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Field guide

How to play Aeon's End

1–4 players (best at 2–3) Medium — cooperative deckbuilder with deliberate deck ordering

What is Aeon's End?

Aeon's End is a cooperative deckbuilder for one to four players in which you and your fellow breach mages are the last defenders of Gravehold, the only city left standing. Each game pits your team against a Nemesis — a powerful boss with its own deck of attacks and powers — and victory means whittling that Nemesis down to zero life before it destroys you.

What sets Aeon's End apart from other deckbuilders is a pair of signature twists. First, your discard pile is never shuffled — when your draw deck runs out you simply flip the discard over, preserving the exact order you discarded. Second, turn order is driven by a randomized turn-order deck, so mages and the Nemesis interleave unpredictably each round. Both twists reward deliberate, forward-thinking play over reactive decisions.

Setup

  1. Set up Gravehold — place its life tracker in the center of the table and set it to 30 life (adjust if the scenario specifies a different value).
  2. Choose a Nemesis — take its board, set its life tracker to the value printed on the Nemesis card, and shuffle its attack and power cards into one face-down deck.
  3. Each player selects a mage — take your mage board, player card (for the turn-order deck), life tracker, and starting deck. Set your life tracker to the life value printed on your mage board, then shuffle your starting deck face-down and place it beside your board. Your starting deck contains exactly the cards listed on your mage board — typically a mix of Crystals (each generates 1 aether) and Sparks (a basic damage spell). Do not add supply cards to it.
  4. Build the supply — lay out the recommended gems, relics, and spells for your player count (or your scenario card) in separate face-up piles so every card is readable by all players.
  5. Assemble the turn-order deck — shuffle all player cards together with the Nemesis turn cards in the ratio specified by the rules, then place the deck face-down within reach of everyone.
  6. Set breaches — each mage's Breach I starts already open; Breaches II–IV start closed, each rotated to the starting orientation shown on your mage board.
  7. Draw starting hands — each mage draws 5 cards from their starting deck. You are now ready to begin Round 1.

How to play

At the start of each round, flip the top card of the turn-order deck to see who acts next — a player mage or the Nemesis.

If it is a mage's turn, that player resolves three phases in order:

  • Casting Phase — cast any spells currently prepped in open or focused breaches, assigning their damage to the Nemesis or its minions. Casting is always optional — you are never forced to fire a prepped spell.
  • Main Phase — in any order: play gem and relic cards from hand to gain aether (the game's currency), spend aether to acquire new gems, relics, or spells from the supply, prep a spell into an open breach, and spend aether to focus or open closed breaches. All three sub-steps are optional and can be done in any order. Any aether you don't spend is lost at the end of your turn — it does not carry over.
  • Draw Phase — draw back up to five cards; if your draw deck is empty, flip your discard pile face-down — without shuffling — to form a new deck.

If it is the Nemesis's turn, reveal and resolve the top card of the Nemesis deck, which typically attacks Gravehold, a mage, or places minions that will persist and grow.

Once all cards in the turn-order deck have been resolved, a new round begins with the deck reshuffled.

How to win

Your team wins the moment the Nemesis is reduced to zero life — usually by stacking prepped spells and unleashing them in concert. You lose if Gravehold is reduced to zero life, or if all mages are collectively reduced to zero life.

Strategically, the key is coordination: because spells must be prepped one turn before they can be cast, and because turn order is unpredictable, the team needs to communicate who is building toward a burst of damage and who is holding aether to respond to incoming attacks. Managing your discard order — consciously putting the cards you need next at the top of your discard pile — is what separates good sessions from great ones.