Elder Sign

Designers: Richard Liunius and Kevin Wilson

Artwork: Dallas Mehlhoff

Theme: Throughout the museum's history, visitors have been drawn to its unparalleled collection of ancient exhibits and exotic curios from faraway places.  But in 1926, unimaginable horrors from beyond threaten to use the artifacts as a means to enter our world, bringing an end to all of humanity.  The clock is striking midnight and a small group of courageous investigators desperately search the marbled halls for the legendary symbol that will keep our world safe!  the Elder Sign...

Game Information

  • Play Time:  90 minutes
  • Player Count:  1-8 players
  • Ages:  13+
  • Complexity of Rules:  Medium
  • Setup Time:  Medium
  • Replay Value:  Medium
  • Direct Conflict: None

How It Plays

  • Game Mechanics:  This is a thematic, cooperative, dice rolling game.  Players roll dice to trying match symbols on adventure cards and monster tokens.  If a player fails to defeat the card, they loose health or sanity but if they succeed they acquire helpful spells, weapons and Elder Signs.   The goal is to get find enough Elder Signs before too many doom tokens are added to the ancient one's card.
  • Turn Summery: 
    1. Movement Phase:  The player may move their investigator marker to any adventure card, any other world card, or the entrance sheet.
    2. Resolution Phase:
      • If on an adventure card or other world card, the player rolls their dice.
        1. If the symbols match one of the card's tasks, place those dice on the card and re-roll the remaining dice. 
        2. If the symbols don't match a task, 1 die die must be removed for the next roll. 
        3. A player may set one die aside on a failed roll as a focused die (locked) to keep from having to re- roll it.
        4. If all tasks are completed the player earns the rewards shown at the bottom right.
        5. If the player runs out of dice or re-rolls then the player suffers the penalties shown on the bottom left.
      • If on the entrance sheet - perform one of the actions on the sheet to heal or buy items.
    3. Clock Phase:  Advance the doom clock 3 hours.  If the clock hits 12,  a new Mythos card is drawn and it's effects are resolved.
  • End Game/Victory:  The players win if they acquire the number of Elder Sign tokens shown on the Ancient One's card before it awakens.  If the number of doom tokens reach the limit shown on the Ancient One's card, it awakens and the players must try to defeat it in battle.  If the players defeat the Ancient one in battle they win if not they lose.




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Publisher Fantasy Flight

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