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Fate of the Elder Gods: Beasts From Beyond – Shan

Fate of the Elder Gods: Beasts From Beyond – Shan

Requires:Fate of the Elder Gods

Designed by Christopher Kirkman, Richard Launius + 1 more

Published by Greater Than Games, LLC

Expansion
Table Status Unknown
Crowdfunding: Kickstarter
Game: Fate of the Elder Gods

Players

2-4

Play Time

60-120 min

Complexity

N/A

Rating

6.8

Community Snapshot

60–120 min
6.8 on BGG (10)

Categories

Adventure
Explore, discover, and overcome challenges in a narrative-driven experience.
Dice
Dice rolling is a core mechanism — outcomes depend partly on luck.
Expansion for Base-game
This is an expansion — requires the base game to play.
Horror
Dark, scary themes — survive monsters, solve mysteries, or face the unknown.
Miniatures
Features detailed miniature figures — often with painting and tactical positioning.
Mythology
Draws from ancient myths and legends — gods, heroes, and epic tales.

Since 2017, Fate of the Elder Gods: Beasts From Beyond – Shan has captivated fans of worker placement and area control with its design.

How It Plays

Area Majority / Influence

You're competing to have the most presence in key areas on the board — think of it like a friendly turf war.

Area Movement

You move your pieces across different regions on the board, trying to position yourself in the best spots.

Dice Rolling

You roll dice to determine outcomes — there's always that thrilling moment of suspense before they land!

Hand Management

You have a hand of cards and deciding which to play, save, or discard is the core puzzle.

Variable Player Powers

Each player has unique abilities that make their experience different — finding the best way to use yours is half the fun.

Worker Placement

You place your workers on action spaces to claim them before anyone else — it's a scramble for the best spots!

About This Game

Promotional monster given to Kickstarter backers and handed out at Gencon 2017. During another Cult's Prepare Phase, discard a Token, look at that Cult's hand of Spell cards, and choose a Spell card. The Cult must use only that Spell card for their Astral Symbol during the Move Phase.…

Source: BoardGameGeek

View on BoardGameGeek

Year

2017