How to play Aeons End Official Rules

By: Dennis B. B. Taylor

Aeons End Game Rules

Hey there! Let’s talk about the game rules for Aeons End. It’s a cool game that I want to tell you all about.

In Aeons End, you and your friends are a team of mages defending Gravehold from monsters. And boy, are there a lot of monsters! Each round, you and your pals will take turns, and there’s a lot for you to do.

First, let’s talk about the cards. You’ll have your very own deck of cards with special abilities. These cards are what you’ll use to fight the monsters and protect Gravehold. Now, the order of the cards in your deck is really important. You gotta think carefully about which card to play and when to play it.

Remember, these monsters aren’t pushovers. They’ll do everything they can to bring Gravehold down. They’ll attack you, they’ll put up barriers, and they’ll do all sorts of nasty things. But you’re not defenseless! You’ll have spells and abilities to fight back and keep them at bay.

Now, let’s talk about turn order. Pay close attention, because this is where things get really interesting! In Aeons End, the turn order is flexible, which means you and your friends can decide who goes first and who goes next. This can be a real advantage if you play your cards right.

When it’s your turn, you’ll have a pretty big decision to make. You can either use your actions to cast powerful spells or to buy new cards for your deck. Both options are important, so you gotta decide what’s best for you. And remember, the key to victory is teamwork. You and your friends need to work together and coordinate your actions to defeat those pesky monsters.

If everything goes well, you and your friends will take down the monsters and save Gravehold. But don’t get too comfortable, because the game can change in an instant. You never know what surprises are waiting for you.

So there you have it, the game rules for Aeons End. Remember, it’s all about teamwork, strategy, and a pinch of luck. Are you ready to take on the challenge? I know you can do it! Good luck, mage!

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If you’re a fan of cooperative deck building games, then Aeon’s End is the perfect game for you. In this game, we have a special twist: your deck is never shuffled! The objective is simple – defeat the nemesis threatening your home, Gravehold, before it’s too late.

Each round, you and the nemesis will take turns. But here’s the catch – the order is completely random! So you never know what’s coming next. On your turn, you have a range of options. You can cast powerful spells, acquire new gems, relics, and spells from the supply, and even manipulate your spell casting breaches. And don’t forget about your unique abilities. They can make all the difference!

But be prepared. The nemeses in this game are no pushovers. Each one has its own unique actions and strategies. Defeating them will require careful planning and cooperation. Don’t worry, though. We have four exciting nemeses for you to challenge.

Let’s Talk Components

Now, let’s take a look at what you’ll find in the box:

  • 40 life tokens: These help you keep track of your health and the health of your allies and minions.
  • 21 charge tokens: These tokens fuel your special abilities, so use them wisely!

When you play the game, you’ll need a variety of tokens and cards to keep track of everything. Here’s what you’ll find in the box:

– You’ll start with 10 power tokens. These tokens help you keep track of how many turns it will take for a powerful ability to activate.

– If you’re facing the Rageborne or Carapace Queen, you’ll also use 15 Fury/Husk tokens. These special tokens are specific to those nemesis battles.

– To track the life of both Gravehold and the nemesis, you’ll use 2 life dials. These dials will help you manage your health throughout the game.

– Each player will receive 4 numbered tokens, which will be placed on their player mat. These tokens, combined with the turn order cards, will determine the order in which players take their turns.

– You’ll have a total of 87 gem cards, 86 spell cards, and 30 relic cards at your disposal. These cards are essential for enhancing your deck and increasing your abilities.

– The game features 27 randomizer cards. These cards determine which player cards are available for purchase during the game.

– For quick reference, you’ll receive 4 player aid cards. These cards outline the different phases of a turn, making it easier to navigate the gameplay.

– Each player will have their own player mat, totaling 8 mats. These mats allow you to track important information about your character, such as health and abilities.

– Finally, there are 16 breaches in the game. These breaches are used by players to cast powerful spells and unleash devastating effects.

With these components in hand, you’ll have everything you need to dive into the world of the game and strategize your way to victory. Good luck!

  • 9 turn order cards: These cards are used to determine the order of play during the game.
  • 4 nemesis mats: These mats are used to display the specific rules for each nemesis.
  • 75 nemesis cards: The nemesis uses these cards against the players and Gravehold.

Let’s Take a Look at the Components

Here, I’ll introduce you to the different components of the game and the terms we’ll use to talk about them. It’s important to understand these before we dive into the rules.

Setting Up the Game

Getting Ready to Play

First, you need to choose a player mat and grab a player number token. Each player will have their own mat and token.

Next, you’ll build your starting hand and deck according to the instructions on your player mat. Make sure the cards are in the right order, with the top card(s) on the left and the bottom card(s) on the right.

When we play the game, each of us will get one of each type of breach shown on our mat (I-IV as listed). We need to arrange our breaches just like it’s indicated on our player mat.

At the beginning of the game, we all start with 10 life. The life dial of Gravehold is set to 30, and we can never have more life than what we start with.

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Welcome to Starter Cards!

Hey there! Ready to dive into the world of Starter Cards? Well, you’re in for a treat! These special cards are pretty unique, and I’m going to tell you all about them. Get ready for a wild ride!

So, what makes Starter Cards so special, you might ask? I’m glad you’re curious! To set them apart from the cards you use in the market, the ones that make up your starting hand and deck have a special symbol in the lower left corner. That’s right, you’ll be able to spot them right away!

Now, let’s talk about what this little symbol actually means. It’s like a secret code that gives you an advantage right from the start. Having these cards in your starting hand can really help you strategize and plan your moves. It’s like having a secret weapon up your sleeve!

When you’re building your deck, be sure to include these Starter Cards. They can be a real game-changer and have a big impact on your gameplay. And the best part? You get to choose which Starter Cards you want to use! So, make sure to pick ones that complement your playstyle and help you achieve victory.

But here’s a little tip: don’t just rely on your Starter Cards. While they may give you a head start, it’s important to adapt and adjust your strategy as the game progresses. Be flexible like a gymnast and always be ready to switch things up!

Alright, my friend, you’re now armed with all the knowledge about Starter Cards. It’s time to get out there and start playing! Have fun, think strategically, and may your Starter Cards lead you to sweet victory!

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The Turn Order Deck

Hey there! Let’s talk about the turn order deck. It’s a deck that always has six cards in it: four player turn order cards and two nemesis turn order cards. The player turn order cards match the player number tokens.

  • If there are two players, we’ll need to put two turn order cards for each player in the deck.
  • If there are three players, we’ll need to put one turn order card for each player, along with the wild turn order card. When the wild turn order card is drawn, you all get to decide who takes that turn. Cool, right? The wild turn order card is just like any other player turn order card.
  • If there are four players, we’ll need to put one turn order card for each player in the deck.
  • No matter how many players there are, we add two nemesis turn order cards to the deck and give it a good shuffle.

So, here’s the deal. When we run out of turn order cards in the deck and we need to draw a new one, we gotta do a little shuffle. Just mix all the turn order cards together and put them back in the deck facedown. Boom, we got ourselves a turn order deck again. Simple, right?

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Nemesis Setup

I want to tell you about something called the Nemesis Setup. It’s a really cool thing that can help us understand how things work in our world. The Nemesis Setup is a simple idea that can have a big impact on our lives.

You might be wondering, what is the Nemesis Setup? Well, it’s all about cause and effect. It’s about how one thing can lead to another, and how we can use this knowledge to better understand the world around us.

Let me give you an example. Imagine you’re baking a cake. You follow a recipe, and you know that if you mix the ingredients together and bake them in the oven, you’ll end up with a delicious cake. This is the basic idea of the Nemesis Setup – the idea that if we take certain actions, we can expect certain outcomes.

But it’s not just about baking cakes. The Nemesis Setup can be applied to many different situations. It can help us understand why certain things happen and how we can make them happen.

For example, let’s say you’re studying for a test. You know that if you study hard and review the material, you’ll have a better chance of getting a good grade. This is the Nemesis Setup in action – by taking the right actions, you can expect the desired outcome.

But it’s not always easy to figure out the Nemesis Setup. Sometimes, it takes trial and error to understand how things work. And that’s okay! The important thing is to keep trying and learning from our experiences.

So, the next time you’re faced with a challenge or a problem, think about the Nemesis Setup. Consider what actions you can take to achieve the outcome you desire. And remember, it may not always be easy, but with perseverance and a little bit of luck, you can make things happen. So go out there and make your own Nemesis Setup!

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6. So, when you’re ready to play, the first thing you need to do is choose your nemesis. This is the character or monster that you’ll be up against. Set its nemesis mat near the players and make sure to read all the additional rules for that nemesis. It’s important to know what you’re up against!

7. Now it’s time to set the life dial for the nemesis. This dial shows how much life the nemesis has. The number is shown on the nemesis mat. The nemesis can never have more life than its starting amount. Each nemesis has cards with their name at the bottom left. And besides those specific cards, there are also some basic cards included in the nemesis deck.

8. Okay, here comes the interesting part: the nemesis deck. This deck has between 20 and 31 cards, depending on how many players there are. It’s divided into three tiers, each getting harder as the game goes on. In this deck, you’ll find both nemesis specific cards and basic nemesis cards. So, it’s really important to pay attention to what cards you’re dealing with!

Hey there! Let me break it down for you. So, when you’re playing this game, the nemesis cards have something called tiers. You can tell the tier of a card by looking at the number in the bottom right corner. It’s either a 1, 2, or 3.

Now, each nemesis has their own set of nine special cards. You’ll know it’s a nemesis card because the name of the nemesis will be written at the bottom left.

Here’s how you can create the nemesis deck:

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Let’s get started with setting up the nemesis cards for the game. We’ve got nine specific cards that we need to find and separate into three piles. Each pile will have three cards, based on their tier. Here’s a chart to help us add the basic nemesis cards to each pile, depending on the number of players in the game:

Number of Players
Tier 1
Tier 2
Tier 3
1 Player 1 3 5
2 Player 3 5 6
3 Player 5 6 7
4 Player 8 7 7

Once we have our nemesis deck ready, it’s important to follow the Setup instructions written on the back of the nemesis mat. This will ensure that everything is set up correctly.

Now, let’s talk about Tier 0.

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When you play against different enemies, there might be additional cards used along with the enemy deck. These cards are labeled as tie273efer to the nemesis mat for specific setup instructions.

Setting Up the Supplies

The supplies include the player cards that can be obtained throughout the game. There are nine supply piles in total. Each pile has multiple copies of the same card. You can either randomly determine these piles using the randomizer cards or choose the cards you want to include.

Depleted Supply Piles

If a supply pile runs out, it is considered empty, and you should not replace it.

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The Thrilling Adventure of Aeon’s End

Who Goes First?

When playing Aeon’s End, the excitement begins with a variable turn order. This means that the order of turns is not fixed, but can change throughout the game. How cool is that? To determine who goes next, we will use a special deck called the turn order deck. Let me tell you how it works.

In the beginning, and after each player or the fearsome nemesis takes their turn, we draw a card from the turn order deck. This card will tell us who has the privilege to go next. Once we know, we place that card on the top of the turn order discard pile. Easy peasy.

What if the Turn Order Deck is Empty?

Well, sometimes you have to face a little hiccup during your adventure. If you need to draw or reveal a card from the turn order deck, and it happens to be empty, don’t you worry. We have a solution! Just gather all the discarded turn order cards and give them a good shuffle. Once they are all mixed up, they become the new turn order deck, ready to guide us through our thrilling journey.

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Now that me and Bob have everything set up, we can get started on the game. First, we draw the top card of the turn order deck to see who goes first. It’s the Player 1 turn order card, so I get to take the first turn.

During my turn, I’ll go through three phases in order: the casting phase, main phase, and draw phase.

In the casting phase, I can cast any spells that I prepped on a previous turn. But since it’s the first turn, I’ll skip this phase and move straight to the main phase.

Now let’s go over the player turn overview:

1. Casting Phase:

During this phase, I can cast any of my prepped spells that are in opened breaches. But I must cast any prepped spells that are in closed breaches. Once I cast a spell, it goes on the top of my discard pile.

2. Main Phase:

In the main phase, I can do the following actions in any order and as many times as I want:

– Play cards from my hand

– Use abilities on cards

– Gain or spend Aether, which is the magical energy in the game

– Acquire new cards for my deck

– Open or close breaches, which are the portals to other dimensions

So that’s what I can do on my turn. It’s a lot to take in, but with practice, it’ll become second nature. Let’s get started and have some fun!

In the game of “Mysticat,” there are several actions you can take during your turn. Let me break it down for you:

1. Play a gem or relic card: You can choose to play a gem or relic card from your hand. These cards have special abilities that can help you in the game.

2. Gain a card: You have the option to gain a new card from the deck. This can give you more options and strategies to use in your next turn.

3. Gain a charge: You can gain a charge, which allows you to use more powerful spells in the game. Charges can be accumulated and used later to cast potent magic.

4. Focus a breach: Breaches are portals that allow you to cast spells. During your turn, you can focus a breach, which means you can channel more magical energy into it, making it more powerful.

5. Open a breach: If you have enough charges, you can open a new breach. This gives you an additional portal to cast spells from.

6. Prep a spell to a breach: You can prepare a spell and attach it to an open breach. This makes the spell ready to be cast during your next turn.

7. Resolve a “While prepped” effect: Some cards have effects that trigger while they are prepped. You can resolve these effects during this phase.

8. Resolve a “TO DISCARD” effect: Certain cards have effects that require you to discard them. You can resolve these effects during your turn.

Now, let’s move on to the Draw Phase.

During the Draw Phase, you need to organize your discard pile. You can place all the gems and relics that you have played this turn on top of your discard pile in any order you choose. This helps you keep track of the cards you have used.

Next, you will need to draw cards from the top of your deck until you have five cards in your hand. This will replenish your options and set you up for your next turn.

Remember, if your life points reach zero at any point, you will be exhausted and lose the game. So be careful and plan your moves wisely!

Now we come to the first phase of your player turn, the Casting Phase.

During the Casting Phase, you have the opportunity to cast any spells that are prepped in an opened breach. This is where your strategic decisions come into play. Choose the best spells to cast based on the current situation and your objectives.

By understanding and utilizing these different actions and phases effectively, you can become a master of the Mysticat game. Good luck and have fun!

When it comes to casting spells in a closed breach, you have to do it right away. The order in which you cast the spells is up to you. Once you cast a spell, you discard it to the top of your discard pile and then activate its effect. Keep in mind that a spell can only damage one minion or the nemesis, unless stated otherwise. Some breaches have a bonus that adds extra damage when a spell is cast from an open breach. This bonus applies even if the spell doesn’t normally deal damage. When you deal damage, you follow the instructions on the card and resolve the effects accordingly.

When I attack a minion, I gotta do some damage. First, I remove life tokens from that minion card, one for each point of damage I caused. If a minion doesn’t have any life tokens left, it gets kicked out of the game. Buuut, when I attack the big bad nemesis, things get exciting. I reduce its life total on the dial by the amount of damage I dealt. And here’s the best part – if I bring that nemesis down to zero life, we win instantly! Talk about a sweet victory! Let me give you an example during the casting phase so you can see how all of this works.

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Let’s imagine a scenario where I am playing a game and have progressed to a point where I have acquired a couple of spells. As I begin my turn, I have a Spark and an Amplify Vision spell ready to use. The Spark spell is prepped on breach I, which is open, giving me the choice to cast it immediately or wait for a more opportune moment. On the other hand, Amplify Vision is prepped on breach III, which is currently closed. This means I must cast Amplify Vision during this turn.

How to play Aeons End Official Rules UltraFoodMess

So I thought to myself, “Why not start by using Amplify Vision?” It seemed like a good plan, so I went ahead and cast it. Instantly, I saw the world around me with newfound clarity. But instead of holding on to it, I let it go and placed it in my discard pile. No need to cling to the past, right?

Now, here comes the fun part. I resolved the Cast effect of Amplify Vision and unleashed its power upon the nemesis. Bam! I dealt a solid 2 damage, hitting them where it hurts. It felt great to strike back and make my mark.

There you have it. In a nutshell, I chose to start with Amplify Vision, used its magic for a glimpse into a clearer reality, and then unleashed its force to damage the nemesis. It was a strategy that worked for me, and I hope it brings you success as well. Go ahead and give it a try!

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So here’s what happens: first, I’m going to close my breach with the lowest focus cost. The good thing is, I still have the I and II breaches open. So, I’m going to focus on the III breach. But here’s the twist – I’m going to turn that breach 90 degrees clockwise.

Now, let’s talk about the Sparkprepped spell. I’m not going to cast it on an open breach. Why, you ask? Well, I have a plan. I want to save this spell for later, just in case a minion decides to show up. Gotta be prepared, right?

Now, there’s something interesting in Aeon’s End. There are some effects that allow you to cast spells that another player has prepped. But here’s the catch – when you cast someone else’s spell, you become the “you” mentioned on the spell card. So, all the decisions about that spell are up to you.

Let’s say you’re playing a Garnet Shard to cast your friend’s prepped Dark Fire. To do this, you need to discard a maximum of two cards from your hand (as part of Dark Fire’s effect) and send them to your discard pile. On top of that, you have to decide whether the nemesis or a minion will be the target of Dark Fire’s damage. Lastly, the cast Dark Fire spell card goes on the top of your friend’s discard pile.

Player Turn: 2 – Main Phase

During a player’s main phase, there are eight actions that can be taken in any order and as many times as you want.

For instance, you could start by playing a gem, gaining a card, prepping a spell, playing another gem card, and gaining yet another card.

1. Play A Gem Or Relic Card:

  • Whenever you play a card, you have to execute all the instructions written on it, if possible.

If you choose, you can gain a card from the supply by using the aether you earned this turn. The amount of aether you need to spend is shown in the upper right-hand corner of the card. Once you gain the card, it goes on top of your discard pile right away. Remember, you can choose not to spend any aether if you don’t want to, but if you don’t spend it, you lose it. Aether doesn’t accumulate over turns, and you can’t give it to other players. At the end of your turn, any gem or relic cards you played go on top of your discard pile in any order you like.

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3. Get a Boost:

  • If you want a boost, you can pay 2 aether ( ) to get one.
  • When you get a boost, you’ll put a boost token on your player mat below the ability description.
  • You can’t pay aether ( ) to get boosts for your friends.
  • Make sure you don’t have more boosts than your ability needs. The most boosts you can have is the number of spaces available on your player mat: 4, 5, or 6.

Order of Disposal

Any cards you acquire are instantly put in your discard pile.

Any gem or relic cards you play go in your play area. When your turn ends and you’re drawing cards, you can choose any order to put the played gem and relic cards into your discard pile.

4. Concentrate on a Breach:

  • You can concentrate on a closed breach by paying the cost shown near the center of the breach card.

When you come across a breach, turn the breach card 90 degrees to the right. You can prepare a spell to the breached area this turn.

You can focus a breach multiple times in one turn. There is no limit to how many breaches you can focus in a single turn. It is also possible to focus a breach without preparing a spell for it.

If you rotate a breach so that the yellow section is at the top, it will have a focus cost equal to its original open cost. This type of breach can be opened by an ability that would normally focus the breach.

5. To open a closed breach, you need to pay the current open cost indicated on the top of the breach card. The open cost decreases each time you focus the breach.

1. Opening a Breach:

  • When I open a breach, I flip the breach to the opened side. The opened breach will stay open for the rest of the game. I can prep a spell to a breach on the same turn I open it, as well as on any subsequent turn.

2. Prepping a Spell to a Breach:

  • To prep a spell, I need to play a spell card onto an opened breach or a closed breach that has been focused this turn. Remember, I can only prep one spell to a breach at a time. It’s not possible to prep a spell to a breach that already has a prepped spell.
  • I can Cast prepped spells during the casting phase of my next turn. Let’s fast forward to my second turn as an example. In my hand, I have three Crystals and two Sparks. It is now my main phase. Since I only have one open breach, I need to either open or focus another breach if I want to prep both of my spells.

7. Using Prepped Spells:

When you have prepped spells with a specific “While prepped” effect for the main phase, you can use those effects. These effects can be used on the turn that the spell is prepped or any subsequent turn while the spell is still prepped. Keep in mind that some “While prepped” effects may not occur during the main phase. Additionally, each “While prepped” effect can only be used once per turn.

8. Resolving “to Discard” Effects:

Player Turn: 3 – Draw Phase

After finishing your main phase, you need to place all the gem and relic cards you played this turn on top of your discard pile in any order. Remember to keep all the cards you haven’t played in your hand. Lastly, draw cards from the top of your deck until you have five cards in your hand.

When you don’t have enough cards in your deck to draw or reveal one, you’ll still do your best! Just draw or reveal as many cards as you can, and then create a brand-new deck by flipping over your discard pile. Don’t worry, you won’t need to shuffle your deck at any point during the game.

Here are a few important notes:

  • During your turn, you can’t choose to discard cards. Unlike other deck builders, you won’t discard your hand at the end of each turn.
  • Feel free to take a peek at your discard pile whenever you want, but remember, you can’t rearrange it.
  • While you can look through your discard pile, you won’t be able to do the same with your deck.
  • No need to worry about your hand getting too big. There’s no maximum hand size in this game.

No More Shuffling!

This game is different from many other deckbuilding games because you don’t have to shuffle your discard pile when your deck is empty. Instead, just flip your discard pile over and use it as your new deck.

Check out this example of the draw phase:

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It’s the end of my turn. I just finished casting a spell called Amplify Vision. This spell is really useful because it enhances my ability to see things clearly. As soon as I cast it, the spell card goes to the top of my discard pile.

I’m gonna tell you about a cool game I played recently called Aeon’s End. So, on my turn, I played a Flexing Dagger, three Crystals, and a Jade. The Flexing Dagger helped me have a better III breach, and the Jade and the Crystals combined to give me an Essence Theft. It was so awesome!

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When I got the Essence Theft, I put it on top of my Amplify Vision in my discard pile. So cool! That was the end of my main phase.

When it was time to draw cards in my draw phase, I decided to put the Flexing Dagger, the Crystals, and the Jade back on top of my discard pile. I could choose the order, so I went with the Dagger first, then the Jade, and finally all the Crystals.

How to play Aeons End Official Rules UltraFoodMess

How to play Aeons End Official Rules UltraFoodMess

So here’s what happens: I grab cards from the top of my deck until I have five cards in my hand. Now, here’s the thing – my deck only has two cards left. So I grab those two and, without shuffling them, I flip my discard pile over and use it as my new deck. Then I draw three more cards so I have a total of five in my hand.

The Nemesis Turn Overview

1. Main Phase

First things first – I gotta deal with all the minions and power cards the nemesis has in play. I take care of them from oldest to newest, resolving their effects one by one.

2. Draw Phase

Now it’s time for me to draw a card from the nemesis deck. But here’s the catch – depending on what kind of card it is, things happen differently.

  • If it’s an attack card, I gotta deal with its effect right away. No time to waste.
  • If it’s a minion card or power card, I put it into play with the right amount of life or power tokens. There might be some effects right away that I need to resolve, but any other effects will have to wait until later – they won’t happen this turn.

If my life reaches zero at any point, I’ll be out of the game. That’s no bueno.

Here’s what happens on Nemesis Turn 1, during the Main Phase:

We’ll start by dealing with the minion card or power card that’s been in play the longest. We’ll go through each card and resolve their effects.

  • First, we’ll take care of any PERSISTENT effects.
  • Then, we’ll remove 1 power token from each power card in play. If a power card has no tokens left after removing one, we’ll do whatever its effect says and get rid of it.

Now, let’s move on to Nemesis Turn 2, the Draw Phase:

Time to draw a nemesis card:

  • If the nemesis deck is empty and I need to draw a card, instead, I’ll have to Unleash three times. Not great news.

If the card I draw is:

An Attack Card
A Minion Card
A Power Card

Here’s what I do when resolving the card’s effects:

When I’m dealing with an effect that I can’t completely resolve, I’ll do as much as I can. If I have a choice between two effects, I’ll pick one that I can handle all the way.

Persistent and power effects only kick in during the nemesis’s main phase. They don’t affect new minion and power cards until the nemesis’s next turn.

Sometimes nemesis cards can be unclear about who or what gets affected. In those situations, it’s up to us players to make that call.

Here’s an example: Let’s say I’m dealing with a nemesis card that says the player with the lowest life takes damage. If two players are tied for the lowest life, it’s up to us to decide who takes the hit.

There’s this other card that can cause some trouble. If a player has the most charges and nobody else has any, that player will take damage. The twist is that the players get to decide who takes the hit.

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Once I’ve finished resolving the nemesis main phase, I move on to the nemesis draw phase. During this phase, I draw a card from the nemesis deck and deal with it. Let me show you a few examples of the different types of nemesis cards and how I handle them.

Example of an Attack Card

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Here’s what happened: Abby and Bob were playing a game called Rageborne. They drew a card called Slaughter from the nemesis deck. Slaughter is an attack card, which means that its effect happens right away. In this case, the effect is that Gravehold, which is a place in the game, suffers 3 damage.

Now, Rageborne also has an effect called Unleash. When Unleash happens, Rageborne gets a Fury token. Abby added a Fury token to Rageborne. Then, Bob had to decrease Gravehold’s life counter by 3. It went from 27 to 24.

After all that, they put the Slaughter card in the nemesis discard pile. The end.

Example of a Minion Card

Hey there! Let’s dive into an exciting game scenario. Abby and Bob just pulled out a card called Haze Spewer from Rageborne’s nemesis deck. Cool, right?

Haze Spewer is a minion card that doesn’t have an immediate effect. They place it into the game because it’s ready to get in action. This card has 5 life, so Abby and Bob put a 5 life token on it.

Now, they take a moment to read and understand what Haze Spewer’s persistent effect is. This effect will come into play during the next nemesis main phase. But hold up, they can’t resolve it now because persistent effects only happen later during the nemesis main phase, and that time has already passed. The suspense is building, right?

Here’s an Example of a Power Card

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Let me tell you a story about Abby and Bob. One day, they were playing a game called Rageborne. During the game, they drew a card called Eye of Nothing from the nemesis deck, which is a special deck filled with powerful cards.

When they drew Eye of Nothing, they knew it was a power card. This meant that they had to put it into play right away. The card had a power of 2, so they placed two power tokens on it to represent its strength.

At that moment, Abby and Bob wondered what the card would do. They read its effect and discovered that it wouldn’t have an immediate impact. They didn’t have to do anything else with the card for now.

They also learned that power tokens and card effects are resolved during the nemesis main phase. However, they had already passed that phase this turn, so they couldn’t remove the power tokens or activate the card’s powers just yet.

Eye of Nothing had an interesting “TO DISCARD:” effect, which meant that any player could choose to discard the card during their main phase. This could be a useful strategy later on.

Exhausted

Now, let’s talk about what happens when a player’s life is reduced to zero. In Rageborne, this means that the player is exhausted. When this happens, several effects are resolved in a specific order.

  • Use the Unleash effect of the nemesis twice.
  • If you’re exhausted, destroy one of your breaches and discard any prepped spell in that breach. Destroyed breaches can’t be regained. The remaining breaches stay where they are.
  • Discard all of your charge tokens.

Even though you’re exhausted, you can still play the game with a few changes:

  • You can’t gain life while exhausted.
  • If you have the lowest life and a card deals damage to you, it will instead deal that damage to the non-exhausted player with the lowest current life.
  • If you suffer damage while exhausted, Gravehold takes twice the amount of damage. This includes any excess damage when you first become exhausted.

If we all get tired, the game stops right there, and we lose together.

Let me explain some important terms used in the game.

An ally is any player who isn’t you.

When a card is destroyed, it is removed from the game permanently. You can’t use or interact with it anymore.

Sometimes, a card gives you two options separated by an “OR.” You can choose either option, unless you can’t fully do one of them. In that case, you must choose the one you can do.

Some nemesis power cards have effects that say “TO DISCARD:”. During your main phase, you can choose to do what it says after that and discard the power card. If you do, it won’t have any effect.

Lastly, when we “unleash” something, it means we let it loose or set it free.

When you’re facing certain nemesis cards, you’ll come across a special instruction – “Unleash”. This instruction has a unique consequence for each nemesis, and you’ll find the details of this consequence on the nemesis mat.

An Example of Being Exhausted

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Later in the game, when it’s the Nemesis Main Phase, the ability of Bleed Static comes into play. This ability causes the player with the most prepped spells to suffer 2 damage for each of their prepped spells.

Let’s say Abby has 3 spells prepped and Bob has fewer. In this case, Abby will suffer 6 damage from Bleed Static. However, Abby only has 2 life left, so this damage exhausts her. When a player becomes exhausted, they go through a series of steps:

First, Abby resolves Rageborne’s Unleash effect twice, allowing Rageborne to gain 2 Fury tokens.

Next, Abby destroys her IV breach and discards the spell that was prepped on it.

Abby also discards all of her charge tokens.

Finally, the remaining 4 damage is doubled and suffered by Gravehold. Abby adjusts the Gravehold life counter down from 24 to 16.

End of the Game

In every situation, when the game reaches its end, we stop playing right away without resolving any remaining effects.

You win if any of these things are true:

– The nemesis has no cards left in its deck and no minions or powers in play.

– The nemesis has 0 life.

On the other hand, you lose if any of the following happen:

– All players are exhausted and have 0 life.

– Gravehold has 0 life.

Also, the nemesis might have a special victory condition listed on its mat that makes you lose instantly.

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Aeons End Game Rules

Hey there! Let’s talk about the game rules for Aeons End. It’s a cool game that I want to tell you all about.

In Aeons End, you and your friends are a team of mages defending Gravehold from monsters. And boy, are there a lot of monsters! Each round, you and your pals will take turns, and there’s a lot for you to do.

First, let’s talk about the cards. You’ll have your very own deck of cards with special abilities. These cards are what you’ll use to fight the monsters and protect Gravehold. Now, the order of the cards in your deck is really important. You gotta think carefully about which card to play and when to play it.

Remember, these monsters aren’t pushovers. They’ll do everything they can to bring Gravehold down. They’ll attack you, they’ll put up barriers, and they’ll do all sorts of nasty things. But you’re not defenseless! You’ll have spells and abilities to fight back and keep them at bay.

Now, let’s talk about turn order. Pay close attention, because this is where things get really interesting! In Aeons End, the turn order is flexible, which means you and your friends can decide who goes first and who goes next. This can be a real advantage if you play your cards right.

When it’s your turn, you’ll have a pretty big decision to make. You can either use your actions to cast powerful spells or to buy new cards for your deck. Both options are important, so you gotta decide what’s best for you. And remember, the key to victory is teamwork. You and your friends need to work together and coordinate your actions to defeat those pesky monsters.

If everything goes well, you and your friends will take down the monsters and save Gravehold. But don’t get too comfortable, because the game can change in an instant. You never know what surprises are waiting for you.

So there you have it, the game rules for Aeons End. Remember, it’s all about teamwork, strategy, and a pinch of luck. Are you ready to take on the challenge? I know you can do it! Good luck, mage!

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If you’re a fan of cooperative deck building games, then Aeon’s End is the perfect game for you. In this game, we have a special twist: your deck is never shuffled! The objective is simple – defeat the nemesis threatening your home, Gravehold, before it’s too late.

Each round, you and the nemesis will take turns. But here’s the catch – the order is completely random! So you never know what’s coming next. On your turn, you have a range of options. You can cast powerful spells, acquire new gems, relics, and spells from the supply, and even manipulate your spell casting breaches. And don’t forget about your unique abilities. They can make all the difference!

But be prepared. The nemeses in this game are no pushovers. Each one has its own unique actions and strategies. Defeating them will require careful planning and cooperation. Don’t worry, though. We have four exciting nemeses for you to challenge.

Let’s Talk Components

Now, let’s take a look at what you’ll find in the box:

  • 40 life tokens: These help you keep track of your health and the health of your allies and minions.
  • 21 charge tokens: These tokens fuel your special abilities, so use them wisely!

When you play the game, you’ll need a variety of tokens and cards to keep track of everything. Here’s what you’ll find in the box:

– You’ll start with 10 power tokens. These tokens help you keep track of how many turns it will take for a powerful ability to activate.

– If you’re facing the Rageborne or Carapace Queen, you’ll also use 15 Fury/Husk tokens. These special tokens are specific to those nemesis battles.

– To track the life of both Gravehold and the nemesis, you’ll use 2 life dials. These dials will help you manage your health throughout the game.

– Each player will receive 4 numbered tokens, which will be placed on their player mat. These tokens, combined with the turn order cards, will determine the order in which players take their turns.

– You’ll have a total of 87 gem cards, 86 spell cards, and 30 relic cards at your disposal. These cards are essential for enhancing your deck and increasing your abilities.

– The game features 27 randomizer cards. These cards determine which player cards are available for purchase during the game.

– For quick reference, you’ll receive 4 player aid cards. These cards outline the different phases of a turn, making it easier to navigate the gameplay.

– Each player will have their own player mat, totaling 8 mats. These mats allow you to track important information about your character, such as health and abilities.

– Finally, there are 16 breaches in the game. These breaches are used by players to cast powerful spells and unleash devastating effects.

With these components in hand, you’ll have everything you need to dive into the world of the game and strategize your way to victory. Good luck!

  • 9 turn order cards: These cards are used to determine the order of play during the game.
  • 4 nemesis mats: These mats are used to display the specific rules for each nemesis.
  • 75 nemesis cards: The nemesis uses these cards against the players and Gravehold.

Let’s Take a Look at the Components

Here, I’ll introduce you to the different components of the game and the terms we’ll use to talk about them. It’s important to understand these before we dive into the rules.

Setting Up the Game

Getting Ready to Play

First, you need to choose a player mat and grab a player number token. Each player will have their own mat and token.

Next, you’ll build your starting hand and deck according to the instructions on your player mat. Make sure the cards are in the right order, with the top card(s) on the left and the bottom card(s) on the right.

When we play the game, each of us will get one of each type of breach shown on our mat (I-IV as listed). We need to arrange our breaches just like it’s indicated on our player mat.

At the beginning of the game, we all start with 10 life. The life dial of Gravehold is set to 30, and we can never have more life than what we start with.

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Welcome to Starter Cards!

Hey there! Ready to dive into the world of Starter Cards? Well, you’re in for a treat! These special cards are pretty unique, and I’m going to tell you all about them. Get ready for a wild ride!

So, what makes Starter Cards so special, you might ask? I’m glad you’re curious! To set them apart from the cards you use in the market, the ones that make up your starting hand and deck have a special symbol in the lower left corner. That’s right, you’ll be able to spot them right away!

Now, let’s talk about what this little symbol actually means. It’s like a secret code that gives you an advantage right from the start. Having these cards in your starting hand can really help you strategize and plan your moves. It’s like having a secret weapon up your sleeve!

When you’re building your deck, be sure to include these Starter Cards. They can be a real game-changer and have a big impact on your gameplay. And the best part? You get to choose which Starter Cards you want to use! So, make sure to pick ones that complement your playstyle and help you achieve victory.

But here’s a little tip: don’t just rely on your Starter Cards. While they may give you a head start, it’s important to adapt and adjust your strategy as the game progresses. Be flexible like a gymnast and always be ready to switch things up!

Alright, my friend, you’re now armed with all the knowledge about Starter Cards. It’s time to get out there and start playing! Have fun, think strategically, and may your Starter Cards lead you to sweet victory!

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The Turn Order Deck

Hey there! Let’s talk about the turn order deck. It’s a deck that always has six cards in it: four player turn order cards and two nemesis turn order cards. The player turn order cards match the player number tokens.

  • If there are two players, we’ll need to put two turn order cards for each player in the deck.
  • If there are three players, we’ll need to put one turn order card for each player, along with the wild turn order card. When the wild turn order card is drawn, you all get to decide who takes that turn. Cool, right? The wild turn order card is just like any other player turn order card.
  • If there are four players, we’ll need to put one turn order card for each player in the deck.
  • No matter how many players there are, we add two nemesis turn order cards to the deck and give it a good shuffle.

So, here’s the deal. When we run out of turn order cards in the deck and we need to draw a new one, we gotta do a little shuffle. Just mix all the turn order cards together and put them back in the deck facedown. Boom, we got ourselves a turn order deck again. Simple, right?

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Nemesis Setup

I want to tell you about something called the Nemesis Setup. It’s a really cool thing that can help us understand how things work in our world. The Nemesis Setup is a simple idea that can have a big impact on our lives.

You might be wondering, what is the Nemesis Setup? Well, it’s all about cause and effect. It’s about how one thing can lead to another, and how we can use this knowledge to better understand the world around us.

Let me give you an example. Imagine you’re baking a cake. You follow a recipe, and you know that if you mix the ingredients together and bake them in the oven, you’ll end up with a delicious cake. This is the basic idea of the Nemesis Setup – the idea that if we take certain actions, we can expect certain outcomes.

But it’s not just about baking cakes. The Nemesis Setup can be applied to many different situations. It can help us understand why certain things happen and how we can make them happen.

For example, let’s say you’re studying for a test. You know that if you study hard and review the material, you’ll have a better chance of getting a good grade. This is the Nemesis Setup in action – by taking the right actions, you can expect the desired outcome.

But it’s not always easy to figure out the Nemesis Setup. Sometimes, it takes trial and error to understand how things work. And that’s okay! The important thing is to keep trying and learning from our experiences.

So, the next time you’re faced with a challenge or a problem, think about the Nemesis Setup. Consider what actions you can take to achieve the outcome you desire. And remember, it may not always be easy, but with perseverance and a little bit of luck, you can make things happen. So go out there and make your own Nemesis Setup!

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6. So, when you’re ready to play, the first thing you need to do is choose your nemesis. This is the character or monster that you’ll be up against. Set its nemesis mat near the players and make sure to read all the additional rules for that nemesis. It’s important to know what you’re up against!

7. Now it’s time to set the life dial for the nemesis. This dial shows how much life the nemesis has. The number is shown on the nemesis mat. The nemesis can never have more life than its starting amount. Each nemesis has cards with their name at the bottom left. And besides those specific cards, there are also some basic cards included in the nemesis deck.

8. Okay, here comes the interesting part: the nemesis deck. This deck has between 20 and 31 cards, depending on how many players there are. It’s divided into three tiers, each getting harder as the game goes on. In this deck, you’ll find both nemesis specific cards and basic nemesis cards. So, it’s really important to pay attention to what cards you’re dealing with!

Hey there! Let me break it down for you. So, when you’re playing this game, the nemesis cards have something called tiers. You can tell the tier of a card by looking at the number in the bottom right corner. It’s either a 1, 2, or 3.

Now, each nemesis has their own set of nine special cards. You’ll know it’s a nemesis card because the name of the nemesis will be written at the bottom left.

Here’s how you can create the nemesis deck:

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Let’s get started with setting up the nemesis cards for the game. We’ve got nine specific cards that we need to find and separate into three piles. Each pile will have three cards, based on their tier. Here’s a chart to help us add the basic nemesis cards to each pile, depending on the number of players in the game:

Number of Players
Tier 1
Tier 2
Tier 3
1 Player 1 3 5
2 Player 3 5 6
3 Player 5 6 7
4 Player 8 7 7

Once we have our nemesis deck ready, it’s important to follow the Setup instructions written on the back of the nemesis mat. This will ensure that everything is set up correctly.

Now, let’s talk about Tier 0.

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When you play against different enemies, there might be additional cards used along with the enemy deck. These cards are labeled as tie273efer to the nemesis mat for specific setup instructions.

Setting Up the Supplies

The supplies include the player cards that can be obtained throughout the game. There are nine supply piles in total. Each pile has multiple copies of the same card. You can either randomly determine these piles using the randomizer cards or choose the cards you want to include.

Depleted Supply Piles

If a supply pile runs out, it is considered empty, and you should not replace it.

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The Thrilling Adventure of Aeon’s End

Who Goes First?

When playing Aeon’s End, the excitement begins with a variable turn order. This means that the order of turns is not fixed, but can change throughout the game. How cool is that? To determine who goes next, we will use a special deck called the turn order deck. Let me tell you how it works.

In the beginning, and after each player or the fearsome nemesis takes their turn, we draw a card from the turn order deck. This card will tell us who has the privilege to go next. Once we know, we place that card on the top of the turn order discard pile. Easy peasy.

What if the Turn Order Deck is Empty?

Well, sometimes you have to face a little hiccup during your adventure. If you need to draw or reveal a card from the turn order deck, and it happens to be empty, don’t you worry. We have a solution! Just gather all the discarded turn order cards and give them a good shuffle. Once they are all mixed up, they become the new turn order deck, ready to guide us through our thrilling journey.

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Now that me and Bob have everything set up, we can get started on the game. First, we draw the top card of the turn order deck to see who goes first. It’s the Player 1 turn order card, so I get to take the first turn.

During my turn, I’ll go through three phases in order: the casting phase, main phase, and draw phase.

In the casting phase, I can cast any spells that I prepped on a previous turn. But since it’s the first turn, I’ll skip this phase and move straight to the main phase.

Now let’s go over the player turn overview:

1. Casting Phase:

During this phase, I can cast any of my prepped spells that are in opened breaches. But I must cast any prepped spells that are in closed breaches. Once I cast a spell, it goes on the top of my discard pile.

2. Main Phase:

In the main phase, I can do the following actions in any order and as many times as I want:

– Play cards from my hand

– Use abilities on cards

– Gain or spend Aether, which is the magical energy in the game

– Acquire new cards for my deck

– Open or close breaches, which are the portals to other dimensions

So that’s what I can do on my turn. It’s a lot to take in, but with practice, it’ll become second nature. Let’s get started and have some fun!

In the game of “Mysticat,” there are several actions you can take during your turn. Let me break it down for you:

1. Play a gem or relic card: You can choose to play a gem or relic card from your hand. These cards have special abilities that can help you in the game.

2. Gain a card: You have the option to gain a new card from the deck. This can give you more options and strategies to use in your next turn.

3. Gain a charge: You can gain a charge, which allows you to use more powerful spells in the game. Charges can be accumulated and used later to cast potent magic.

4. Focus a breach: Breaches are portals that allow you to cast spells. During your turn, you can focus a breach, which means you can channel more magical energy into it, making it more powerful.

5. Open a breach: If you have enough charges, you can open a new breach. This gives you an additional portal to cast spells from.

6. Prep a spell to a breach: You can prepare a spell and attach it to an open breach. This makes the spell ready to be cast during your next turn.

7. Resolve a “While prepped” effect: Some cards have effects that trigger while they are prepped. You can resolve these effects during this phase.

8. Resolve a “TO DISCARD” effect: Certain cards have effects that require you to discard them. You can resolve these effects during your turn.

Now, let’s move on to the Draw Phase.

During the Draw Phase, you need to organize your discard pile. You can place all the gems and relics that you have played this turn on top of your discard pile in any order you choose. This helps you keep track of the cards you have used.

Next, you will need to draw cards from the top of your deck until you have five cards in your hand. This will replenish your options and set you up for your next turn.

Remember, if your life points reach zero at any point, you will be exhausted and lose the game. So be careful and plan your moves wisely!

Now we come to the first phase of your player turn, the Casting Phase.

During the Casting Phase, you have the opportunity to cast any spells that are prepped in an opened breach. This is where your strategic decisions come into play. Choose the best spells to cast based on the current situation and your objectives.

By understanding and utilizing these different actions and phases effectively, you can become a master of the Mysticat game. Good luck and have fun!

When it comes to casting spells in a closed breach, you have to do it right away. The order in which you cast the spells is up to you. Once you cast a spell, you discard it to the top of your discard pile and then activate its effect. Keep in mind that a spell can only damage one minion or the nemesis, unless stated otherwise. Some breaches have a bonus that adds extra damage when a spell is cast from an open breach. This bonus applies even if the spell doesn’t normally deal damage. When you deal damage, you follow the instructions on the card and resolve the effects accordingly.

When I attack a minion, I gotta do some damage. First, I remove life tokens from that minion card, one for each point of damage I caused. If a minion doesn’t have any life tokens left, it gets kicked out of the game. Buuut, when I attack the big bad nemesis, things get exciting. I reduce its life total on the dial by the amount of damage I dealt. And here’s the best part – if I bring that nemesis down to zero life, we win instantly! Talk about a sweet victory! Let me give you an example during the casting phase so you can see how all of this works.

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Let’s imagine a scenario where I am playing a game and have progressed to a point where I have acquired a couple of spells. As I begin my turn, I have a Spark and an Amplify Vision spell ready to use. The Spark spell is prepped on breach I, which is open, giving me the choice to cast it immediately or wait for a more opportune moment. On the other hand, Amplify Vision is prepped on breach III, which is currently closed. This means I must cast Amplify Vision during this turn.

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So I thought to myself, “Why not start by using Amplify Vision?” It seemed like a good plan, so I went ahead and cast it. Instantly, I saw the world around me with newfound clarity. But instead of holding on to it, I let it go and placed it in my discard pile. No need to cling to the past, right?

Now, here comes the fun part. I resolved the Cast effect of Amplify Vision and unleashed its power upon the nemesis. Bam! I dealt a solid 2 damage, hitting them where it hurts. It felt great to strike back and make my mark.

There you have it. In a nutshell, I chose to start with Amplify Vision, used its magic for a glimpse into a clearer reality, and then unleashed its force to damage the nemesis. It was a strategy that worked for me, and I hope it brings you success as well. Go ahead and give it a try!

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So here’s what happens: first, I’m going to close my breach with the lowest focus cost. The good thing is, I still have the I and II breaches open. So, I’m going to focus on the III breach. But here’s the twist – I’m going to turn that breach 90 degrees clockwise.

Now, let’s talk about the Sparkprepped spell. I’m not going to cast it on an open breach. Why, you ask? Well, I have a plan. I want to save this spell for later, just in case a minion decides to show up. Gotta be prepared, right?

Now, there’s something interesting in Aeon’s End. There are some effects that allow you to cast spells that another player has prepped. But here’s the catch – when you cast someone else’s spell, you become the “you” mentioned on the spell card. So, all the decisions about that spell are up to you.

Let’s say you’re playing a Garnet Shard to cast your friend’s prepped Dark Fire. To do this, you need to discard a maximum of two cards from your hand (as part of Dark Fire’s effect) and send them to your discard pile. On top of that, you have to decide whether the nemesis or a minion will be the target of Dark Fire’s damage. Lastly, the cast Dark Fire spell card goes on the top of your friend’s discard pile.

Player Turn: 2 – Main Phase

During a player’s main phase, there are eight actions that can be taken in any order and as many times as you want.

For instance, you could start by playing a gem, gaining a card, prepping a spell, playing another gem card, and gaining yet another card.

1. Play A Gem Or Relic Card:

  • Whenever you play a card, you have to execute all the instructions written on it, if possible.

If you choose, you can gain a card from the supply by using the aether you earned this turn. The amount of aether you need to spend is shown in the upper right-hand corner of the card. Once you gain the card, it goes on top of your discard pile right away. Remember, you can choose not to spend any aether if you don’t want to, but if you don’t spend it, you lose it. Aether doesn’t accumulate over turns, and you can’t give it to other players. At the end of your turn, any gem or relic cards you played go on top of your discard pile in any order you like.

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3. Get a Boost:

  • If you want a boost, you can pay 2 aether ( ) to get one.
  • When you get a boost, you’ll put a boost token on your player mat below the ability description.
  • You can’t pay aether ( ) to get boosts for your friends.
  • Make sure you don’t have more boosts than your ability needs. The most boosts you can have is the number of spaces available on your player mat: 4, 5, or 6.

Order of Disposal

Any cards you acquire are instantly put in your discard pile.

Any gem or relic cards you play go in your play area. When your turn ends and you’re drawing cards, you can choose any order to put the played gem and relic cards into your discard pile.

4. Concentrate on a Breach:

  • You can concentrate on a closed breach by paying the cost shown near the center of the breach card.

When you come across a breach, turn the breach card 90 degrees to the right. You can prepare a spell to the breached area this turn.

You can focus a breach multiple times in one turn. There is no limit to how many breaches you can focus in a single turn. It is also possible to focus a breach without preparing a spell for it.

If you rotate a breach so that the yellow section is at the top, it will have a focus cost equal to its original open cost. This type of breach can be opened by an ability that would normally focus the breach.

5. To open a closed breach, you need to pay the current open cost indicated on the top of the breach card. The open cost decreases each time you focus the breach.

1. Opening a Breach:

  • When I open a breach, I flip the breach to the opened side. The opened breach will stay open for the rest of the game. I can prep a spell to a breach on the same turn I open it, as well as on any subsequent turn.

2. Prepping a Spell to a Breach:

  • To prep a spell, I need to play a spell card onto an opened breach or a closed breach that has been focused this turn. Remember, I can only prep one spell to a breach at a time. It’s not possible to prep a spell to a breach that already has a prepped spell.
  • I can Cast prepped spells during the casting phase of my next turn. Let’s fast forward to my second turn as an example. In my hand, I have three Crystals and two Sparks. It is now my main phase. Since I only have one open breach, I need to either open or focus another breach if I want to prep both of my spells.

7. Using Prepped Spells:

When you have prepped spells with a specific “While prepped” effect for the main phase, you can use those effects. These effects can be used on the turn that the spell is prepped or any subsequent turn while the spell is still prepped. Keep in mind that some “While prepped” effects may not occur during the main phase. Additionally, each “While prepped” effect can only be used once per turn.

8. Resolving “to Discard” Effects:

Player Turn: 3 – Draw Phase

After finishing your main phase, you need to place all the gem and relic cards you played this turn on top of your discard pile in any order. Remember to keep all the cards you haven’t played in your hand. Lastly, draw cards from the top of your deck until you have five cards in your hand.

When you don’t have enough cards in your deck to draw or reveal one, you’ll still do your best! Just draw or reveal as many cards as you can, and then create a brand-new deck by flipping over your discard pile. Don’t worry, you won’t need to shuffle your deck at any point during the game.

Here are a few important notes:

  • During your turn, you can’t choose to discard cards. Unlike other deck builders, you won’t discard your hand at the end of each turn.
  • Feel free to take a peek at your discard pile whenever you want, but remember, you can’t rearrange it.
  • While you can look through your discard pile, you won’t be able to do the same with your deck.
  • No need to worry about your hand getting too big. There’s no maximum hand size in this game.

No More Shuffling!

This game is different from many other deckbuilding games because you don’t have to shuffle your discard pile when your deck is empty. Instead, just flip your discard pile over and use it as your new deck.

Check out this example of the draw phase:

How to play Aeons End Official Rules UltraFoodMess

It’s the end of my turn. I just finished casting a spell called Amplify Vision. This spell is really useful because it enhances my ability to see things clearly. As soon as I cast it, the spell card goes to the top of my discard pile.

I’m gonna tell you about a cool game I played recently called Aeon’s End. So, on my turn, I played a Flexing Dagger, three Crystals, and a Jade. The Flexing Dagger helped me have a better III breach, and the Jade and the Crystals combined to give me an Essence Theft. It was so awesome!

How to play Aeons End Official Rules UltraFoodMess

When I got the Essence Theft, I put it on top of my Amplify Vision in my discard pile. So cool! That was the end of my main phase.

When it was time to draw cards in my draw phase, I decided to put the Flexing Dagger, the Crystals, and the Jade back on top of my discard pile. I could choose the order, so I went with the Dagger first, then the Jade, and finally all the Crystals.

How to play Aeons End Official Rules UltraFoodMess

How to play Aeons End Official Rules UltraFoodMess

So here’s what happens: I grab cards from the top of my deck until I have five cards in my hand. Now, here’s the thing – my deck only has two cards left. So I grab those two and, without shuffling them, I flip my discard pile over and use it as my new deck. Then I draw three more cards so I have a total of five in my hand.

The Nemesis Turn Overview

1. Main Phase

First things first – I gotta deal with all the minions and power cards the nemesis has in play. I take care of them from oldest to newest, resolving their effects one by one.

2. Draw Phase

Now it’s time for me to draw a card from the nemesis deck. But here’s the catch – depending on what kind of card it is, things happen differently.

  • If it’s an attack card, I gotta deal with its effect right away. No time to waste.
  • If it’s a minion card or power card, I put it into play with the right amount of life or power tokens. There might be some effects right away that I need to resolve, but any other effects will have to wait until later – they won’t happen this turn.

If my life reaches zero at any point, I’ll be out of the game. That’s no bueno.

Here’s what happens on Nemesis Turn 1, during the Main Phase:

We’ll start by dealing with the minion card or power card that’s been in play the longest. We’ll go through each card and resolve their effects.

  • First, we’ll take care of any PERSISTENT effects.
  • Then, we’ll remove 1 power token from each power card in play. If a power card has no tokens left after removing one, we’ll do whatever its effect says and get rid of it.

Now, let’s move on to Nemesis Turn 2, the Draw Phase:

Time to draw a nemesis card:

  • If the nemesis deck is empty and I need to draw a card, instead, I’ll have to Unleash three times. Not great news.

If the card I draw is:

An Attack Card
A Minion Card
A Power Card

Here’s what I do when resolving the card’s effects:

When I’m dealing with an effect that I can’t completely resolve, I’ll do as much as I can. If I have a choice between two effects, I’ll pick one that I can handle all the way.

Persistent and power effects only kick in during the nemesis’s main phase. They don’t affect new minion and power cards until the nemesis’s next turn.

Sometimes nemesis cards can be unclear about who or what gets affected. In those situations, it’s up to us players to make that call.

Here’s an example: Let’s say I’m dealing with a nemesis card that says the player with the lowest life takes damage. If two players are tied for the lowest life, it’s up to us to decide who takes the hit.

There’s this other card that can cause some trouble. If a player has the most charges and nobody else has any, that player will take damage. The twist is that the players get to decide who takes the hit.

How to play Aeons End Official Rules UltraFoodMess

Once I’ve finished resolving the nemesis main phase, I move on to the nemesis draw phase. During this phase, I draw a card from the nemesis deck and deal with it. Let me show you a few examples of the different types of nemesis cards and how I handle them.

Example of an Attack Card

How to play Aeons End Official Rules UltraFoodMess

Here’s what happened: Abby and Bob were playing a game called Rageborne. They drew a card called Slaughter from the nemesis deck. Slaughter is an attack card, which means that its effect happens right away. In this case, the effect is that Gravehold, which is a place in the game, suffers 3 damage.

Now, Rageborne also has an effect called Unleash. When Unleash happens, Rageborne gets a Fury token. Abby added a Fury token to Rageborne. Then, Bob had to decrease Gravehold’s life counter by 3. It went from 27 to 24.

After all that, they put the Slaughter card in the nemesis discard pile. The end.

Example of a Minion Card

Hey there! Let’s dive into an exciting game scenario. Abby and Bob just pulled out a card called Haze Spewer from Rageborne’s nemesis deck. Cool, right?

Haze Spewer is a minion card that doesn’t have an immediate effect. They place it into the game because it’s ready to get in action. This card has 5 life, so Abby and Bob put a 5 life token on it.

Now, they take a moment to read and understand what Haze Spewer’s persistent effect is. This effect will come into play during the next nemesis main phase. But hold up, they can’t resolve it now because persistent effects only happen later during the nemesis main phase, and that time has already passed. The suspense is building, right?

Here’s an Example of a Power Card

How to play Aeons End Official Rules UltraFoodMess

Let me tell you a story about Abby and Bob. One day, they were playing a game called Rageborne. During the game, they drew a card called Eye of Nothing from the nemesis deck, which is a special deck filled with powerful cards.

When they drew Eye of Nothing, they knew it was a power card. This meant that they had to put it into play right away. The card had a power of 2, so they placed two power tokens on it to represent its strength.

At that moment, Abby and Bob wondered what the card would do. They read its effect and discovered that it wouldn’t have an immediate impact. They didn’t have to do anything else with the card for now.

They also learned that power tokens and card effects are resolved during the nemesis main phase. However, they had already passed that phase this turn, so they couldn’t remove the power tokens or activate the card’s powers just yet.

Eye of Nothing had an interesting “TO DISCARD:” effect, which meant that any player could choose to discard the card during their main phase. This could be a useful strategy later on.

Exhausted

Now, let’s talk about what happens when a player’s life is reduced to zero. In Rageborne, this means that the player is exhausted. When this happens, several effects are resolved in a specific order.

  • Use the Unleash effect of the nemesis twice.
  • If you’re exhausted, destroy one of your breaches and discard any prepped spell in that breach. Destroyed breaches can’t be regained. The remaining breaches stay where they are.
  • Discard all of your charge tokens.

Even though you’re exhausted, you can still play the game with a few changes:

  • You can’t gain life while exhausted.
  • If you have the lowest life and a card deals damage to you, it will instead deal that damage to the non-exhausted player with the lowest current life.
  • If you suffer damage while exhausted, Gravehold takes twice the amount of damage. This includes any excess damage when you first become exhausted.

If we all get tired, the game stops right there, and we lose together.

Let me explain some important terms used in the game.

An ally is any player who isn’t you.

When a card is destroyed, it is removed from the game permanently. You can’t use or interact with it anymore.

Sometimes, a card gives you two options separated by an “OR.” You can choose either option, unless you can’t fully do one of them. In that case, you must choose the one you can do.

Some nemesis power cards have effects that say “TO DISCARD:”. During your main phase, you can choose to do what it says after that and discard the power card. If you do, it won’t have any effect.

Lastly, when we “unleash” something, it means we let it loose or set it free.

When you’re facing certain nemesis cards, you’ll come across a special instruction – “Unleash”. This instruction has a unique consequence for each nemesis, and you’ll find the details of this consequence on the nemesis mat.

An Example of Being Exhausted

How to play Aeons End Official Rules UltraFoodMess

Later in the game, when it’s the Nemesis Main Phase, the ability of Bleed Static comes into play. This ability causes the player with the most prepped spells to suffer 2 damage for each of their prepped spells.

Let’s say Abby has 3 spells prepped and Bob has fewer. In this case, Abby will suffer 6 damage from Bleed Static. However, Abby only has 2 life left, so this damage exhausts her. When a player becomes exhausted, they go through a series of steps:

First, Abby resolves Rageborne’s Unleash effect twice, allowing Rageborne to gain 2 Fury tokens.

Next, Abby destroys her IV breach and discards the spell that was prepped on it.

Abby also discards all of her charge tokens.

Finally, the remaining 4 damage is doubled and suffered by Gravehold. Abby adjusts the Gravehold life counter down from 24 to 16.

End of the Game

In every situation, when the game reaches its end, we stop playing right away without resolving any remaining effects.

You win if any of these things are true:

– The nemesis has no cards left in its deck and no minions or powers in play.

– The nemesis has 0 life.

On the other hand, you lose if any of the following happen:

– All players are exhausted and have 0 life.

– Gravehold has 0 life.

Also, the nemesis might have a special victory condition listed on its mat that makes you lose instantly.

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