Aeon's End: Legacy
Aeon’s End: Legacy is a cooperative campaign deckbuilder in which players grow through linked chapters and work together to defeat increasingly dangerous Nemeses before Gravehold falls.
Aeon's End: Legacy supports 1–4 players; community best: 2 players; playing time: 45–90 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Aeon’s End: Legacy is a cooperative campaign deckbuilder for one to four players. Players are apprentices in Gravehold, training to become breach mages while defending humanity’s last refuge from increasingly powerful Nemeses. Each fight is one chapter in a continuing campaign: players choose character upgrades, change the shared card market, and follow chapter instructions that reveal new rules and components as the story advances.
Combat rewards careful planning of the deck. Players gain Gems, Relics, and Spells from a shared supply, spend Aether to acquire cards, and focus or open breaches before preparing Spells. The discard pile is not shuffled: when a player’s deck runs out, it is flipped over to become the new deck. Players can therefore plan the order in which cards return instead of leaving their next hand entirely to a random shuffle. A random turn-order deck also mixes player turns with Nemesis turns, so the enemy may act between allies.
The Legacy system gives choices lasting consequences. After a chapter, players select upgrades, adjust the supply, and follow instructions to write on, sticker, seal, or permanently remove components. The story connects those changes to the apprentices’ duty to protect Gravehold. Characters, Nemeses, and player cards created at the end of the campaign can continue to be used with other Aeon’s End content; the publisher describes this box as playable on its own without first owning the original series game.
This listing is for the original 2019 Aeon’s End: Legacy, not the later Aeon’s End: Legacy of Gravehold. The publisher page provides player count and campaign context. Detailed procedures follow a copy of this game’s rulebook hosted by a third party; the publisher page does not provide that PDF or a dedicated official FAQ. Community answers are not presented as official errata.
Core rules & scoring
Campaign setup and goal: Follow the included First Game Setup sheet for the first chapter, then prepare the game using that chapter’s campaign instructions. Player boards, character setup, and starting decks determine each Mage’s initial abilities. A Mage begins at 10 life and Gravehold at 30; neither can exceed its starting value. The campaign changes the player-card supply and components as chapters direct. Keep the same player count throughout the campaign; if someone is absent, a current player controls that Mage rather than adding a new player mid-campaign.
Random turn order: The turn-order deck contains four player-turn cards and two Nemesis-turn cards, with player cards assigned according to player count. Shuffle and reveal them one at a time to determine who takes the next turn, so the Nemesis does not always wait until every player has acted. At the end of a set, shuffle the discarded turn-order cards to create the next set; the order of heroes and enemy can change. Do not confuse this deck with the Nemesis deck: one determines when someone acts, while the other provides the enemy’s effects.
A Mage turn has three phases in order: Spell Casting, Main, and Draw. During Spell Casting, resolve prepared Spells on breaches. A Spell prepared on an opened breach may be cast or kept for later; a Spell on a closed breach must be cast. During the Main phase, players may repeatedly play Gems and Relics, spend Aether gained that turn to acquire a supply card, focus or open breaches, prepare Spells, and resolve additional effects. During Draw, keep unplayed cards in hand and draw until holding five cards.
Breaches and Spells: Each Mage has breaches with focus costs, opening costs, and orientations. Focusing rotates a breach 90 degrees and reduces its later opening cost; once opened, it stays open for the game. A Spell can be prepared only on one of that Mage’s opened breaches or a closed breach focused this turn, and each breach holds at most one Spell. Players cannot prepare Spells on another Mage’s breach. A Spell prepared in the Main phase cannot go back to the already completed Spell Casting phase, so it normally waits until that Mage’s next turn. If still on a closed breach then, it must be cast.
Aether and the no-shuffle deck: Aether lasts only for the current turn. Unspent Aether disappears at the end of the turn and cannot be carried forward or given to an ally. During Draw, keep unplayed cards; if the deck is empty, flip the discard pile over to form a new deck without shuffling. A player may choose the order in which played Gems and Relics go to the top of the discard pile. Newly acquired cards also go on top of the discard pile, letting players plan their future draws.
Nemesis turns: A Nemesis has Attack, Minion, and Power cards. An Attack resolves as soon as it is drawn. A Minion stays in play with life and ongoing effects. A Power receives countdown tokens and resolves when the count reaches zero during a Nemesis Main phase. Resolve ongoing Minion effects and Power countdowns in the order they entered play, then draw a Nemesis card. A newly played Minion or Power resolves only effects marked IMMEDIATELY; other ongoing effects begin on later Nemesis phases. Each Nemesis also has its own Unleash ability.
Empty Nemesis deck and outcomes: If the Nemesis deck is empty when a card must be drawn, resolve Unleash three times instead. The players win immediately when the Nemesis reaches zero life, or at the end of any turn when the Nemesis deck is empty and no Minions or Powers remain in play. The players lose if Gravehold reaches zero life or, in a multiplayer game, all Mages become Exhausted. A Mage at zero life becomes Exhausted but remains in the game; that Mage cannot regain life, and damage that would hit an Exhausted Mage is dealt to Gravehold at double value.
Solo and campaign resolution: The rulebook recommends that a solo player control multiple Mages, preferably no more than two. In solo play the player is their own ally; one Mage becoming Exhausted is not itself a loss, while Gravehold reaching zero life is. After each chapter, use the campaign cards and chapter instructions to choose upgrades and make permanent changes, which may include stickers, writing, sealed components, or removed cards. Keep unopened chapter content sealed until instructed. The campaign must keep a consistent player count. At the end, the resulting Mages, Nemeses, and player cards can be kept for use with other Aeon’s End games.
Rules & gameplay questions
Do I need the original Aeon’s End game to play Legacy?
No. Indie Boards & Cards describes Aeon’s End: Legacy as a standalone game as well as a full campaign and an expansion to the wider series. The box supplies the characters, Nemeses, player cards, and chapter materials needed to start this campaign. The characters, Nemeses, and player cards created by the end can also be kept and combined with other Aeon’s End content. This is the original Legacy box, not Legacy of Gravehold.
When do players shuffle their decks?
They do not shuffle their player decks. When a deck runs out, flip the discard pile over to form the new deck while keeping its order. Players can place the Gems and Relics they played on top of the discard pile in any order, and a newly acquired card also goes on top. That lets the group plan when important cards will return rather than relying on a random shuffle, which is a defining deck-management rule of this series.
Can I cast a Spell immediately after preparing it in my Main phase?
Normally no. A Mage turn starts with Spell Casting and then moves to the Main phase, so a Spell prepared in the Main phase cannot be cast retroactively in the earlier phase. It usually waits until that Mage’s next Spell Casting phase. The Spell must also be prepared on that Mage’s own breach: either one already open or a closed breach focused during the current turn. A closed breach makes the Spell mandatory to cast when the next Spell Casting phase arrives.
Must a Spell on an opened breach be cast?
No. During Spell Casting, a Spell on an opened breach may be cast or left prepared for a later turn. A Spell on a closed breach must be cast. Opening a breach in the Main phase does not create an extra Spell Casting phase after the Main phase, because the standard order remains Spell Casting, Main, then Draw. Read card text for any explicit timing exception, but do not treat opened and closed breaches as equivalent.
Does the Nemesis always take its turn after all players?
No. The turn-order deck contains Mage-turn cards and Nemesis-turn cards, and they are shuffled together before being revealed one at a time. The Nemesis can act between two Mages, which may force the group to adjust its plan. At the end of each set, the turn-order cards are shuffled again, so the next sequence can differ. The turn-order deck decides when the Nemesis acts; the separate Nemesis deck determines which Attack, Minion, or Power appears.
Does a Mage leave the game immediately at zero life?
No. That Mage becomes Exhausted and remains part of the game, but cannot regain life. In multiplayer, the group loses to Exhaustion only when every Mage is Exhausted. If damage would target the Mage with the lowest life and that Mage is already Exhausted, the lowest-life non-Exhausted Mage takes it instead. Damage dealt to an Exhausted Mage is redirected to Gravehold at double value, including damage left over when the Mage first becomes Exhausted.
Does an empty Nemesis deck automatically mean the players have won?
No. The end-of-turn victory check requires both an empty Nemesis deck and no Minions or Powers in play. If a card must be drawn from an empty Nemesis deck, resolve Unleash three times instead. Another way to win is to reduce the Nemesis to zero life. The players lose if Gravehold reaches zero life, or if every Mage in a multiplayer game becomes Exhausted; those outcomes are separate from merely running out of Nemesis cards.
Can players change the group size during the campaign?
No. The rulebook requires the player count to stay the same throughout the Legacy campaign. If someone cannot attend a chapter, a current player may control that player’s Mage rather than adding a new person or changing the campaign’s player count. Keep campaign progress and permanent component changes between chapters, and open sealed content only when instructed. This protects the continuity of character choices and campaign setup.
Rules & introduction sources
- Edition
- The original Aeon’s End: Legacy (BGG 241451), not Aeon’s End: Legacy of Gravehold; 1–4 player cooperative campaign. The publisher page does not host the rulebook; detailed rules follow a third-party-hosted copy of this game’s rulebook, pp. 1–20. Hosting limits are stated in references.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #259 |
| Complexity Weight | 2.87 / 5 |
| Best player count (community) | 2 |
| Player range | 1–4 |
| Playing time (minutes) | 45–90 |
| Core mechanisms | Cooperative Game · Deck, Bag, and Pool Building · Hand Management · Legacy Game · Open Drafting · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Variable Phase Order · Variable Player Powers |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2019 |
| 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: Legacy, and can I play online?
Aeon's End: Legacy supports 1–4 players; community best: 2 players; playing time: 45–90 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.
How complex is Aeon's End: Legacy, and which mechanisms does it use?
Weight: 2.87 / 5. Mechanisms: Cooperative Game · Deck, Bag, and Pool Building · Hand Management · Legacy Game · Open Drafting · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Variable Phase Order · Variable Player Powers. Chinese publication: Unconfirmed.
Where can I learn Aeon's End: Legacy?
No rule guide, strategy article or WANGO trial has been confirmed for this record.