Fate of the Elder Gods: Beasts From Beyond
Fate of the Elder Gods: Beasts From Beyond Rulebook
Table of Contents
Table of Contents
Eldritch Contents
Components of the Beasts From Beyond expansion:
- 4 Lodge player mats
- Each mat names an Elder God: Ghatanothoa, Yig, Dagon and Shub-Niggurath.
- 4 Elder God cards
- 15 Spell cards
- 14 Monster tokens
- 8 Monster cards: Mi-Go, Dark Young, Deep Ones, Shoggoth, Hound of Tindalos, Byakhee, Goat Spawn, Hunting Horror
- 1 Shoggoth miniature
- 1 Dark Young miniature
- 3 Mi-Go miniatures
- 1 Goat Spawn miniature
- 1 Byakhee miniature
- 1 Hunting Horror miniature
- 1 Hound of Tindalos miniature
- 3 Deep One miniatures
Shub-Niggurath Lodge Mat
The Shub-Niggurath Lodge player mat carries this ability text:
Thousand Young: Discard any Monster you Control and its corresponding tokens. Draw 3 Monster cards from the facedown Monster Reserve. Summon 1 and place the other cards on the bottom of the Monster Reserve. This does not result in a Curse.
Incorporating the Expansion
Spells
This expansion includes two Spells that may be used in any game. If you wish to include them, shuffle them into the Spell deck before game set-up.
- Power Surge: Until the end of your turn you Control your current Location.
- Necessary Evil: Gain 2 [icon] or move down 1 on your Summon Track, to Destroy all Curses on you.
Some spells require a [magenta spiral icon] to be Readied. Gate cards in the Astral Column and the symbol at the Other Worlds Location may be used to Ready these Spells. Two symbols of the same type in the Astral Column or Spell Reserve can not be used as a [magenta spiral icon] to pay the cost for these Spells.
Monsters
Monsters are mythical creatures that Cults may Summon to aid in their nefarious quests. Monsters are represented by a deck of cards and a special set of miniatures corresponding to each card.
Set-Up
Shuffle the Monster cards and deal two face-up near the Altar. Place the other Monster cards face-down in a deck to form the Monster Reserve.
In Step 8 of set-up, place the Call of the Wicked Ones, Command, and Enlighten the Investigators Spells in the Spell deck before shuffling.
Summoning and Controlling Monsters
When a Spell ability allows you to Summon a Monster, choose one of the two face-up Monster cards or draw the next Monster from the Monster Reserve. Place the Monster card face-up near your Lodge and retrieve the appropriate Monster miniature(s) from the supply. Any remaining face-up Monster cards are placed at the bottom of the Monster Reserve and two new Monster cards are revealed.
At the top of most Monster cards is a spot for Monster tokens. Retrieve the appropriate amount of tokens from the supply and place one in each spot.
Each Monster card lists the name of the Monster and its Monster abilities. Be sure to activate any special placement abilities that occur when the Monster comes into play. To activate a Monster ability, discard a token on the Monster card and perform the ability. Unless specified on the Monster card, when all tokens have been discarded from a Monster card complete the final token ability and place the Monster on the bottom of the Monster Deck, removing the appropriate miniature(s) from play and placing them back in the supply.
A Cult can only have control of one Monster at any time. If a Spell or Dark Gift would cause a Cult to Summon a new Monster, discard the previous Monster card and all tokens and miniatures before the new Monster is put into play.
Shoggoth
- Place the Shoggoth at Other Worlds.
- Once summoned, and at the beginning of each your turns, roll 1 die for each [cultist icon] present at the Shoggoth's Location. For each [icon] Destroy 1 [cultist icon]. For each [icon] move 1 [cultist icon] to the next clockwise Location. After all dice have been rolled, move the Shoggoth to the next clockwise Location.
- Destroy the Shoggoth when it returns to the Other Worlds.
Goat Spawn
- On your turn, you may discard 1 Token to place the Goat Spawn on a Location, then roll 3 dice.
- For each [icon] move 1 [cultist icon] to another Location. For each [icon] move 1 [cultist icon] to any Lodge.
- Then choose a Cult with at least 1 [icon] at this Location. That Cult becomes Cursed.
New Elder Gods
This expansion includes four Lodge player mats with new Elder Gods that Cults may serve. Any or all of the new Lodges may be used in games of Fate of the Elder Gods. In Step 8 of set-up, shuffle together the Elder Gods cards you wish to use in the game and then proceed with normal set-up.
Ghatanothoa, Yig, and Dagon may be used in any game of Fate of the Elder Gods. Shub-Niggurath may only be used in games that include Monsters.
Below are clarifications of some of the new Elder God Dark Gifts.
Shub-Niggurath
Although the Black Goat of the Woods with a Thousand Young is often considered the mother of most Monsters, the Cult serving Shub-Niggurath may only control one Monster at a time. If you activate Shub-Niggurath's Dark Gift while you have a Monster in play, discard the previous Monster card and all tokens and miniatures before the new Monster is put into play.
The Cult serving Shub-Niggurath may Summon Monsters by using Spells in addition to activating their Dark Gift. The Cult may still only have one Monster in play at a time, and are not protected from any Curse that may accompany the Casting of that Spell.
Ghatanothoa
If any Cult is serving Ghatanothoa, remove the Mi-Go card from the Monster deck during set-up if Monsters are being used in that game.
Game Variants
Just as there are countless mysteries in the Great Unknown, so, too, are there many ways to play Fate of the Elder Gods. Below are a couple of our favorite variants that you can try out to add variety and customize play for your particular gaming group.
Wily Investigators
During Step 12 of set-up, place 2 Investigators on each Location of the Altar instead of 1 Investigator.
Extended Slumber
For a longer (and often more difficult) game, players may agree to extend the winning condition of Summon an Elder God. For a slightly longer game, a player may win only when their Summon token reaches the [Summon Track symbol] of the Summon Track. For a truly epic game, a player may win only when their Summon Track reaches the "3" space of the Summon Track a second time (for a total of 13 Summon spaces).
Solo Play Notes
It is not recommended to use Shub-Niggurath, Ghatanothoa, Monsters, or the Spells Command, Call of the Wicked Ones, or Enlighten the Investigators in your solitaire games of Fate of the Elder Gods.
Transcriber's note: the die-face and token glyphs on the Monster cards and the Spell cards are too small in this scan to read reliably. Each is shown as [icon] or [cultist icon] and must be checked against the printed card before this file is treated as final.