Edge of Darkness
Published
2019
Publisher
Alderac Entertainment Group
Description
Players are the heads of powerful guilds in the City. Each Guild vies with the others to become the leaders of the City in a desperate struggle against great evil. But the Guilds must also work together because the dangers facing the city can harm them all.
The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions. Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City's infrastructure.
To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.
Here are some highlights of the mechanics in the game:
Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on 1/3rd of the slip and are transparent on the other 2/3rds. During the game players will construct cards, combining different effects onto one card. However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the "good" side of the cards, you also add strength to the "bad" side of the cards. Group deckbuilding using one shared deck: Rather than having your own deck, there is a central deck that all players draw from and discard to. Different players will have the allegiance of different cards in that deck. Using other players' cards means you have to pay them. During the game you can claim allegiance of more cards in the deck by sleeving a slip into the card with your color and seal. Card-driven worker placement: While your actions are card-driven, most costs in the game are in the form of opportunity cost. Advancements don't have a cost, instead they require the use of workers to a greater or lesser degree depending on the power of the card. e.g. many effects require placing or pulling workers from different city locations as dictated by the card effects. Since you have a limited number of workers to use, you will constantly be choosing to forgo one useful thing in order to do another.
The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions. Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City's infrastructure.
To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.
Here are some highlights of the mechanics in the game:
Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on 1/3rd of the slip and are transparent on the other 2/3rds. During the game players will construct cards, combining different effects onto one card. However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the "good" side of the cards, you also add strength to the "bad" side of the cards. Group deckbuilding using one shared deck: Rather than having your own deck, there is a central deck that all players draw from and discard to. Different players will have the allegiance of different cards in that deck. Using other players' cards means you have to pay them. During the game you can claim allegiance of more cards in the deck by sleeving a slip into the card with your color and seal. Card-driven worker placement: While your actions are card-driven, most costs in the game are in the form of opportunity cost. Advancements don't have a cost, instead they require the use of workers to a greater or lesser degree depending on the power of the card. e.g. many effects require placing or pulling workers from different city locations as dictated by the card effects. Since you have a limited number of workers to use, you will constantly be choosing to forgo one useful thing in order to do another.
Cards
70 x 120
Sleeves: 70 x 120
Arcane Tinmen Gloss
Amazon.com Bundle
Tarot
1
pack
/
96 sleeves
Cranio Creations PYN
Amazon.com Bundle
70x120
1
pack
/
96 sleeves
Docsmagic Premium
Amazon.com Bundle
70x120
2
packs
/
96 sleeves
Docsmagic Standard
Amazon.com Bundle
70x120
1
pack
/
96 sleeves
Gamegenic Matte
Amazon.com Bundle
Tarot
2
packs
/
96 sleeves
Legion
Amazon.com Bundle
Tarot
2
packs
/
96 sleeves
Mayday Standard
Amazon.com Bundle
Tarot
1
pack
/
96 sleeves
MTL Thick
Amazon.com Bundle
70x120 mm
2
packs
/
96 sleeves
Paladin Card Protection
Amazon.com Bundle
Bors
2
packs
/
96 sleeves
Sapphire
Amazon.com Bundle
70x120
1
pack
/
96 sleeves
Swan Panasia Premium
Amazon.com Bundle
70x120mm
2
packs
/
96 sleeves
Ultimate Guard Premium
Amazon.com Bundle
Tarot
2
packs
/
96 sleeves
Ultimate Guard Supreme
Amazon.com Bundle
Tarot
2
packs
/
96 sleeves