Game rules

Aeon’s End rules: how to play and how to win

Reviewed on 10 October 2026 against the publisher’s rulebook. How we check

Aeon’s End plays 1 to 4 players, all together against a nemesis attacking Gravehold, the last city of humankind. Here are the essential rules, setup and what decides victory, based on the official rulebook.

Players
1 to 4, cooperative
Play time
About 1 hour
Winner
The whole team, if the nemesis is defeated; otherwise, the nemesis

Aeon’s End quick rules

The goal
You are breach mages and you all play together against the game. You win if the nemesis’s life falls to zero, or if its deck is empty and nothing of it is left in play. You lose if Gravehold falls to zero life, or if all the mages are exhausted.
Who plays when
There’s no fixed turn order: a deck of Turn Order cards decides. Each card you flip points to a player or the nemesis, and the deck is reshuffled when it’s empty. The nemesis plays twice each time through the deck, but you never know when.
Your deck of cards
Each mage has their own deck, and you never shuffle it. When your draw pile is empty, flip your discard pile over as it is: it becomes your new draw pile. The order of your discard pile prepares your next hands. You never discard your hand at the end of your turn: just draw back up to five cards.
Your turn
First, cast the spells you prepared. Then, in any order, play Gems to gain aether, the game’s currency: buy cards from the supply, gain charges for your mage’s power (2 aether per charge), focus your breaches and prepare your spells. Finally, put your played cards on your discard pile in the order you choose and draw back up to five. Unspent aether is lost.
Breaches and spells
Spells are your only real way to hurt the nemesis. A spell is first prepared on a breach above your board and cast on your next turn. An open breach keeps its spell as long as you want. A closed breach only accepts a spell if you focused it this turn by paying aether: that spell must then be cast on your very next turn. You can also pay to open a breach for good.
The nemesis’s turn
Its minions and powers in play act first, from oldest to newest; each power loses a Power token, and at zero its effect triggers. Then draw a Nemesis card: an Attack applies right away, a minion or a power enters play. The word Unleash triggers the effect specific to each nemesis, written on its board.
Exhausted
A mage at zero life is exhausted: the nemesis applies its Unleash effect twice, and the mage destroys a breach and loses all their charges. They keep playing, but can’t regain life, and any damage they would take hits Gravehold instead, doubled.
Beginner traps
Spending everything on Gems (without spells, nobody gets hurt); forgetting that your discard order is your next hand; ignoring the nemesis’s powers, when some can be discarded by paying the cost after “To discard.” And talk to each other: you can share everything.

How to win Aeon’s End

Victory
The whole team wins if the nemesis’s life falls to 0, or if its deck is empty and nothing of it is left in play.
Defeat
The whole team loses if Gravehold falls to 0 life, or if all the mages are exhausted.
Nemesis
The sheet records the nemesis you faced (for those from expansions: “Other nemesis”).
Difficulty
Beginner, Normal, Expert or Extinction. Beginner: 12 life, Gravehold at 35, nemesis −10. Extinction: 8 life, Gravehold at 25, nemesis +10.
Gravehold life left
The dial value at the end of the game; 0 if Gravehold fell.
Nemesis life left
Useful after a loss: how much life it had left. 0 if you brought it down.

Example ending

Emma and Jake face Rageborne on Normal. Gravehold starts at 30 and takes 18 damage during the game: it has 30 − 18 = 12 left when the nemesis falls to 0. A team victory, recorded as 12 for Gravehold and 0 for the nemesis.

Common mistakes

  • Looking for a winner among the players: you all win or lose together.
  • Forgetting the second way to win: an empty Nemesis deck with nothing of it left in play.
  • Healing Gravehold above its starting value: it can’t happen.
  • Forgetting that an exhausted mage’s damage hits Gravehold instead, doubled.

How to set up Aeon’s End

Setup comes in four parts. The number of Basic Nemesis cards and the turn order deck depend on the player count; the difficulty mode changes starting life.

The nemesis

  1. Choose the nemesis to fight and place its board next to you.Read its additional rules and its Unleash effect out loud: everything else depends on them. The difficulty level, from 1 to 10, is printed on the back of the board.
  2. Set the nemesis’s Life dial to the value on its board.In Beginner mode, 10 points less; in Extinction mode, 10 points more.
  3. Set Gravehold’s Life dial to 30.In Beginner mode, 35; in Extinction mode, 25. Gravehold can never go above its starting value.
  4. Take the 9 Nemesis cards with this nemesis’s name and sort them by tier: 1, 2 and 3.The tier is the number at the bottom right of the card. Tier 0 cards don’t go in the deck: the board says what they’re for.
  5. Add random Basic Nemesis cards, based on the player count.Solo: 1 for tier 1, 3 for tier 2, 7 for tier 3. With 2 players: 3, 5 and 7. With 3 players: 5, 6 and 7. With 4 players: 8, 7 and 7.
  6. Shuffle each tier separately, then stack them facedown: tier 3 at the bottom, tier 2 in the middle, tier 1 on top.This is the Nemesis deck. It’s never shuffled again during the game.
  7. Do the setup specific to the nemesis, shown on the back of its board.For example, Rageborne forms a Strike deck with its tier 0 cards and gains a Fury token.

The supply

  1. Choose 3 Gems, 2 Relics and 4 Spells to form the supply.At random with the Random Supply cards, or by choice. For a first game, the booklet suggests the “Deck Destruction” supply.
  2. Place one pile per card in the middle of the table: 7 copies of each Gem, 5 of each Relic and each Spell.Put the Random Supply cards away: they’re no longer used.

Each player

  1. Everyone chooses a breach mage, takes their Player board and places a Player Number token on it.A mage with fewer than four breaches is usually harder to play.
  2. Take into your hand the 5 starting cards shown on your board.Starting cards have a small S at the bottom right.
  3. Build your starting deck with the 5 cards shown, in order: the leftmost card goes on top.Don’t shuffle: the order matters.
  4. Place your breaches I to IV above your board, on the side and in the direction drawn.A closed breach is turned to show how far along it is: follow the drawing exactly.
  5. Take 10 Life tokens.In Beginner mode, 12; in Extinction mode, 8. You start with no charge.

Turn order

  1. Solo, build the turn order deck with 3 Player cards and the 2 Nemesis cards.You can also play several mages on your own: two at most are recommended.
  2. With 2 players, take 2 cards per player and the 2 Nemesis cards.
  3. With 3 players, take 1 card per player, the Wild card and the 2 Nemesis cards.When the Wild card comes up, you decide together who plays this turn.
  4. With 4 players, take 1 card per player and the 2 Nemesis cards.
  5. Shuffle the turn order deck and place it facedown.There’s no first player: the game starts when you flip the first card.

Frequently asked questions

Who goes first in Aeon’s End?

Nobody in particular: the first card of the turn order deck shows who plays, a player or the nemesis, and the order changes each time through the deck.

Do you shuffle your deck in Aeon’s End?

Never. When your draw pile is empty, flip your discard pile over as it is: the order you discarded in makes your next hands.

How do you win Aeon’s End?

Together, by bringing the nemesis’s life to 0, or by emptying its deck with nothing of it left in play. You lose if Gravehold falls to 0 or if all the mages are exhausted.

Ludingo’s Aeon’s End sheet was last reviewed on 10 October 2026, based on: fidelio.ca 1, fidelio.ca 2, BoardGameGeek.