Millenia have passed in the world of Aerim. An empire of copper and steam has risen, but all is not as it seems in this massive city state. Eternals continue to move their pawns from the shadows, pitting their Champions against one another's. Rebellion simmers, lines have been drawn. Which side will you choose? For the Champions of Aerim, this cycle continues as it always has and always will. For the Eternals there is only Strife.
Each player has the same hand of 10 champions and will simultaneously play them as they fight over key locations throughout the world of Aerim, each worth varying victory points.
Each champion has two abilities: a battle ability that's triggered during battles and a legacy ability that can be used only while on top of the legacy (discard) pile. This creates an intricate latticework of strategy for the players as each champion must be considered for not only what he can do in the current battle, but also for which ability he will add to the next.
Further impacting the critical decisions within the game is the Fatestone tie-breaking system. The Fatestone starts at a value of one, and whoever holds the Fatestone die loses all ties; that player may instead pass the stone to his opponent to claim a victory in that tie, but doing so raises the value of the Fatestone by one each time it is passed. At the end of the game, the player holding the Fatestone adds its final value to his victory point tally. Whichever player has the most victory points at the end of the game wins!
No. of Players: 2
Min. Age: 14