SKU: 78501808674

Edge Of Darkness

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Description

Edge Of DarknessEdge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck building, and a whole new Threat Challenge system in a medium weight euro style board game of 60 to 120 minutes for 1 to 4 players. 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

Edge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck-building, and a whole new Threat Challenge system in a medium-weight euro-style board game of 60 to 120 minutes for 1 to 4 players.

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:

  1. Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on one third (1/3) of the slip and are transparent on the other two thirds (2/3). During the game players will construct cards, combining (sleeving) different effects onto one card (ideally in ways that make strategic sense). However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the "good" side of the cards (front), you also add strength to the "bad" side of the cards (back).
  2. 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.
  3. 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.
  4. Threat Tower: There is a Threat Tower which dictates when and whom Threats will attack. Cards leave the shared deck and enter the Threat Board, where they accumulate Threat Cubes on each player's turn. These cubes are color-coded, and when a threshold number of cubes of a given color accumulate on a card, it attacks the City. If the color matches one of the players, it attacks that player. If the color is black, it attacks all players!
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SKU: 78501808674

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cat
Pawtucket, US
★★★★★ 4
Beloved childhood classic for a reason
Format: Paperback
Not to give away my age, but I owned this book when I was younger and lent it to a friend and never got it back. I finally gave into my desire to own it again and purchased it from amazon. I'm so happy that I did. This book definitely holds up even after all these years. It's this kind of writing that helped me fall in love with the idea of being a writer. I've read some of Gail Carson Levine's other books and enjoyed them to varying degrees. I remember reading The Wish and thinking, even as a child, that it was incredibly bland. But Ella Enchanted is truly one of her gems. It is heartfelt and well-written with a truly wonderful heroine. Now that I'm older I do see more of the problems. The writing is a lot simpler than I remember but I suppose that it needs to be for the reading level of the target audience so I won't count that as a negative. As with most young adult novels, it is on the shorter side. This leads to some awkward pacing and a lack of development. There's not really enough of her friend Areida or her adventures. The romance with Char is underdeveloped though conveyed skillfully enough that by the end I was very invested in the outcome. The ending and epilogue after the dramatic conclusion also come across as a little rushed. Still, I think it's a wonderful story for young girls and a truly inspiring heroine for them to identify with. For older readers, it's a pleasant diversion. The strength of the story is Ella and the way Levine writes the scenes that are meant to have a big emotional impact. I understand when people say the story meanders a bit and how it could be boring for some people. Levine doesn't do a great job with descriptions despite the complexity of the world she's imagined. It's difficult to really picture anything in your head based on the descriptions she gives. She's not a world-builder like the big name fantasy writers. She's more interested in the characters and the main plot arc for the heroine. I would recommend this book for a reader or parent looking for a strong, believable female protagonist. It's not a great fantasy novel and it's a little underdeveloped but the individual scenes are well written and the emotion, lesson, and strong character arc are there. I'd also recommend getting the new version as there are great extras including information about the languages Levine developed for the various creatures in the world of Ella Enchanted. I don't remember these being included in the first edition.
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Reviewed in the United States on July 20, 2012
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Erwin del Rosario
Grantham, US
★★★★★ 5
Little golden book Hawkeye
Format: Hardcover
A nice marcel book to keep
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Reviewed in the United States on January 1, 2026
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Amazon Customer
Los Angeles, US
★★★★★ 5
4-yr old likes it
Format: Hardcover
He’s happy to read it a bed time.
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Reviewed in the United States on June 24, 2024
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Peter W. Carroll
Louisville, US
★★★★★ 5
Good
Format: Hardcover
Good
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Reviewed in the United States on February 8, 2024
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Ronald Paulley
Los Angeles, US
★★★★★ 5
Great
Format: Hardcover
Great quality
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Reviewed in the United States on January 31, 2023

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