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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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Forestrian
Chaotic, thematic fun for gamers. Too many rules, abilities, and special effects to be considered a casual game. It has rough edges but I prefer that to extreme streamlining which hurts the theme and variety. Feels like a game from 2010 in a good way if you know what I mean. From a time when FFG was still cool.
cbazler
There is much to like here. On one hand, strategic decisions are very involved, as you need to think multiple turns in advance to play well, seeding both your lodge and the board with cards and trying to predict opponents' moves. On the other hand, the game is very tactical, changing your decision space every time you draw cards or see what other players put down. However, the limited board means you do often feel like you're doing the same few things over and over again, and since there is quite a bit of luck in the game, turns can be frustrating if you can't move where you need to (or can't play the spell you want). The "take that" elements, though pervasive, don't bother me here as much as they might in other games, partially because the game is so tactical, but also because you deal out what you receive.
BadgerGatan
Eh, not particularly fun. For this game to get played more than a few times, it NEEDS expansions probably, but I don't like it enough to really look much more into it. Variability between plays seems low. The game is very aggressive, with negative player interactions and long turns characterized by agonizing decision-making. You can get decimated by luck, or the cards can randomly favor you. There are mitigation factors (artifacts and escalating random resource abundance), but they take too long to kick in, and even the mitigation is partially driven by luck. Decision space isn't particularly interesting, and the Investigator Raids aren't a fun mechanic. Curses are my favorite idea, but they feel really unpleasant in practice. Packing constant mandatory player conflict (direct and negative) into a Lovecraftian theme (meh) with moderate-high luck dependence and high downtime is the perfect formula for a game I won't like. Agh, left a bad taste in my mouth.