Welcome to Aegis, the gateway to the Realm of Humans. For centuries, as city states have fought one another for dominance, the city has stood tall and provided protection from strife to refugees from the now barren and wartrodden region known as the Forsaken Lands.
As a result, behind its mighty walls lie an important multicultural center of trade, fertile farm lands and major trade routes.
Nowadays, very few refugees reach the city doors. However, the few adventurous souls that venture into the Forsaken Lands and make it back alive bring tales of ghosts, spirits and dark forces at work. What they call the Blight draws near.
From the Forsaken Lands, one of Gaia's evil brethren has reached out its sickened tendrils to try and overcome all of the land.
Having no armies, nor the power to raise armies, it sends forth creatures of the darkness to terrorize and paralyze the otherwise powerful human realms into inaction and infighting. It is the source of evil that slowly but surely threatens the very existence of the realm, and it has set its eyes on Aegis.
Aegis is a beacon of hope and its fall would strike a deadly blow to the human realm. Four Guilds hold its fate in their hands. For Aegis to live, three must fall and one must rise. Welcome to the Edge of Darkness!
Edge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck-building, and a whole new Threat Challenge system in a medium-weight euro-style boardgame of 60 to 120 minutes for 2 to 4 players.
Players are the heads of powerful guilds in the City. Each Guild vies with the others to become the leaders of the City in a desperate struggle against great evil. But the Guilds must also work together because the dangers facing the city can harm them all.
The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions.
Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City's infrastructure.
To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.