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KeyForge: Age of Ascension

In stock
FFGKF04
$25.99
$25.99
Number of Players 2
Playtime 15-45 Min
Suggested Ages 14+
Designer(s) Richard Garfield
Publisher Fantasy Flight Games

Travel deeper into the world of the Crucible in Age of Ascension, the second age of KeyForge! This addition of the world's first Unique Deck Game with 204 new cards seamlessly integrated into a card pool that has a total of 370 different cards, making an entirely new collection of Archon Decks for you to discover, explore, and master!

The KeyForge: Age of Ascension 2 player starter gives you all the tools you need to either begin or expand your adventures on the Crucible, featuring 2 unique Age of Ascension Archon Decks, a Quickstart Rulebook, 2 Poster Playmats, and all the keys, tokens, and chain trackers you and your chosen opponent need to start playing!

Additional details, KeyForge is played over a series of turns in which you, as the Archon leading your company, use the creatures, technology, artifacts, and skills of a chosen House to reap precious Æmber, hold off your enemy's forces, and make enough keys to unlock the Crucible's Vaults. You start your turn by declaring one of the three Houses within your deck, and for the rest of the turn you may play and use cards only from that House. For example, if you choose the role of the Archon Radiant Argus the Supreme, you will find cards from Logos, Sanctum, and Untamed in your deck, but if you choose "Sanctum" at the beginning of your turn, you may use actions, artifacts, creatures, and upgrades only from Sanctum. Your allies from Logos and Untamed have to wait.

Next, you must strive to get the advantage with a series of tactical decisions, leveraging both the cards in your hand and those in play to race ahead of your opponent. If you want to weaken your rival's forces, you can send out your allies to fight enemies on the opposing side, matching strength against strength. Otherwise, you can choose to use your followers to reap, adding more Æmber to your pool.

Note, no card in KeyForge has a cost — picking a House at the start of a turn lets you to play and use any number of cards from that House for free, leading turns to fly by with a wave of activity! Yet balance is needed. If you simply reap more Æmber at every chance, your rival may quickly grow their team of minions and destroy yours, outpacing your collection and leaving your field barren. But if you focus on the delight of the fight alone and neglect the collection of Æmber, you won't move any closer to your goal! If you are successful in finding a harmony within your team and have 6 Æmber at the start of your turn, you'll forge a key and move one step closer to victory. The first player to forge 3 keys wins!

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