Intro to Battling in Aethermon: Adventure

There are four types of battles in Aethermon: Adventure. Let’s find out about them. Unlike the set-collection strategy of Aethermon: Collect, our next game Aethermon: Adventure invites you to head out on an adventure with your friends – and your own Aethermon,...

The Battle and Progression System

Aside from some convention apperances this year, we are hard at work on two future Aethermon games, which share one very important feature – the Aethermon Battle and Progression System! Let’s talk about it! Unlike Collect, which has fairly abstract...

Design Insight: First Player Advantage

On one level or another every turn-based game has to deal with the asymmetries created by one player acting before another. This is often called First Player Advantage. We see this in TCGs where the second player is often given additional resources, or more...

Inclusive design principles

Lately we’ve been working out our card layouts. It’s an interesting challenge to find the cleanest, least obtrusive way to pack as much information as possible onto a 63mm x 63mm field. While Aethermon: Collect is not complicated, the below information does still need...

6 Month Change Log

It has been a crazy six months for Aethermon, the game has evolved so much. Behind the scenes we have been plugging away at the worldbuilding, production and visual elements of the games. But thanks to your great feedback, the game itself has also continued to grow....

‘Table moments’ and Friendship in Aethermon Ascent

When people gather around a table to play a game, there are two elements that heavily impact the enjoyment they experience from that game. One is of course the game itself – the rules, the goal, the pieces. The other is the people, who are choosing to spend...