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Rating: 7 Good
Players: 2-4 players
Playing time: 120-123 minutes

Official Site: AEG's Edge of Darkness page

Created by: John D. Clair, Sergio Camarena, Cristian Chihaia, Nyra Drakae, Guillaume Ducos, Andre Garcia, Gong Studios, Alexander Gustafson, Dani Hartel, Hector Herrera, Alayna Lemmer-Danner

Published by: Alderac Entertainment Group


Welcome to Aegis, the gateway to the Realm of Humans. For centuries, as city states have fought one another for dominance, the city has stood tall and provided protection from strife to refugees from the now barren and wartrodden region known as the Forsaken Lands.

As a result, behind its mighty walls lie an important multicultural center of trade, fertile farm lands and major trade routes.

Nowadays, very few refugees reach the city doors. However, the few adventurous souls that venture into the Forsaken Lands and make it back alive bring tales of ghosts, spirits and dark forces at work. What they call the Blight draws near.

From the Forsaken Lands, one of Gaia's evil brethren has reached out its sickened tendrils to try and overcome all of the land.

Having no armies, nor the power to raise armies, it sends forth creatures of the darkness to terrorize and paralyze the otherwise powerful human realms into inaction and infighting. It is the source of evil that slowly but surely threatens the very existence of the realm, and it has set its eyes on Aegis.

Aegis is a beacon of hope and its fall would strike a deadly blow to the human realm. Four Guilds hold its fate in their hands. For Aegis to live, three must fall and one must rise. Welcome to the Edge of Darkness!

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 boardgame of 60 to 120 minutes for 2 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.

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Edge of Darkness: Sands of Dunestar

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  • 1 Game board
  • 2 optional Extension boards
  • 4 Player boards (one per Guild)
  • 37 Location boards
  • 1 Threat tower
  • 1 Threat bag
  • 75 Threat cubes
  • 40 Agents
  • 1 First Player marker
  • 1 Round marker
  • 28 Allegiance slips
  • 17 Neutral Starter cards
  • 16 Guild Starter cards
  • 50 Card Sleeves
  • 286 double-sided Card advancements
  • 32 Aegisian Coins tokens
  • 48 Player Aid tokens
  • 8 Reference cards
  • 37 Randomizer cards
  • 1 Scoring pad
  • 28 Reputation tokens
  • 26 Influence/Goodwill tokens
  • 4 Defense tokens
  • Player Handbook
  • Rulebook

Object of the Game

In Edge of Darkness, players act as leaders of powerful Guilds in the city of Aegis which sits on the border of the Forsaken Lands, an evil realm infested by demons and monsters. Players will vie for the prestige of defending the city from the evils of the Forsaken Lands, while amassing influence and wealth. …

Cards, Advancements and Sleeving

Any time the rules refer to a "card" it means one of the sleeves and everything in the sleeve.

All cards start with the top slot filled with either a Citizen or a Patrician.

An "advancement" is one of the other slips that start the game unsleeved laid out on the location boards (or extensions boards) and will be added into the "cards" as the game goes on.

An advancement is double- sided and has either the bottom, middle or, more rarely, top slot filled with a "contact" (on its "City side") and a "threat" (on its "Blight side"). …

The strategy of Edge of Darkness is largely about managing the balance between short term challenges while keeping longer term goals on target.

Here are some things to think about. These are not hard-and-fast rules, and depending on the set of 10 locations in your particular game and what advancements you observe other players choosing, you should consider adjusting your strategy.

  1. Sleeving

    Always sleeve advancements on your own cards if possible rather than Neutral cards or other players' cards.

  2. Drafting

    Early in the game, when drafting, try to get exactly 1 of your own cards in your hand so that you can sleeve on it. Skip other cards that are yours so that you will get them next turn. …

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