Etant testeur sur Aeon’s End: Legacy, j’ai rédigé une courte chronique parue sur Boardgamegeek. Je n’ai pas la patience de la traduire mais je pense qu’il peut vous être utile de la lire.
Aeon’s End: Legacy est actuellement sur Kickstarter jusqu’au 16 Mars.
Pledge de base : $65
Frais de port : $20
Much as already been said about the game so I will try to add to it here in a constructive way.
I’ll skip the rules and my opinion about the overall game because it either doesn’t matter or you can find them elsewhere. The core rules are the same, but if you’re a veteran, read the whole rulebook anyway. You might find some differences.
Long story short, if you browse the Aeon’s End forums you already know me and what I think about Aeon’s End and the team that is behind the franchise.
Long story short, they’re pure awesomeness.
How are the Legacy elements implemented?
You begin as a weak mage and are becoming stronger throughout the game, discovering your true potential along the journey. As you become stronger, so do the challenges you’ll have to face though.
In Aeon’s End : Legacy, you’re not the only thing that grows, and while the rules become increasingly complex and more and more things have to be kept track of, your foes keep on getting stronger and finding new tools to use against you.
This is done through a very clever use of the Legacy system, one that gives you more control over the system than you would think at first.
At the end of the campaign, the challenges you’ll face will repercuss the choices you have made during the campaign, in ways that I haven’t seen before in, say Pandemic Legacy Season 1 (the only other Legacy game I’ve played until now.)
I’m extremely pleased with how the campaign elements are implemented in the game and, without revealing too much, you’re given choices that have a huge impact in how you’ll apprehend the game and the challenges you’ll face. They’ll also dictate the pace of the game and the choices you’ll make in the future. These consequences will be lasting, giving Aeon’s End a real claim as a Legacy system.
For those it may concern, though, the game will never instruct you to destroy any component.
Is there a spiral of death?
There will be negative repercussions if you lose or if you win a game, but they won’t invalid choices or close paths down for you. You can always recover from a loss. It actually even can be beneficial as it lets you try things you wouldn’t have been able to try before, or take a step back.
With that said, there is no real way to come back from a poor upgrade path choice. The team has made very sure that nothing is underpowered though, so if you took a wrong turn, know that you can adapt to your decision by changing your gaming style. I made a poor choice in the game with one of my characters, but it didn’t make him useless or underpowered, he just took more time to set up in a way that I didn’t envision at first, and which was not shut off by his upgrade path either. And he truly became a key character.
You will have to learn to prepare for the evolving path and adapt yourself to that and as such, you will have more knowledge than in a regular game of Aeon’s End where the deck is somewhat randomized to the point where you more or less go blind.
So long story short, no spiral of death there.
Is Aeon’s End: Legacy a good entry point to Aeon’s End?
Given that your mage is stripped of a lot of things at the beginning of the campaign, you begin Aeon’s End Legacy with less choices than in a regular game of Aeon’s End : all the mages are the same, and there are not as many ways to spend aether on as in a regular game.
As such, I find Legacy to be an very good way for a new player to learn the rules of the game, and the different rules that are added do so progressively, never overwhelming the new player.
This, to me, makes Legacy a pretty decent choice as an entry point to the Aeon’s End system.
It should be made clear that you cannot replay the campaign without a reset pack once you’re through with it, be it solo or with 4 players. Unless you want to print a lot of things and bookkeep a lot of other things.
However, once the campaign is over, you’ll find that you have a number of Nemeses at your disposal that is higher than in any other standalone Aeon’s End game, and a very impressive number of player cards to choose from and play with, allowing different strategies that have not been seen before in any other game from this line. And very pleasing ones, with that.
The only downside is that, aside from those you’ve created, Aeon’s End Legacy doesn’t come with any breach mage. You might find that pretty light if you don’t have any other Aeon’s End game.
The new Nemeses add never seen before mechanics that are complex and interesting, and play well outside of the Legacy system. They’re also very challenging. In terms of complexity, I’d rate the Legacy Nemeses above War Eternal. Good thing too, they all come with their Increased difficulty rules, so the more daring among us will find plenty of challenge there.
So, except for breach mages, Aeon’s End Legacy gives you more replayability than any other Aeon’s End standalone game before it.
As for the Legacy campaign itself, it took me 12 games to complete.
I’ll also add that aside from starter cards, life dials and that kind of things you really need to play the game, everything in here is 100% new.
Will I like Aeon’s End Legacy if :
I like Aeon’s End and War Eternal ?
Obviously, yes. You’ll find the game nicely expands on previous ideas while implementing new and groundbreaking ones. The game will also add more complexity if that is your thing. If you found War Eternal too complex and too hard, though, you might not like Legacy.
I don’t like Legacy elements ?
You will not like the Legacy elements of the game, then. But you will enjoy the content the game offers once the campaign is over. I do believe it would be a shame to discard Aeon’s End : Legacy as a pure Legacy game, as it adds so much to the line once the Legacy elements are done. It is my personal conviction that the game offers more as a regular game, than as a Legacy game, too.
I don’t like co-operative games, or deckbuilding games ?
Obviously, no. Except if you don’t like luck-based deckbuilding games. The no-shuffling rule and fixed markets considerably reduce the luck factor in Aeon’s End : Legacy.
Did it need to be a Legacy game ?
I suppose Kevin could have gone the non-legacy path and have erasable components provided there. But there are several things that would simply not work with resetting the system, the way Dawn of Peacemakers promises you can.
There are too many things to keep track of that require you to alter components, that only the use of stickers and writing can easily provide. Not to mention that having durable components that can be written on and erased, would probably have prevented Aeon’s End: Legacy’s components to be backward compatible with previous Aeon’s End games.
It also wouldn’t work as a stand-alone since erasable and rewritable breach mages would mean no breach mage to play with for those that don’t own a previous Aeon’s End Game.
As such, I do think it was a perfectly reasonable choice to make Aeon’s End: Legacy a Legacy game. For which the legacy campaign is but the beginning.
So there you have it.
I hope these facts are enough to make you decide whether Aeon’s End: Legacy is a game for you.