Skip to main content

Board Game Review: Fate of the Elder Gods: Beasts From Beyond


A few months ago, I shared my thoughts on Fate of the Elder Gods in a lengthy review. The team at Greater Than Games has released an expansion, Beasts From Beyond, and I picked up a copy at GenCon earlier this year. This expansion adds fifteen new spell cards (2 of which can be used with the base game even if you don’t use any of the other expansion components), four new Elder Gods that cults may serve, and eight monsters who enjoy tampering with the cultists that can be called by the new spells or through Elder God powers.

As with the base game, the artwork featured in the expansion is beyond extraordinary, given the retail price point. The monster minis are rich in detail. The only improvement possible would be for GtG to offer a release with pre-painted minis for those of us with no painting skills.

IMG_20181107_221409_871

The new figures are not only beautiful but also sturdy. They should endure game after game with little wear or tear.

20181107_223130Each new monster provides strategic advantages to the summoning cult such as constraining or hindering other cults, movement of one’s cultists around the main board, or destroying investigators on the board. I made use of the Hound of Tindalos twice to prevent one of my opponents who was well ahead of me on the summon track from edging closer to a win before I could catch up, so I’m going to have to grant it the honorary status of my favorite monster. Byakhee is another favorite. It allows the controlling cult to move cultists two at a time to another location, making it easier for the cult to gain control. It’s especially powerful when paired with the Elder God that offers the ability to roll dice based on the number of cultists in a location and use the results to advance on the summon track. We’ve played two games incorporating the monsters so far and I’ve still got plenty of experimenting to do with the rest of the monsters to learn the best ways to use them.

Beasts From Beyond is a great investment for fans of Fate of the Elder Gods. It offers a challenging new playing experience.





-------------------------

Publisher: Greater Than Games

Players: 1-4 (We played with 2 and 3)

Actual Playing Time (vs the guideline on the box): About 90 minutes

Game type: area control, dice rolling, worker placement

Rating:

Jenni’s rating scale:

OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me I would keep it.

OUI OUI: I would play this game again; this game is good. I would buy this game.

OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME. 

NON: I would not play this game again. I would return this game or give it away if it was given to me.

Comments

Popular posts from this blog

Board Game Review: Expeditions Gears of Corruption

L ast year I reviewed Expeditions and ranked it #1 among all Stonemaier games on account of the challenging intellectual puzzle it presents. This year I have played my way through the new expansion, Gears of Corruption , and I’m delighted to let you know that it makes the base game even better. That the expansion so cohesively builds on the base game should not be a surprise to anyone who closely examines the original box for Expeditions. All expansion components perfectly fit in that box including the 2 new mechs that nestle in the placeholder cubbies clearly made for them.  That can’t be coincidence. There might a few features rolled into Corruption of Gears that were developed as a result of consumer feedback on the base game (I’m looking at you, wild meeple), but my theory is that Stonemaier did a Lord of the Rings maneuver with this game and its expansions, designing the entire game with most of the additions integrated up front, and then breaking it into base + expansions fo...

Board Game Review: Expeditions

Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat). Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers. During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds ...

A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin!

What follows is the true and unredacted account of my tour of duty as a command leader for the Yin Brotherhood. Map: 5p POK Kazadoom’s Notch Map generated on https://ti4-map-generator.derekpeterson.ca/ Factions: Yin, Yssaril, Nekro, Vuil’raith, Hacan. Round 1 objectives: Engineer a Marvel (R1-1); Push Boundaries (R1-2) Five experienced leaders gathered this weekend to prove themselves worthy. As the Yin, I found myself wedged between the Hacan (around the corner of a notch in the galaxy) and the Yssaril. Word had come down to the Blessed on Darien through our ambassadors and spies that both nearby factions were set on amassing larger fleets and armies, but to what end we were unsure. The Blessed discussed the matter at great length and decided our best defense was to rebuild our flagship the Van Hauge and to take control of as many planets as we could (more, at least, then our neighbors). That would allow us to stand firm in the face of any aggression. As a command leader, I...