Aeon's End

Indie Boards & Cards

Cooperative deck-builder against a nemesis, with a shuffled turn-order deck and decks that are never shuffled. The turn structure is modelled.

1–4 co-op vs the nemesis · cooperative

A deckbuilder without shuffling: each player's deck is deterministic; the chance lies in the turn order and the nemesis deck. Every turn is a free loop of legal actions.

Goal and end of the game

  • Win nemesis_life = 0
  • Win nemesis deck empty and no minions/powers in play
  • Loss gravehold = 0
  • Loss all players exhausted

How the game goes

Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.

start↻ Gameuntil end (checked immediately)Draw a turn order card(empty → shuffle the…turn_cardif player (wild: players choosewho)Casting phase:optional for an open…by player↻ Main phaseuntil player stopsAny order, any numberof timesby playerDraw phase: discardplayed cards in a…by playerif nemesisMain phase: minionsand powers in play,…Draw phase: attack (atonce) / power / minion…end of the game
All steps in words
  1. Game until end (checked immediately)
    1. Draw a turn order card (empty → shuffle the discard)
      • If card = wild: choose any player
    2. Whose turn is it? turn_card
      • If player (wild: players choose who)
        1. Casting phase: optional for an open breach, required for a closed one by player
        2. Main phase until player stops
          1. Any order, any number of times by player

            One of:

            • play gem or relic

              Allowed if gem or relic in hand.

              • Choose gems/relics in hand
            • gain card

              Allowed if aether ≥ cost of a supply card.

              • Choose affordable supply piles
            • gain charge

              Allowed if aether ≥ 2 and charges < ability maximum.

            • focus breach

              Allowed if aether ≥ focus_cost of a closed breach.

              • Choose closed breaches
            • open breach

              Allowed if aether ≥ open_cost of a closed breach.

              • Choose closed breaches
            • prep spell

              Allowed if spell in hand and an empty breach that is open or was focused this turn.

              • Choose spell × suitable breach
            • use ability

              Allowed if charges = ability maximum.

            • end main
        3. Draw phase: discard played cards in a chosen order, draw up to 5 by player
          • Choose order of the played cards
      • If nemesis
        1. Main phase: minions and powers in play, oldest → newest
        2. Draw phase: attack (at once) / power / minion (into play)

On the table

12 zones and piles
  • turn order deck face down · shuffled — player cards (depending on player count) + 2 nemesis
  • turn order discard open
  • deck per player · only its owner sees it — never shuffled: order = the player's own discard order
  • hand per player · only its owner sees it
  • played per player · open
  • discard per player · open
  • breaches per player · open — 4 per mage; at most 1 prepped spell per breach
  • supply open — 9 piles: gems, relics, spells
  • nemesis deck face down · shuffled — shuffled per tier, tier 1 on top
  • nemesis revealed open
  • nemesis play open — powers and minions, in order of arrival
  • nemesis discard open

Under the hood

These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:

Rules diagram

Fan model of a game by Indie Boards & Cards: only the rules structure is shown, in our own words. Cards, scenarios and play are not published without the publisher's permission. Not affiliated with or endorsed by the publisher.