you open 2B at the end of Battle 2!

IMG_8643
Or open 1A, 1B, and 1C at the start of Battle 1!

IMG_8639

There’s a ton of other decks in the game which just “augment” your game: this allows you to have other choices for your Gems/Relics and Spells.

IMG_8677

Although your first game will have a rigourous set of Gems/Relic/Spells (see above), you can choose other cards for these.

IMG_8738

Although there are some instructions for reseting the game, I strongly recommend you take pictures (like I did) of all the stuff in the Envelopes: Again, minor spoilers for Envelope 4! See above!

IMG_8756

After playing through the Expedition solo (see Solo Play section below), I went ahead and re-sorted all the decks back to their original state!  I used rubber bands (I know, some people don’t like rubber bands) to keep them together.

It took about an hour or so to re-sort everything and put the box back to the original state.  You can do, but it is a lot of work.  I did this so I can play the Campaign with my friends all over again.

Solo Play

IMG_8604

So, Aeon’s End: The Descent supports solo play (thanks for following Saunders’ Law). And it has choices!

IMG_8633

You can either play true solo mode, where the solo player plays exactly one mage OR you can play solo two-handed.  And for true solo, they mention the simple rules “You are your own ally!”  (I would have LOVED some better solo play description like this for Freedom Five from a few weeks ago:  Oh, Freedom Five, I wanted to love you so much …).  In the end, I played true solo: one mage per Battle!

IMG_8650

This true solo is interesting, because some variants of Aeon’s End only support the solo player having three turns and the Nemesis having two turns (most notably: the App for iOS! See our Discussion in Seven House Rules For Cooperative Games). This version of Aeon’s End: The Descent seems to let the true solo player have four turns (it’s unclear, because the set-up for the players has rules for 2,3, and 4 players … but not 1-Player? See page 8!). In the end, the defining text seems to be: “The turn order deck is always composed of four player turn order cards and two Nemesis turn order cards” (p. 8, Turn Order Deck).

IMG_8655

Over the course of about 4 days, I ended up playing the entire Expedition!  Although the game box says 60 minutes per game, I kind of think that’s bogus: I am an experienced Aeon’s End player, and I think I took about 2 hours per game.  To be fair, when I play solo, I tend to be more thoughtful and take longer turns.

IMG_8719

I chose to use a different Mage for each game: I started with Thraxir, went to Mezahaedron for my second Battle …

IMG_8727

Used Raven in my 3rd Battle …

IMG_8740

And finally ended Battle 4 with Brama .. the Leader!  

IMG_8747

Using a different Mage for each battle was absolutely the right thing to do!  I got to play 4 VERY DIFFERENT Mages throughout the game!  Each play style was very different, and it was fun to try to learn and discover the strategies for each Mage! I had to use Destiny tokens, Knowledge tokens, and all sorts of new stuff I had never seen before!  

IMG_8718

It was an absolute delight getting through this Expedition.  I had a blast!

IMG_8725

Although the true solo game has the solo mage advance quickly, I always worry that they may die sooner, because they only have 10 hit points total!  At least playing two-handed solo, there are 20 hit points total between the two mages … Luckily, getting too low was never an issue. I don’t know if I just chose well, but my Mages never skirted death!  I always worry about the true solo player dying too early because there are no hit point balancing mechanisms (i.e., solo player has 12 hit points or something), but it hasn’t seemed to be an issue.

IMG_8746

My only complaint might have been that maybe it was too easy?  I didn’t lose a single solo game along the way! And all of wins were pretty decisive!  Like I said, I am a fairly experienced Aeon’s End player, so that’s part of it.  Luckily, I noticed that every Nemesis does have a “advanced” mode, so if I play again, maybe I’ll do the advanced mode so it’s a little harder …

IMG_8706

In the end, I had a great time playing the Expedition solo.  I was able to learn the game to teach my friends (see Cooperative Play section below), but still enjoy a full story and campaign!  If I never play Aeon’s End: The Descent again, I feel like I still feel like I got my money’s worth. The thing is, I would like to play it again! It was fun!

Cooperative Play

IMG_0248

So, Robert, Becca, and Jeff and I played the first game of the Expedition! A 4-Player game!

IMG_0256

We ended up winning and generally having a good time!

IMG_8608

Becca, who doesn’t really like cooperative games that much, liked it enough that she expressed interest in ordering a copy!  I showed her the little catalog (above: came with the game) of all the Aeon’s Ends

IMG_0987

Generally, everyone was able to feel part of the team!  But, each Mage has their own personality, and I think everyone felt like they could do something interesting on their turn!  Sure, there were moments when one of us “took it for the team” and had a crappy turn, but it was always a conversation! Everyone was always involved, either figuring out their turn, or talking with others!

IMG_0991

The only “real” problem was that the game lasted a good three hours!  Granted, this is a learning game for most everyone but me, but 3 hours is a lot longer than the 60 minutes on the box!  Still, we were engaged the entire time and had fun.

Cooperative play went well, even with 4 people who are all very independent.  And none of my friends (except Becca) are really “gamers”, but everyone took  to the game pretty well!  Generally, it was a smashing success and we had fun.

One final thing: the 4-Player cooperative game seemed harder than the true solo game.  I think if we played through the entire Expedition as a 4-Player game, the game would have been much more challenging.  The game just seems harder with more people.

“Emergency Sleeving!”

IMG_0989

You don’t have to sleeve the game, but you really really really should sleeve the Turn Order Deck (see above).  Why?  You touch the Turn Order Deck every turn!  I didn’t sleeve my Turn Order Deck in the original Aeon’s End, and it got a little grody.

IMG_0251

Just as we were starting the Cooperative game, I remembered how “grody” the Turn Order cards, so we had to have an “Emergency Sleeving!!!!”

IMG_0245

Okay, you may now resume your regularly scheduled program.

What I Liked

IMG_8682

The Campaign, er, Expedition Story:  Once I got into the Expedition, I enjoyed the story.  I needed the graphic support of pictures of the characters to jumpstart me into the story, but once I got into it, it was surprisingly enjoyable. And maybe even a little moving?

IMG_8749

The Length of the Expedition:  I liked that the campaign was only 4 Battles: it seemed like just enough to be achievable.  It wasn’t too long to drag on, nor too short to leave me wanting more.  I said the same thing about the campaign in Astro Knights: Eternity: 4 Battles seems just right!

IMG_8637

Friends and Foes: I adored the Friends and Foes addition.  It not only fixed the Variable Turn Order problems (or at least strongly alleviated the issues), but also added some extra choices to the gameplay.  Overall, this module is a major win for the Aeon’s End system, and may now be a necessary module moving forward.

IMG_8735

Still Fresh:  Everything seemed “fresh”: the new Mages, the new Nemeses, the Friends and Foes, the new Gems/Relics/Spells, the new mechanisms (Knowledge, Destiny, etc)!  Somehow, even after 8 years since the original Aeon’s End, all this content still seems fresh!

IMG_8691

New Narrative Booklets:  I like that the Narrative Booklets and the Expedition mode gives you an “excuse” to play through all the content.  I like this idea!  An excuse!  It sort of went under the radar, but this also included Narrative Booklets for both the original Aeon’s End and the Aeon’s End: War Eternal.  If I need/want an excuse to playthrough those games again, I have it!  I think it’s really cool that Indie boards and cards “retro-fitted” the Expedition onto the original games!

IMG_0990

Standalone:  Were you always curious abut Aeon’s End but were turned away because of something (maybe Variable Turn Order)?  Maybe you found the Friends and Foe module  alluring?  Maybe the idea of a just-right campaign is alluring?  You do NOT have to get all the other Aeon’s End content … you can just get this standalone game and be very happy for a while!

What I Didn’t Like

IMG_8681

Wall of Text:  I grew to like the story that came out, but that wall of text from the Expedition booklet is very daunting; I suspect it will actually turn some people away.   I would have considered putting in some relevant pictures in with the next, or at least “suggested” that players keep out the Player Mats so they can have pictures of the characters as they interact.

IMG_8736

Friends Ability Activation:  I really think that the players should allow the Friend to activate abilities with a little more choice; right now they friend “must” discharge all their charges and activate their ability even if it’s not useful.   These seems against the theme; they are our friends, why can’t we work with them so they activate their abilities at better times?  This is my only real complaint in an otherwise wonderful Friends and Foes module.

IMG_8632

Rulebook and rules:  The Rulebook and Narrative books are pretty good, but have a lot of weird discrepancies!  Why is one-player set-up not mentioned in the Turn Order Deck section?  Why are Treasures not emphasized more?  It’s one page in a floating box you will miss on your first read!  The set-ups in the Narrative book seem a little … spartan?  There needs to be more emphasis that we can choose Gems/Relics/Spells between Battles! And the Turn Order cards are referenced in the Components but “hidden” in the intro decks … it needs a slightly better sentence there.

These are all minor things.

Conclusion

IMG_0992

I am not quite sure where I come down on Aeon’s End: The Descent, because I liked it so much! The Friends and Foes module, for me at least, is always necessary for any Aeon’s End game I play from now on!  My friends loved this game, even the non-gamers!  The cooperative experience has always been very strong in Aeon’s End: my plays with my friends accented how well it works! 

IMG_8726 

My solo games during the Expedition were so much fun, they will probably make my Top 10 Solo Games of 2024!

IMG_8739

Aeon’s End: The Descent breathes new life into the Aeon’s End system. I loved it. I think I will give it an 8.5/10 or maybe a 9/10. I don’t know, maybe even a 9.5/10? It was such a great experience both solo and cooperatively!

My only question: should it make my Top 10 Cooperative Games of 2024 (because it’s a standalone game) or my Top 10 Cooperative Expansions of 2024 (because it expands other Aeon’s End games)?