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Fate of the Elder Gods

FOEG-CORE

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!

  • English
  • from 13 years
  • 1 to 2h
  • 1 to 4 player(s)
44

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Playful reviews about this game

  • Global rate
    4.6/5*
    *Weighted average calculated according to the general average of the store
  • Bloggers (1)
    5/5

74,95 €

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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.

Components:

  • Rulebook (16 pages)
  • Altar Game Board, more or less hexagonal, folds in four (54×48 cm deployed)
  • 8 Lodge player mats (23,5×15 cm)
  • 8 Reference Cards (4 each of Turn Order and Fate Location) (70×120 mm)
  • 8 Elder God Cards (70×120 mm)
  • 65 Spell cards (67×44 mm)
  • 20 Curse cards (67×44 mm)
  • 15 Gate cards (all identical) (67×44 mm)
  • 20 Arcane Artifact cards (70×70 mm)
  • 10 Fate dice
  • 40 Elder Sign tokens (annular)
  • 8 Winter Squall tokens
  • 4 Summon Track tokens
  • 25 Investigator miniatures (grey)
  • 80 Cultist miniatures (20 each in purple, yellow, green, red)
  • 2 Fate Piece minatures (green and grey)
Theme(s) MythologyHorrorAdventure
Language(s) English
Mechanism(s) FigurinesDiceWorkers
Author(s) Darrell Louder Richard LauniusChris Kirkman
Artist Chad Hoverter, Christopher Kirkman, Darell Louder, Nolan Nasser, Jorge Ramos
Note globale 4.6
Editor Fabled Nexus

Expansions

This game is recommended by 1 of our Bloggers

The Bloggers have given a rate of 5/5 on this product
5/5
  • This game was played and recommanded by Vonguru, here its opinion:

    5/5

    Plusieurs choses m’ont frappé dès ma première partie, à commencer par l’accessibilité de Fate of the Elder Gods : le plateau n’est divisé qu’en six zones, juste assez pour autoriser des stratégies variées en même temps qu’une guerre de contrôle du plateau avec les autres joueurs et un rapide apprentissage des subtilités et possibilités du titre. Par ailleurs, il est à l’opposé des eurogames, et cela faisait quelques temps que je n’avais pas joué à un « gros jeu » ameritrash, avec une véritable présence thématique, beaucoup d’adaptation aux actions des autres joueurs, bref un certain plaisir à sentir que l’on n’est pas seul sur le plateau, pour une impression d’interaction et de vie qui est naturellement liée, dans une certaine mesure, à la manipulation du matériel. La quantité de figurines, la diversité (en termes de nature, d’illustrations, de formats) des cartes, favorisent l’intégration des rapports de force et le désir d’en découvre, de vaincre les figurines de ses adversaires avec les siennes. Au sujet des figurines justement, j’ai été frappé que les investigateurs soient tous des investigatrices. On pourrait faire valoir que les femmes sont, « comme par hasard » les antagonistes, et peut-être légèrement trop féminisées (pourquoi porter des talons quand on va affronter des occultistes invoquant une divinité maléfique ?), enfin elles ont le « beau rôle », et la fabrication de 25 figurines féminines sur un thème lovecraftien, chasse gardée des rôlistes il y a quelques années encore, m’apparaît comme une excellente initiative, une raison de plus de s’intéresser à un jeu si sa qualité matérielle et ludique ne suffisait pas !

    L'intégralité de la critique est lisible sur VonGuru : https://vonguru.fr/2019/04/27/fate-of-the-elder-gods-faites-venir-les-grands-anciens-sur-terre/

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