Game Title:
Elder Sign
Designer: Richard
Launius & Kevin Wilson
Manufacturer:
Fantasy Flight
Year: 2011
Elder Sign was one
of the first co-operative games we were introduced to back in 2014. Once we got
a little more addicted to gaming it was near the top of our ‘to buy’ list.
Realising that the game was pretty much out-of-print we actually happened upon
it by chance when visiting Skipton in Yorkshire and stepping into Strange Games. This shop was an awesome
find in such a small town and really astonishing given that large cities like
Southampton, where we live, still don’t have a board game store.
In Elder Sign each
player takes on the role of an Investigator, each of which has a special
ability which might help them to heal or improve a dice roll in the game. The
goal for the Investigators is to defeat the Ancient One before it awakens,
which is done by collecting a prescribed number of Elder Signs. Elder Signs are
collected when an Investigator completes the challenge in one of six random
rooms in the game at any one time. Completing these challenges can also give a
player special items that can be used to improve their chances of staying
alive, defeating monsters or being successful in further rooms. However, if an
investigator fails to complete a task then there are negative effects such as
loss of Stamina, Sanity or the appearance of monsters or Doom Tokens which advance
the progress of the Ancient One.
The game is fundamentally one of mitigating dice luck. Six
or more dice are rolled and must match given tasks in each room. Only one task
can be completed at a time and normally any room may have up to three tasks. For
me, this generally results in rolling every dice needed for the whole room in
my first roll, but never being able to successfully roll the matching symbols
again during my turn.
6 standard green dice, with Investigation, Terror, Peril and Lore results, plus the bonus red die (with Wildcard) and yellow die (with four Investigation). |
There are definitely some tactics at play in choosing which
room each character is best placed to tackle based on any special abilities,
the negative effects of failure and any bonus items each player may be
carrying, so it’s not all a ‘dice-luck the game’ situation. It’s also important
to keep an eye on the clock and ensure that you achieve the important tasks
before the clock strikes midnight and new monsters are summoned into the rooms
of the museum.
We’ve got to the point where we do win this game on most
occasions, even against the stronger Ancient Ones, but after trying both expansions
(Gates of Arkham and Unseen Forces) at StabCon South, they definitely seem to make the game more
challenging, so I look forward to these arriving in the post in the next couple
of weeks.
I admit that the Cthulu theme wasn’t one I’d heard of before
playing this game and since this game seems to not be very heavy on theme it
hasn’t yet drawn me in, but it is quick, works with two players and does draw
me into the mission of defeating the Ancient One, so for that it gets a 7.0/10.
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