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.
All steps in words
- Game
- Draw a turn order card (empty → shuffle the discard)
- If card = wild: choose any player
- Whose turn is it?
- If player (wild: players choose who)
- Casting phase: optional for an open breach, required for a closed one
- Main phase
- Any order, any number of times
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
- play gem or relic
- Any order, any number of times
- Draw phase: discard played cards in a chosen order, draw up to 5
- Choose order of the played cards
- If nemesis
- Main phase: minions and powers in play, oldest → newest
- Draw phase: attack (at once) / power / minion (into play)
- If player (wild: players choose who)
- Draw a turn order card (empty → shuffle the discard)
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:
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.