Reducing Player Overhead

Aethermon has always strived to create a tabletop experience, undiminished by the typical limitations of tabletop games: One of these limitations is player overhead. This concept is best explained with an example: In the earliest iterations of Aethermon, random...

Left of Right

Our keenest followers may have caught something about our Aethermon depicted thus far. Our player controlled Aethermon all face right… All other Aethermon face left. The simplest explanation for this is it allows two characters to more literally faceoff when placed...

Fighting Together

Contrasting with the enormous singular power of the Chapter 2 set piece bosses, players will discover that they are stronger together. To highlight this each Aethermon has access to powerful team focused Battle Cards. These Battle Cards do little to help a player when...

Chapter 2 Bosses Part 2

Last week we highlighted the disadvantages players will face against the chapter 2 bosses. This week we breakdown on of the tools we give players to overcome that disadvantage: the support given by the Dojo leaders players rescue.  The bosses from Chapter 1 are...

Chapter 2 Boss balance

Following from last week. The set piece Chapter 2 Bosses are designed as enemies powerful enough that no play could possibly defeat them alone – balanced carefully so that each player feels that their contribution to the fight was necessary. This week we’ll...

Building HP vs. Damage

When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card. As a result, players are tasked with a decision between building HP, or Battle cards...