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Fate of the Elder Gods
30m - 90m
1 - 4 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Horror
Miniatures
Mythology
40.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ajewo
Card-driven area control game in the Cthulhu universe. Mix of a chaotic and strategic game. What makes the game special? * Intertwined game mechanics (multi-used cards, area movement, area majority, area effects, investigators) * Mean "Crossroad" curse cards + Artwork (nice looking game board) + Components (a lot of colored plastic minis) + Multiple-used spell cards: discounts / abilities / location movement + Players change the requirements to move to a location by playing spell cards + Different locations with changing movement requirements and different effects + Each elder god has a different ceremony effect (asymmetric, unique power) + Take-that by raids and conditional curse cards (similar to Crossroad cards in Dead of Winter). The take-that don't feel so mean than in other games, maybe because you always have options and all the negative actions balance each other out + Investigators as "NPC" player + Museum cards grant special abilities + Two different end game conditions (strategies) + Many paths to victory # Language dependent # Thematic but also rather abstract gameplay # Best with 3 players # Random die roll if you do not have control in a location (luck of the roll) # Random die roll for location "Other Worlds" (luck of the roll) # Overwhelming for beginners (convoluted, many locations with different effects) # Potential for analysis paralysis due to many available options and intertwined relation of cards, curses, locations, majorities, artifacts # “Oh, you triggered this curse a little while ago, can I read it now?” # A bit fiddly Similar games: * Games by Carl Chudyk (Glory to Rome, Innovation, Impulse)
charlest
A worker placement sheathed in theme and area control. Feel a bit duped and this one proved more rote than I was hoping.
Cavalier281
This one was a big disappointment. Eveyrthing about it sounded really neat but in actual practive, the game was dull, repetitive, and rarely delivers the experience it advertises (games will end more often from a player being eliminated than by someone summoning their Elder God),