

Additionally, all Adventure cards feature unique requirements, and many have powerful text that radically alter gameplay. The staggering number of possible museums means that investigators will almost never pursue the same sets of clues in two separate games. During game setup, players build the museum with six initial Adventure cards, chosen at random. Not all rewards are good, though, and the successful completion of some Adventures may release monsters or lead to Other World Adventures, bringing greater risks and rewards to the table.Įlder Sign features 48 Adventure cards representing the supernatural events and places of intrigue in and around the museum the investigators must explore to stop the Ancient One. They can yield clues, provide new resources, introduce investigators to new allies, or uncover vital Elder Signs. When you successfully complete all of an Adventure’s tasks, you unlock its rewards. Other failed Adventures push the Doom track further forward or release monsters into the world, making the investigators’ task all the more difficult. Investigators who have their sanity or stamina reduced to zero are devoured and removed from play. Often this means a loss of sanity or stamina-or both. If you fail to complete all of an Adventure’s tasks, your investigator suffers the consequences. To locate Elder Signs, investigators must successfully complete Adventures within the museum and its environs. To resolve an Adventure, you must match dice results against the requirements for each of the Adventure card’s tasks. The investigators cannot afford to fail, lest the Ancient One awake. All the while, they must keep their wits about them, looking for whatever clues they may find among the aisles of artifacts and esoterica. Their investigators must undertake harrowing adventures, confronting supernatural monsters as well as sheer terror and madness. As the investigators continue their desperate exploration, Mythos cards release monsters into the museum and surrounding area, advance the Doom track toward completion, strike at the investigators’ resources, or add new dimensions to the Adventures awaiting the investigators and players alike.īecause the Mythos deck spreads the Ancient One’s influence round by round, players must move quickly. These cards mirror the increasing influence the Ancient One has in the world. Investigators must find enough Elder Signs to seal away the Ancient One forever before it awakens, or they will find themselves forced into combat, directly confronted by the being’s awesome power.Īt the beginning of each game, and each time the Clock strikes midnight, a player must draw a new Mythos card. Monsters may appear, and the Doom track may advance. Each time midnight strikes, there is a chance the Ancient One’s power will spill more fully into this world. The Clock progresses inexorably forward, reducing the time available until the great otherworldly horror emerges. If evil persists, the Doom track advances, bringing the Ancient One closer to awakening. Each of these otherworldly horrors insinuates its unique presence into the world, hindering or limiting your investigators' ability to seek the Elder Signs. Lovecraft, Elder Sign pits players against the terror posed by one of eight possible Ancient Ones. Armed with cards for tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient Ones. In the midst of this chaos, a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever and stop evil Ancient Ones from reducing humanity to cinders.Įlder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror.

Animals, the mad, and those of susceptible minds are driven to desperation by the supernatural forces that the portals unleash. Other Worlds begin to leak through and terrifying creatures of increasing strength steal through them.

It is 1926, and the museum’s exotic curios and occult artifacts open barriers between our world and the elder evils lurking between dimensions. We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight.
