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
Players: 2 – 4
Play Time: 60 – 120 Min
Suitable for ages 14 & up
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