Journey deeper into the world of the Crucible in Age of Ascension; the second age of KeyForge! This continuation of the world's first Unique Deck Game contains 204 new cards seamlessly integrated into a card pool that contains a total of 370 different cards; creating an entirely new collection of Archon Decks for you to discover; explore; and master!
The KeyForge: Age of Ascension two-player starter provides you with all the tools you need to either begin or expand your adventures on the Crucible; featuring two unique Age of Ascension Archon Decks; a Quickstart Rulebook; two Poster Playmats; and all the keys; tokens; and chain trackers you and your chosen opponent need to start playing!
In more detail; KeyForge is played over a series of turns in which you; as the Archon leading your company; use the creatures; technology; artifacts; and skills of a chosen House to reap precious Æmber; hold off your enemy's forces; and forge enough keys to unlock the Crucible's Vaults. You begin your turn by declaring one of the three Houses within your deck; and for the remainder of the turn you may play and use cards only from that House. For example; if you take on the role of the Archon Radiant Argus the Supreme; you will find cards from Logos; Sanctum; and Untamed in your deck; but if you declare Sanctum at the start of your turn; you may use actions; artifacts; creatures; and upgrades only from Sanctum. Your allies from Logos and Untamed must wait.
Next; you must strive to gain the advantage with a series of tactical decisions; leveraging both the cards in your hand and those in play to race ahead of your opponent. If you wish to weaken your rival's forces; you may send out your allies to fight enemies on the opposing side; matching strength against strength. Otherwise; you may choose to use your followers to reap; adding more Æmber to your pool.
Notably; no card in KeyForge has a cost — choosing a House at the start of a turn allows you to play and use any number of cards from that House for free; leading turns to fly by with a wave of activity! Yet balance is key. If you simply reap more Æmber at every opportunity; your rival may quickly grow their team of minions and destroy yours; outpacing your collection and leaving your field barren. But if you focus on the thrill of the fight alone and neglect the collection of Æmber; you won't move any closer to your goal! If you succeed in finding a harmony within your team and have six Æmber at the start of your turn; you'll forge a key and move one step closer to victory. The first to forge three keys wins!