2016 · 1-4 players · 60min · weight 2.80 · 23,939 ratings
BGG raw
Description (836 chars)
The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages. Aeon's End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.
LLM v2 (wide)
Raw v2 JSON (889 chars)
{
"game_id": 191189,
"name": "Aeon's End",
"core_verb": "prep spell, cast next turn",
"decision_shape": "combinatorial",
"reward_schedule": "mixed:delayed+engine_compounding",
"aesthetics": [
"Challenge",
"Fellowship",
"Fantasy"
],
"core_loop_pitch": "Prep a spell to a breach this turn, cast it next; never shuffle — your discard order IS your future hand.",
"mobile_translation_difficulty": "Easy",
"translation_difficulty_reason": "Already ported by Handelabra; the no-shuffle ordered-discard mechanic is actually cleaner on digital where the queue is always visible.",
"direct_digital_port": "Aeon's End (Steam/iOS/Android, Handelabra)",
"closest_loop_translation": "none yet",
"primitive_tags": [
"no_shuffle_ordered_discard",
"prep_then_cast_delay",
"variable_turn_order_chit",
"breach_open_cost_curve"
],
"confidence": 0.9
}LLM v3 (deep)
Raw v3 JSON (6106 chars)
{
"game_id": 191189,
"name": "Aeon's End",
"mechanics": {
"core_verb_long": "On your turn you cycle through a fixed personal sequence — Cast spells already prepped in your breaches, Main Phase (play gem cards for aether, buy gems/relics/spells from a 9-card market, prep new spells into open breaches), Draw back to 5. The signature physical action is the 'prep, then cast next turn' beat: you place a spell card sideways into a breach this turn, and only on your NEXT turn does it actually go off — making your discard order a deliberate construction. Crucially, you NEVER shuffle your player deck: when it empties, you flip the discard pile face-down and that becomes your new deck, so the order you discard cards in determines exactly the order you'll draw them.",
"core_loop_long": "Setup: each player picks a breach mage (asymmetric ability + starting breach configuration), starts with a 10-card deck (gems + crystals + sparks). The shared market has 9 supply slots (3 gems, 2 relics, 4 spells) drawn from a tunable pool. Each round, draw the top of the Turn Order Deck (a small deck of player tokens + 2 nemesis tokens shuffled together) — that determines who acts next, including the possibility of back-to-back nemesis turns. Player turns: Cast prepped spells (from breaches), Main Phase (spend aether to buy/prep), Draw 5. Nemesis turns: draw a Nemesis card (Attack/Power/Minion), resolve its effect, advance any persistent threats. The nemesis (e.g., Rageborne, Crooked Mask) has 70 health; you win by reducing it to 0. You lose if Gravehold (the city, with ~30 health) reaches 0, or all mages are exhausted.",
"decision_space": "Core tradeoff: every spell prepped this turn delays its impact a full round, so you must read the nemesis's telegraphed threats and pre-position damage two beats ahead. Discard-order strategy means you choose the order you play gems vs. crystals each main phase to control next-deck-flip order — turning Aeon's End into a deck-sequencing puzzle, not a deck-shuffling lottery. The market's 9 fixed slots create a small option space per turn (typically 3-7 viable buys/preps) but the cross-player coordination space is large because breach mages have distinct roles (DPS, healer, breach-opener, support). What makes a good move hard: the variable turn order can compress nemesis turns into devastating double-acts, so risk modeling against possible turn sequences is a constant exercise.",
"skill_expression": "Top skill: deck-sequencing forecasting — strong players plan the exact order their next 10-card cycle will appear and prep spells to land into known turns. Second: co-op role discipline — each mage's asymmetric ability plus opening breach pattern means the table needs an explicit damage/utility/heal split. Third: probability reading on the Turn Order Deck (tracking which player and nemesis cards remain unseen this round). Memory load is moderate; arithmetic is small (single-digit damage/aether). The 'no shuffle' rule means strong players experience deterministic combo construction, which is a different skill profile than the gambling-feeling that defines most deckbuilders.",
"tactile_dependency": "low",
"tactile_dependency_reason": "All cards are categorical information. The discard-order rule, which is the game's signature, is actually EASIER to manage digitally — a UI can show your future deck order explicitly, removing the bookkeeping burden that frustrates some new players at the table. A first-party digital port already exists (Indie Boards & Cards via Handelabra), which constrains independent translations: any successful mobile translation has to pitch a clearly differentiated meta-layer that the existing port doesn't already cover."
},
"theme": {
"promise": "You are a breach mage defending the last underground refuge of humanity, Gravehold, from eldritch invaders. Charge breaches, prep spells, and unleash combos to kill the Nameless before it crushes your city.",
"setting": "Fantasy, post-apocalyptic, eldritch-horror, low-magic dark fantasy",
"narrative": "embedded — each nemesis has flavor text and unique attack/power decks; expansions (War Eternal, The New Age, Outcasts, Legacy of Gravehold) push escalating story arcs; Aeon's End Legacy and Legacy of Gravehold are full legacy campaigns. Base game alone is episodic-scenario, with story per nemesis encounter; the legacy SKUs are full narrative campaigns.",
"audience": "hobbyist Eurogamer, hardcore strategist",
"art_direction": "Dark, illustrative dark-fantasy — moody indigo/violet/crimson palette, gritty pen-line nemesis portraits, breach mages depicted with a Final Fantasy-meets-graphic-novel character vocabulary. Gem cards have warm orange-red art-deco frames vs. cool blues for spells; the aesthetic intentionally avoids the bright-cartoon norm of most deckbuilders, leaning into a Dark Souls / Lovecraft-adjacent identity."
},
"translation": {
"digital_meta_layer_ideas": [
"Roguelite breach-mage run: pick one mage, face 5 escalating nemeses, draft spell cards into the market between fights, persistent breach upgrades unlock with mage mastery — distinguishes from the existing port (which is faithful tabletop replication) by adding StS-style run structure",
"Daily nemesis puzzle: same nemesis, same starting decks, fixed turn-order deck — leaderboard by turns to victory; the deterministic discard-order rule makes this a real solvable puzzle rather than a luck race",
"Async co-op nemesis raid: 4 players each control one mage, each player gets a 24-hour window for their turn, the nemesis acts on a fixed schedule between human turns; functions like a slow-burn raid boss with weeks-long fights",
"Persistent guild meta with rotating nemeses: weekly nemesis (canonical or new), guild contributes damage across all members' fights, weekly drops based on collective performance"
],
"closest_mobile_genre": "co-op roguelite deckbuilder / boss-rush deckbuilder",
"live_service_potential": "medium"
},
"confidence": 0.85,
"extraction_version": "v3"
}