Aeon's End: War Eternal
Cooperate as breach mages defending Gravehold, using unshuffled decks, spells prepared ahead of casting and unpredictable turn order to withstand a nameless nemesis.
Aeon's End: War Eternal supports 1–4 players; community best: 2 players; playing time: 60 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Aeon’s End: War Eternal is a standalone cooperative deckbuilder. Each mage has a unique ability, starting hand and ordered deck. Buying gems, relics and spells improves your cycle as you protect a shared city rather than compete for personal points.
Player decks are never shuffled, so discard order shapes future draws. Spells normally need preparing in breaches before a later casting phase, while gems and relics work in the main phase. Unplayed cards can remain in hand, making sequencing and timing central decisions.
The turn-order deck mixes mage and nemesis turns, sometimes producing consecutive attacks or consecutive opportunities for one mage. Minions, countdown powers and a distinct Unleash effect create different pressures, requiring damage, development and city protection to work together.
Core rules & scoring
Standard setup: follow each mat for a five-card starting hand, ordered five-card deck and breach arrangement. Each mage starts with 10 life and Gravehold with 30. Mix the selected nemesis’s cards with player-count basic cards within each tier, then stack tiers 1, 2 and 3 in order. Supply normally contains three gems, two relics and four spells.
Turn order: standard 2–4-player play uses four player cards and two nemesis cards. Two players have two cards each; three have one each plus a wild assigned jointly; four have one each. Draw a card to select each turn, shuffling this discard only when a new card is needed and its deck is empty. Single-mage setup is separate.
Player turns have casting, main and draw phases. You may cast prepared spells in open breaches and must cast those in closed breaches. Discard each cast spell to its owner’s pile before resolving it. A spell normally damages only one target, without freely splitting excess damage between enemies.
In the main phase, play gems/relics, gain cards or charges, focus/open breaches, prepare spells and resolve applicable prepared or TO DISCARD effects in any order and as often as legal. Normally each breach holds one spell; two Link spells may share a breach. Explicit card exceptions take priority.
Resources and breaches: gained cards immediately enter your discard pile. Unspent aether expires at turn end and cannot simply be given to allies. Pay 2 aether for one of your charges; use a full ability at its stated time and clear its charges. Focusing rotates a closed breach and permits preparation that turn; opening makes it permanently open for future preparation.
Draw: put played gems and relics atop your discard in chosen order, retain unplayed cards and draw up to five. Do not discard your entire hand automatically. When a draw/reveal lacks enough cards, take what remains then flip the discard pile over as the new deck, without shuffling or rearranging. You may not freely inspect the deck.
Nemesis turns: resolve existing minions and powers oldest first, applying persistent effects and reducing power counters until zero triggers resolution/discard. Then draw one card. Attacks resolve immediately; new minions/powers resolve immediate text but wait until later nemesis turns for persistent/countdown effects. An empty deck that must draw instead Unleashes three times.
Exhaustion: at zero life, Unleash twice, destroy one of your breaches and discard its prepared spell, then lose all charges. Keep taking turns but cannot heal. Subsequent damage, including excess from the initial exhausting hit, deals double to Gravehold. Lowest-life targeting looks for a non-exhausted player.
Victory and solo: zero nemesis life wins immediately; an empty nemesis deck with no minions or powers in play wins at any turn end. With 2–4 players, everyone exhausted or zero city life loses, alongside nemesis-specific loss conditions. True solo uses three player cards and two nemesis cards and treats you as your own ally; under this 2017 book, exhaustion alone does not lose true solo.
Rules & gameplay questions
Do I shuffle an empty deck or discard my whole hand at turn end?
Neither. Keep unused cards and draw to five. When a draw needs an empty deck, flip the discard over without changing order. Played gems/relics are discarded in chosen order during the draw phase; cast spells and newly gained cards enter the discard when their respective events occur.
May I cast a spell immediately after preparing it?
Normally no: the ordinary casting phase comes before the main phase, so preparation usually waits for your next casting phase. A closed breach can accept preparation only after being focused that turn, and its spell must be cast next casting phase. An open breach’s spell may wait. Explicit card effects can grant other casting opportunities.
Does one exhausted mage leave play or lose for the team?
No. Resolve two Unleashes, destroy a breach/discard its spell and clear charges, then continue turns. You cannot heal and damage is doubled to the city instead. In multiplayer, all mages being exhausted triggers that loss condition; true solo has the printed exception.
Does drawing the last nemesis card immediately win?
No. Deck depletion wins only at a turn end with no minions or powers remaining in play. Otherwise continue; a later required nemesis draw from an empty deck Unleashes three times. Reducing nemesis life to zero is a separate immediate victory condition.
Does one-mage solo use the two-player turn-order deck?
No. True solo uses three player cards and two nemesis cards and the one-player basic nemesis-card table. You count as your own ally. This 2017 rulebook explicitly does not lose immediately for solo exhaustion; zero city life still loses. Controlling multiple separate mages instead follows normal rules for the number controlled.
Rules & introduction sources
- Edition
- Aeon’s End: War Eternal (2017) standalone base box, using the 20-page publisher-produced English rules dated 2 May 2017, obtained via mirror. Covers standard 2–4 players and that edition’s true-solo exception; excludes other boxes, Legacy/expedition systems and later solo-rule changes.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #152 |
| Complexity Weight | 2.93 / 5 |
| Best player count (community) | 2 |
| Player range | 1–4 |
| Playing time (minutes) | 60 |
| Core mechanisms | Cooperative Game · Deck, Bag, and Pool Building · Hand Management · Open Drafting · Variable Phase Order · Variable Player Powers |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2017 |
| Suggested age | 14+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Aeon's End: War Eternal, and can I play online?
Aeon's End: War Eternal supports 1–4 players; community best: 2 players; playing time: 60 minutes. A WANGO browser trial has not been confirmed.
How complex is Aeon's End: War Eternal, and which mechanisms does it use?
Weight: 2.93 / 5. Mechanisms: Cooperative Game · Deck, Bag, and Pool Building · Hand Management · Open Drafting · Variable Phase Order · Variable Player Powers. Chinese publication: Unconfirmed.
Where can I learn Aeon's End: War Eternal?
No rule guide, strategy article or WANGO trial has been confirmed for this record.