
A New Dawn Rises
Become a new Archon inĀ Age of Ascension! As a new set ofĀ KeyForge,Ā Age of AscensionĀ mixes up the cardpool with 204 brand-new cards, joining 166 cards first introduced inĀ Call of the ArchonsĀ toĀ create an entirely new pool of 370 cards and billions upon billions more Unique Decks for you to discover, learn, and master.
Importantly,Ā Age of AscensionĀ is a companion toĀ Call of the Archons, not a replacement or a sequel!Ā You don’t need to start withĀ Call of the ArchonsĀ in order to reachĀ Age of Ascension, and you don’t need to switch toĀ Age of Ascension Archon DecksĀ in order to remain competitive. Archon Decks from each set are equally matched against one another, which makesĀ Age of AscensionĀ an invitation to embrace even more of the spirit of exploration and discovery that makesĀ KeyForgeĀ unique.

This new set further explores the gameplay ofĀ KeyForgeĀ with new keywords, restricting when certain cards can be played or freeing others from the constraints of standard placement. For example, the Brobnar are well known for their love of battle and their eagerness to land the first strike.Ā Age of AscensionĀ offers a new tactic for the House with cards likeĀ First BloodĀ (Call of Ascension, 7) that feature the Alpha keyword, meaning that they can only be played as your first action during a turn. If you can establish a solid battleline, filled with the greatest Brobnar warriors, First Blood lets you open your next turn with a devastating alpha strike.
On the other end of the spectrum, the darkest creatures of the Crucible gain the power of Omega. The varied beings of Untamed can call upon aĀ DuskwitchĀ (Age of Ascension, 320), while the demons of Dis can make use of anĀ Unlocked GatewayĀ (Age of Ascension, 67) to destroy each creatureābut the Omega keyword guarantees that this card must be the last card you play on your turn. While this gateway does not force you to take chains likeGateway to DisĀ (Call of the Archons, 59), this destructive power still comes at the cost of an opportunity, preventing you from playing any creatures unless you are willing to sacrifice them.
Finally, the new Deploy keyword mixes up your ordinary approach to building your battleline. Rather than building outward from the edges, a creature with Deploy can enter play anywhere in your battleline! You will find this keyword on only the quickest, likeĀ LamindraĀ (Age of Ascension, 272), and the most skilled warriors of the Crucibleāthose who can create order even in the middle of a chaotic clash between rival Archons.Ā “Lion” BautremĀ (Age of Ascension, 211) of House Sanctum grants power to his neighbors. With the ability to place him anywhere in your battleline, you have the freedom to select your most valuable creatures and bolster them, perhaps keeping a creature holding captured Ćmber alive for a little longer, or granting one of your warriors the strength to destroy a particularly troublesome opponent. With these new keywords adding to the depth of the Crucible and the games that you play, you’ll be able to further develop your personal playstyle and discover brand-new decks that can reach their full potential in your hands.

The previously unseen cards ofĀ Age of AscensionĀ are seamlessly mixed with 166 favorite cards fromĀ Call of the ArchonsĀ to create new synergies and allow you to rediscover familiar cards in a fresh light. Cards that appear in both sets, such as theĀ Witch of the WildsĀ (Age of Ascension, 369), have different card numbers fromĀ Ā theirĀ Call of the ArchonsĀ counterpartĀ Ā (Call of the Archons, 347), but all other text and abilities remain the same. Additionally, while the new card pool does feature the return of favorite cards, you will never find anĀ Age of AscensionĀ deck with only cards that originally appeared inĀ Call of the Archons. In every deck you open, you are guaranteed to see new faces like House Mars’s monstrousĀ Ā Xanthyx HarvesterĀ (Age of Ascension, 173), and perhaps even meet some new allies who give you a sense of dĆ©jĆ vu, likeĀ ArchimedesĀ (Age of Ascension, 108), who keen-eyed players may recognize as the loyal companion of Quixo the Adventurer.
Even cards that do not carry over fromĀ Call of the ArchonsĀ toĀ Age of AscensionĀ have the chance to make an appearance as new Legacy cards. Like the player-favorite Mavericks (which continue to appear inĀ Age of Ascension), Legacy cards are plucked from their normal settings and placed in new situations to unlock even stranger synergies. InĀ KeyForge, any card that has existed in any previous set can be pulled forward to become a Legacy card included in a current Archon Deck. For instance, even thoughĀ Quixo the “Adventurer”Ā (Call of the Archons, 144) is not included in theĀ Age of AscensionĀ cardpool, he still has a chance of appearing in yourĀ Age of AscensionĀ decksĀ as a Legacy card. A new age is about to begin and no one on the Crucible is willing to be left behind.

The Power in Your Hands
Beyond the cards themselves, you may notice other subtle differences inĀ Age of Ascension, highlighted in the setās new starter. TheĀ KeyForge: Age of Ascension Two-Player Starter SetĀ features all the tools you need to either begin or expand your adventures on the Crucible, including two uniqueĀ Age of AscensionĀ Archon Decks, a Quickstart Rulebook, two paper poster playmats for easily organizing your play area, and all the keys, tokens, and chain trackers you and your opponent need to start playing.
Unlike theĀ Call of the Archons Starter Set, this set does not include two standardized learning decks, and you’ll also discover that stun and increased power are now marked by tokens rather than status cards. Both theĀ Call of the Archons Starter SetĀ and theĀ Age of Ascension Two-Player Starter SetĀ provide excellent points of entry for new players, and as the game continues to grow, the power is with you to choose the option thatās right for you.Ā

Once theĀ Age of AscensionĀ setĀ lands at retailers in the second quarter of 2019, you’ll be able to track your Archon Decks from bothĀ Call of the ArchonsĀ andĀ Age of AscensionĀ in the Master Vault atĀ KeyForgeGame.com. Here, you can track your decks and see how they fit into the meta at large, follow the performance of other Archons across the Crucible, and stay updated on tournaments and events fromĀ Fantasy Flight Games Organized Play. AsĀ KeyForgeĀ continues to evolve, so too will the Master Vault, so keep an eye out for what secrets are emerging!
A Softer Side
Each of the seven Houses first introduced inĀ Call of the ArchonsĀ gain new allies and tools in theĀ Age of Ascensionāand some of the most lively characters and deafening machines are found in the renewed ranks of House Brobnar. Hailing from snow-capped mountains inaccessible to all but the hardiest creatures of the Crucible, this House is known for their love of a good fight and anything that creates noise and destruction. But not all in their ranks share this desire for destruction. For example,Ā Culf the QuietĀ (Age of Ascension,Ā 20) wishes for nothing more than to be left in peace, borrowing the Elusive keyword from his fellow goblins in the House to avoid confrontation. But as a giant, Culf still possesses six power if you call him to battle, more than any other elusive creature currently in the game!

As the world of the Crucible continues to grow, you will encounter new and wondrous species in every corner of this growing planet. Among the ranks of House Brobnar, we have seen goblins, humans, and giants. But there are beings, old as the mountains themselves (or potentially even older) that dwarf even the grandest giants.Lollop the TitanicĀ (Age of Ascension, 14) is one such creature. As a grand titan, Lollop can withstand the blows of an entire enemy team with his incredible eleven power, even if he doesn’t deal any damage when he is attacked.Ā
One may not think it when first looking at these intimidating warriors, but the members of House Brobnar are quite fond of pets, and in true Brobnar style, their favorite animals are those who create lots of noise and destruction, such as the Grumpus. These creatures are half wolf, half rhino, half tank, and all grumpy. Only the strong-willed Brobnar would look at these beasts and think they could be tamed. But giants like theGrumpus TamerĀ (Age of Ascension, 39) have domesticated them⦠kind of. Now, this House can use their beloved monsters to pull vehicles like theĀ Grump BuggyĀ (Age of Ascension, 24), which can bring your opponentās progress to a standstill if your team possesses the power needed to control the wild beast. But perhaps they are at their most effective when the Brobnar simply aim aĀ War GrumpusĀ (Age of Ascension, 52) in the direction of their enemies and let it loose. There may be a whole new world to discover about House Brobnar, but they will always be the proud brawlers players fell in love with from their first appearance on the Crucible. They’re just a bit more… grumpy.





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