Board Game Geek Avg Player Rating: 7.57
Players: 1 to 4
Content Notes: Kickstarter Edition of Fate of the Elder Gods Board Game with Azathoth Elder God Promo plus Beasts from Beyond Game Expansion. Includes core game plus, all stretch goals, plus Beasts from Beyond Game Expansion and The Azathoth Elder God Promo. Published by Greater Than Games. Please note: unless otherwise stated paid add ons from the Kickstarter Campaign are not included. All games are in English.
● The Azathoth Elder God Promo - Shan, Ghoul, Azathoth + deck
● 24 Page Full Color Rulebook
● 1 Quad Fold, Special Cut “Fate Clock” gameboard
● 8 Elder God Lodge Boards
● 48 Punchboard Elder Signs
● 80 Spell Cards
● 20 Ancient Artifact Cards
● 20 Curse Cards
● 20 Gate Cards
● 4 Reference Cards
● 80 Plastic Cultists
● 20 Plastic Investigators
● 2 Plastic Cthulhu Statues
● 10 Custom Dice
● 4 Wooden Summoning Markers
● 8 Page Full Color Rulebook
● 10 Spell Cards
● 8 Monster Cards
● 1 Plastic Shoggoth Miniature
● 1 Plastic Dark Young Miniature
● 1 Plastic Deep One Miniature
● 1 Plastic Byakhee Miniature
● 1 Plastic Goat Spawn Miniature
● 1 Plastic Haunter in the Dark Miniature
● 1 Plastic Hound of Tindalos Miniature
● 5 Plastic Mi-Go Miniatures
● 4 new Elder God Lodge Boards
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.
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