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Fate of the Elder Gods

Suggested price: 90,50 €
Price : 79,95 €
Cheaper with kiwi points : 75,95 €
( for every user! )
Availability: Available (Few copies left)
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Fate of the Elder Gods
The pictures above are indicative and may not apply to the version of the game for sale.
Playing Time Playing time
30 - 90 min.
Number of players Number of players
Suggested age Suggested age
Rules language Rules language
Box language Box language
Year published Year published
Publisher Publisher
Greater Than Games (Fabled Nexus)
Language dependence Language dependence
Extensive use of text - massive conversion needed to be play
Useful links Useful links
Categories Categories
- Adventure - Dice - Horror - Miniatures - Historical -
Game mechanics Game mechanics
- Area Control / Area Influence - Dice Rolling - Worker Placement - Variable Player Powers - Hand Management - Area Movement -
Authors Authors
- Christopher Kirkman - Richard Launius - Darrell Louder -
Expansions Expansions
Fate of the Elder Gods: Beasts From Beyond

Statistics for the boardgame:
"Fate of the Elder Gods"
It is in the cart of 1 user.
It is in the wishlist of 5 users.
It is owned by 2 users.
It has been viewed 2942 times .


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.

Cards suggestion

We have no info about the number of cards in the game. User suggested these compositions:
Login and suggest cards' format!

ichiruishu suggests these cards:
  • 100 45.0mm x 68.0mm
  • 16 70.0mm x 120.0mm
  • 20 70.0mm x 70.0mm

CrawlingChaos suggests these cards:
  • 100 44.0mm x 67.0mm
  • 16 70.0mm x 120.0mm
  • 20 70.0mm x 70.0mm

Barcode: 798304339345
Price : 79,95 €
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