Fate of the Elder Gods Board Game
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.
24 Page Full Color Rulebook
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
60-120 minute play time
Pickup in Clayton South, VIC : FREE
Standard Shipping Australia-wide : $10.00
Express Shipping : Calculated in checkout based on weight and distance