|
|
|
|
1-4
30'
13
Uso extensivo del texto.
|
Fate of the Elder Gods
Editor: Greater Than Games (Fabled Nexus)
¡Utilice nuestro mercado utrade!
Fate of the Elder Gods
Contáctenos
Compartir en
Actualmente agotado. Se puede pedir.
Precio de venta al público:
90,50€
79,95€
IT
Gratis
FOTOS EN BGG
Estas fotos son propiedad de boardgamegeek.com y no se refieren específicamente a la edición de esta página.
- 100 tarjetas (45.0mmx68.0mm) [sugerido por ichiruishu]
- 16 tarjetas (70.0mmx120.0mm) [sugerido por CrawlingChaos]
- 20 tarjetas (70.0mmx70.0mm) [sugerido por CrawlingChaos]
=
87,87€
Precio completo
99,30€
=
90,12€
Precio completo
101,80€
=
90,12€
Precio completo
101,80€
100 tarjetas de 45.0mm de ancho y 68.0mm de alto
16 tarjetas de 70.0mm de ancho y 120.0mm de alto
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.
| mecanica: | Área de control/área de influencia Movimiento de área Lanzamiento de dados Manejo de manos Poderes variables del jugador Colocación de trabajadores |
| Categorías: | Aventura dados Terror Miniaturas Histórico |
| Nombres alternativos: | |
| BARCODE: | 798304339345 |
| En 8 listas de deseos En colecciones 3 Esto fue visto 7821 veces | |
- 100 tarjetas (45.0mmx68.0mm) [sugerido por ichiruishu]
- 16 tarjetas (70.0mmx120.0mm) [sugerido por CrawlingChaos]
- 20 tarjetas (70.0mmx70.0mm) [sugerido por CrawlingChaos]
=
87,87€
Precio completo
99,30€
=
90,12€
Precio completo
101,80€
=
90,12€
Precio completo
101,80€
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.
100 tarjetas de 45.0mm de ancho y 68.0mm de alto
16 tarjetas de 70.0mm de ancho y 120.0mm de alto
| mecanica: | Área de control/área de influencia Movimiento de área Lanzamiento de dados Manejo de manos Poderes variables del jugador Colocación de trabajadores |
| Categorías: | Aventura dados Terror Miniaturas Histórico |
| Nombres alternativos: | |
| BARCODE: | 798304339345 |
| En 8 listas de deseos En colecciones 3 Esto fue visto 7821 veces | |
