Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction and low emphasis on cooperation.
Your ship has sustained massive damage, is falling apart around you, and is drifting toward the ultimate catastrophe, a black hole. You are alone. Your challenge in Lux Aeterna is to draw and play all of the cards in the main deck, one turn after another, without the spaceship co...
Players
1-2
Time
6-15
Age
10+
Weight
2
Rating
7.04
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction and low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction and low emphasis on cooperation.
Lux Aeterna has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience with room for players to improve their strategy over time. The game's player interaction score is average, and it has a moderate easiness to learn score.
Lux Aeterna has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Your ship has sustained massive damage, is falling apart around you, and is drifting toward the ultimate catastrophe, a black hole. You are alone. Your challenge in Lux Aeterna is to draw and play all of the cards in the main deck, one turn after another, without the spaceship collapsing completely or falling into the black hole. Cards have multiple functions; you will assign drawn cards to one each of these functions each turn: As damage to a system (with six systems available to you); As an action to help stay alive/fix the ship; or, As movement toward the black hole. If a ship's system collapses, the game will get harder for you; if you should repair a system, then you just might avoid the ultimate doom. Events (called "glitches") can be seeded into the main deck to make things even more difficult, as will reducing the real time that you have to play: 12 minutes -> 10 minutes -> 8 minutes, etc. —description from the designer
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