Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Strange Aeons is a thrilling miniature skirmish game set in the 1920s and populated with the weird denizens of the works of H.P. Lovecraft.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Campaign Card Play
Play cards to command conflicts and carry consequences through a campaign.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Storytelling
Create or extend a narrative in response to prompts or game events.
Read the full game description
Strange Aeons is a thrilling miniature skirmish game set in the 1920s and populated with the weird denizens of the works of H.P. Lovecraft. Designed for use with 28-32mm scale miniatures, each 2-player match of Strange Aeons plays in 30-60 minutes and requires only 3-10 models per player. And with a standard board area of just 2’ x 3’ (approx. 60 x 90 cm), all else you need to play is some six-sided dice, a tape measure, a kitchen table and a box of scenery. Players build squads of valiant agents from the Threshold Agency - mankind’s only shield against the unimaginable forces that lurk beyond the veil – and do battle with the foul Lurkers, who seek to pave the way for the return of their dark gods. As Threshold squads progress through a broad range of scenarios, they will gain new abilities and equipment through an option-filled advancement system. Be wary though! The opposing Lurkers can tailor their forces to match Threshold’s level each game, selecting from over 50 devilish monster profiles lifted straight from the pages of the Mythos to present Threshold with a nearly limitless variety of challenges. As you advance, the injuries will mount, followed by the inevitable onset of madness, assuming your operatives remain stalwart and don't fall prey to the insidious temptation of darkness... Journey into fear and beyond madness!