Fate of the Elder Gods
BGG rank
BGG #3,045
BGG rating
7.2

Fate of the Elder Gods

2017

Rules assistance for Fate of the Elder Gods

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–4 players
  • 30–90 min
  • 13+
  • Complexity 2.8/5

For 1 player

Rules assistant for Fate of the Elder Gods

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Answers come from the official rulebook, with the page to check.

Fate of the Elder Gods is a board game released in 2017 for 1–4 players, 30–90 minutes per game, and ages 13 and up. It was designed by Darrell Louder, Richard Launius, and Christopher Kirkman and its main mechanics are Variable Player Powers, Hand Management, and Take That.

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About the game

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 Ancient Ones.

Questions and answers

Fate of the Elder Gods supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.