boardgame

Fate of the Elder Gods

star-emptystar-emptystar-emptystar-emptystar-empty

Where To Play

Find gamers to play Fate of the Elder Gods and make friends!

@
Offline
0
Matches At Gamers.online
0
People Looking For Players
0
Locations At Gamers.online

Conquer the World-Rank #1 in r

Make every match of r count, earn GO XP, and be #1 in your favorite Video Game. Start now and create your CV at Gamers.Online!

Expansion

Expansions

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

Matches

No matches

Game Details

Overview
Game thumbnail
star-emptystar-emptystar-emptystar-emptystar-empty
1-4
90
BoardgameMythologyDiceMiniaturesAdventureHorror

Go World Ranking

No Data. You can be the first TOP1!

Game Info

Description

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.

Random Games

Phantom of the Northern Marches

Mekton Advanced Combat System

Havens of Gondor: Land of Belfalas

Sea-lords of Gondor: Pelargir and Lebennin

Campaign Sourcebook (d20 3.0)

Assassins of Dol Amroth

Merc

Undead States of America

Far Harad: The Scorched Land

Campaign Book 1: Rhodesia