
Fate of the Elder Gods
A board game by Richard Launius, Darrell Louder, Christopher Kirkman
1-4 2-4 3
30-90 minutes Medium
Hand Management, Variable Player Powers, Area Majority / Influence, Area Movement, Dice Rolling, Take That, Solo / Solitaire Game, Worker Placement
Miniatures, Mythology, Adventure, Dice, Horror
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Description
In Fate of the Elder Gods, players take on the role of cults trying to summon ancient evil and bring about the fall of mankind. Each cult is in competition to be the first to summon their god, while also fending off investigators trying to stop them. To aid in their mission, players use a variable hand of spell cards to navigate the areas around Arkham and ready powerful spells. As cults travel to different locations, they gain control and unlock powerful abilities, such as gaining artifacts or enabling their Elder God's Dark Gift. However, they must be careful not to attract too much attention from investigators, who can raid their cult's lodge and get in the way of summoning their Elder God. The goal is to raise the Summon Track to 9 before the investigators save humanity, unleashing eternal servitude to the Ancient Ones and heralding the end of the world.
