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Aethermon: Collect

Writer's picture: Board's Eye ViewBoard's Eye View

Aethermon are strange creatures, different from but evidently modelled on those found in the real world. They are of course nothing like Pokemon but this is nonetheless a set collection game which can be played cooperatively or competitively by 2-4 players.



Aethermon: Collect is the first in what is intended as a series of Aethermon games by Aethermon Studios. The game is designed by Christopher Ng and Sarah Whillier, with appealing art by Fabio Porta and Miguel Gaton. It's played using a deck of 48 tile cards made up of eight 'elements' (colour/suits) of six. With four players you use all the tile cards, laid out in a 7 x 7 grid with a space in the centre, but you take out 'elements' and lay out a smaller grid when playing with fewer players. On your turn, you'll be moving a playing piece any distance orthogonally along the grid and collecting the card on which you end your move. Even played competitively, however, players don't have their own individual playing piece: all the players share and use the group token (an acrylic standee).


As the title suggests, Aethermon: Collect is a set collection game. Players score the value of the cards they collect, but with that score doubled for obtaining a set. Played competitively, they score individually but in the cooperative game the score is collective and success is measured against a scoring target. Tile cards are removed from the grid as you collect them, and the game ends when there are no moves you can make for which you can collect a card. The game is therefore one of optimisation and, played competitively, it's likely to involve players deliberately moving the shared playing piece and collecting Aethermon to deny an opponent their score-doubling set collection bonuses.



Aethermon: Collect is a small box game that can be played by all the family. It says 14+ on the box but we've found much younger children playing enthusiastically and well. Most of our plays at Board's Eye View have taken only about 15 minutes, even with four players; tho' we found competitive games tended to take fractionally longer than co-ops. That's largely because players in the competitive game have access to single-use 'artefacts' which substitute a special move or action for a conventional orthogonal move; for example, Old Skates, which substitute diagonal movement. The set collection bonuses mean that competitive players are usually driven by a compulsion that they 'gotta catch 'em all!'... :-)


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