Review
Andromeda's Edge
Andromeda’s Edge takes the core of Dwellings of Eldervale and pushes it in a more lavish, more demanding direction. Its first outing tired me and made me wary of faction balance, but later plays made me revise my opinion considerably.
- Published
- 2024
- Designer
- Luke Laurie, Maximus Laurie
- Publisher
- Cardboard Alchemy, Cranio Creations, CrowD Games
- Players
- 2–4
- Playing time
- 160 min
Dwellings of Eldervale is one of my favourite games of recent years, so Andromeda’s Edge was an instant blind buy for me: off came the shrink wrap and straight onto the table it went. The family resemblance is immediate, except that wizards have been replaced by ships and the whole thing feels like an organic, far more loaded evolution of the same idea.
At its core, Andromeda’s Edge builds a system of modules arranged in rows and asks me to construct an engine around them. The critical point is the reset: that is when I activate one or more of the rows I have put together, so it is not enough merely to gather things; I need to consider the layout and when to trigger my chain.
Around that, there is asymmetric faction play, considerable depth, and somewhat stronger interaction than in Eldervale. Conflicts use the same combat system as that game, a dice system I still consider epic, and here it produced great moments of drama, laughter, and general commotion. When the opponents and factions line up well, the interaction is not just noise: it gives the session tension and stories.
My first game was tiring, though. I appreciated the great depth, the factions, replayability, expansions, and bots — everything that suggests the box offers serious value for money — but at first the abundance of the design felt as though it had gone too far. Above all, the particular asymmetric powers we had that time felt completely uneven. We had a good time, but I did not leave the table burning for an immediate rematch.
In the end, though, Andromeda’s Edge earned its second and third chances. I consider it superior to Eldervale, but also more demanding: it needs more time, more appetite, and a group willing to dig into one particular game. For such groups, it is one of the good ones — full, satisfying, and capable of rewarding them with many very pleasant hours.
Updated session
The later plays were clearly better than the first, not because the game’s demands suddenly vanished, but because the factions were more balanced and the opponents suited one another better. With a less cutthroat group and a good distribution of powers, my initial concern over imbalance receded: the game has things to say, provided you give it the right table composition.
Source: BoardGameGeek
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