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.

Andromeda's Edge

Andromeda's Edge

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 The family resemblance is immediate, except that wizards have been replaced by ships and the whole thing feels like an organic, far more loaded evolution of the same idea.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

0 comments

Read on

All reviews →
  • The Old King's Crown

    The Old King's Crown is a tough but fair asymmetric card game that needs a group willing to learn its peculiarities. Once the early learning games are out of the way, I found in it much of what I wanted Arcs to give me.

    TheTrainSpotter · 4 Mar 2026
  • Forestry

    Forestry is a tight resource-management euro that, despite my reservations about its “best with 2” reputation, worked wonderfully with four players. Its diverging paths to victory and crushing endgame make it far more interesting than I expected.

    TheTrainSpotter · 16 Feb 2026
  • Ayar: Children of the Sun

    Ayar: Children of the Sun is a euro that dares to tighten up rather than open out as the game progresses. With an original tableau-building grid and meaningful indirect interaction, it asks for more than one play before it reveals what it can do.

    TheTrainSpotter · 9 Feb 2026

More by TheTrainSpotter →