Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
A two-player card game of dueling mages. Each player gets a symmetrical deck of cards with values from 1 to 4 which symbolize the troops of magic minions he has created. Players take turns laying down their chosen cards to form a line of 3 or 4 (depending on the mode of play). Th...
Players
2
Time
10-30
Age
7+
Weight
1.29
Rating
6.93
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited 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 interaction frequency. Limited emphasis on cooperation.
Eter has a high replayability score due to its strong variability in the gameboard, expansions available, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also allows players to improve their strategy over time, with deep strategic possibilities. The player interaction score is moderate, and the game scales well with different numbers of players. While the game may not be the easiest to learn, it offers a good balance between ease of learning and depth of gameplay. Overall, Eter provides a fresh and engaging experience with high replayability.
Eter has a moderate level of luck involved in the gameplay. Random elements have a minimal impact on the game outcome, and 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
A two-player card game of dueling mages. Each player gets a symmetrical deck of cards with values from 1 to 4 which symbolize the troops of magic minions he has created. Players take turns laying down their chosen cards to form a line of 3 or 4 (depending on the mode of play). They must follow several rules when doing so: stronger cards can cover weaker cards The playing field is created as more cards are dealt Additionally, players can use: power cards - at the beginning of each turn two powers are laid out on the table and available for each player to play instead of making their move Illusion spell - once per battle a player can draw a face down card, the opponent doesn't know if he can draw it or not, if he tries to draw a card of lesser or equal value he will only lose his card Explosion - if any player fills the playing field by laying down 2 full lines of cards, an explosion occurs which discards certain cards laid out on the table When one of the players wins the clash by laying down a line, the effect of this victory is marked on the board (in the place where the last card was laid down). The board is a reflection of the playing field, if one player wins by making a line on the board he wins the whole game , or if he has the lead after 5 rounds of play. In addition before the game each player chooses his mage, each player has a unique and very powerful ability which can be used only once per game. —description from the designer
Media
Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.
No media imported yet.
Editions
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
Files and documents
No files imported yet.
Commerce mapping
No commerce mappings imported yet.
Credits
Linked items
Related games and expansions help build a connected catalog around every title.
No linked items imported yet.