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Fate of the Elder Gods box top
Fate of the Elder Gods Game Board (Fate Clock)
Fate of the Elder Gods, Fabled Nexus, 2016 — models for miniatures (image provided by the publisher)
Game Setup example
Fate of the Elder Gods, Fabled Nexus, 2016 — sample cards (image provided by the publisher)
Fate of the Elder Gods, Fabled Nexus, 2016 — front cover (image provided by the publisher)
3D Box mock-up
Sketches by Jorge Ramos, sculpt by Chad Hoverter
Fate Clock Locations defined
Cthulhu & Yog-Sothoth

Fate of the Elder Gods (2017)

Số người chơi
1–4
Tốt nhất: 3 người
Thời gian chơi
30–90 phút
Độ tuổi
13+
7.22
Điểm trung bình
1.147
Lượt đánh giá
2.83/5
Độ phức tạp
#3017
Hạng BGG
Top 5.000
Tác giả:Richard Launius, Christopher Kirkman, Darrell Louder
Hoạ sĩ:Christopher Kirkman, Darrell Louder, Nolan Nasser, Lucas Durham, Jorge Ramos, Chad Hoverter
Nhà phát hành:Greater Than Games, LLC +1 khác
Điểm trung bình, lượt đánh giá, độ phức tạp và hạng lấy từ BoardGameGeek (BGG).
Hồ sơ game
  • Game này: Chiến thuật 7, May rủi 7, Tương tác 6, Độ phức tạp 5.7, Chủ đề 8
Chiến thuật7.0
May rủi7.0
Tương tác6.0
Độ phức tạp5.7
Chủ đề8.0

Chiến thuật, may rủi, tương tác, độ phức tạp và chủ đề của game này.

DiceAdventureHorrorMiniaturesMythologyVariable Player PowersHand ManagementArea MovementDice RollingArea Majority / InfluenceWorker PlacementTake ThatSolo / Solitaire Game

Giới thiệu

In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom...before it's too late!

During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell's Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location's Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult's Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power.

As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God's Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult's lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it's game over!

If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, "win" is a relative term as it will certainly herald the end of the world — but that's a small price to pay for eternal servitude to the Ancient Ones.

Bản mở rộng

Fate of the Elder Gods: Beasts From Beyond
Fate of the Elder Gods: Azathoth
Fate of the Elder Gods: Promotional Cult Cards
Fate of the Elder Gods: Beasts From Beyond – Shan
Fate of the Elder Gods: Beasts From Beyond – Ghoul
Fate of the Elder Gods: Cerulean Tendril
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