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Unlike most Anotine Bauza games, the rule book for Ghost Stories is pretty terrible. This means that, unless you're learning the game from somebody already familiar with it, the first few games will probably be a slog of constantly consulting the rules. A game like this, which uses symbology heavily, should also come with some quick reference sheets. See More
Ghost Stories offers two expansions (there was a third but it was limited and not available anymore) called White Moon and Black Secret that extend the gameplay for users that would like to add more complex elements to the gameplay or are just looking for a different experience within the same theme and world. See More
The game is pretty difficult to beat, especially if played with a group of casual players that are not extremely familiar with the game and its rules of which are difficult to understand and may take a few watches of Youtube videos to really understand all the mechanics of play. See More
From the start the game feels stacked against your team, which is on purpose as it gives a feeling of impending doom and destruction. The game is a balancing act of what to do each turn as the team tries to fend of the ghosts which leads to never quite feeling like you are winning. See More
Sometimes the fun of a deck-builder is throwing things together and getting a good shuffle out of your engine every once in a while. Aeon's End is minimal-randomness, so you'll never luck into a synergy you didn't plan, and it's possible to wedge yourself into a bad card order at a time when you really can't afford to spend a turn to deal with it. See More
Many cooperative games suffer from a certain degree of "solvability". This doesn't necessarily mean you can win every time, but once your play is optimized or close to it the challenge is very apparently "are the card(s) shuffled in an order than allows us to win?" (e.g. Pandemic). Losing in Aeon's End -- and you will lose with some regularity -- feels like a lesson in efficiency. See More