Fate of the Elder Gods
Published
2017
Publisher
Greater Than Games
Version
First Edition
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.
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.
Cards
1 of 3
70 x 70
20 Cards
2 of 3
44 x 68
100 Cards
3 of 3
70 x 120
16 Cards
Sleeves: 70 x 70
Arcane Tinmen Gloss
Amazon.com Bundle
currently unavailable
Square
1
pack
/
20 sleeves
0
%
0
%
Arcane Tinmen Matte
Amazon.com Bundle
price
$11.99
includes 1 (100) 70.0 x 70.0 packs
includes 1 (100) 70.0 x 70.0 packs
Square
1
pack
/
20 sleeves
0
%
0
%
Docsmagic Premium
Amazon.com Bundle
currently unavailable
70x70
1
pack
/
20 sleeves
0
%
0
%
Docsmagic Standard
Amazon.com Bundle
currently unavailable
70x70
1
pack
/
20 sleeves
0
%
0
%
Fantasy Flight Supply
Amazon.com Bundle
price
$5.44
includes 1 (50) 70.0 x 70.0 packs
includes 1 (50) 70.0 x 70.0 packs
Square
1
pack
/
20 sleeves
0
%
0
%
Gamegenic Matte
Amazon.com Bundle
currently unavailable
Square
1
pack
/
20 sleeves
0
%
0
%
Gamegenic Prime
Amazon.com Bundle
price
$6.94
includes 1 (50) 73.0 x 73.0 packs
includes 1 (50) 73.0 x 73.0 packs
Square
1
pack
/
20 sleeves
0
%
0
%
Legion
Amazon.com Bundle
currently unavailable
Square
1
pack
/
20 sleeves
0
%
0
%
Mayday Premium
Amazon.com Bundle
price
$2.50
includes 1 (50) 70.0 x 70.0 packs
includes 1 (50) 70.0 x 70.0 packs
Square - Small
1
pack
/
20 sleeves
0
%
0
%
Mayday Standard
Amazon.com Bundle
price
$2.25
includes 1 (100) 70.0 x 70.0 packs
includes 1 (100) 70.0 x 70.0 packs
Square - Small
1
pack
/
20 sleeves
0
%
0
%
MTL Thick
Amazon.com Bundle
currently unavailable
70x70 mm
1
pack
/
20 sleeves
0
%
0
%
Paladin Card Protection
Amazon.com Bundle
currently unavailable
Kai
1
pack
/
20 sleeves
0
%
0
%
Sapphire
Amazon.com Bundle
currently unavailable
70x70
1
pack
/
20 sleeves
0
%
0
%
Sleeve Kings
Amazon.com Bundle
price
$2.50
includes 1 (110) 70.0 x 70.0 packs
includes 1 (110) 70.0 x 70.0 packs
Small Square
1
pack
/
20 sleeves
0
%
0
%
Swan Panasia Premium
Amazon.com Bundle
currently unavailable
70x70mm
1
pack
/
20 sleeves
0
%
0
%
Swan Panasia Standard
Amazon.com Bundle
currently unavailable
70x70mm
1
pack
/
20 sleeves
0
%
0
%
Ultimate Guard Premium
Amazon.com Bundle
currently unavailable
Square
1
pack
/
20 sleeves
0
%
0
%
Ultimate Guard Supreme
Amazon.com Bundle
currently unavailable
Square
1
pack
/
20 sleeves
0
%
0
%
Ultra Pro
Amazon.com Bundle
price
$4.93
includes 1 (50) 69.0 x 69.0 packs
includes 1 (50) 69.0 x 69.0 packs
Square
1
pack
/
20 sleeves
0
%
0
%