The vibrant playsets combine construction pieces with magnetic dolls that can be dressed up and accessorized. With bright colors—but very little pink!—and detailed, lively illustrations, the Build & Imagine sets encourage girls ages 4+ to be both builders and storytellers.
Elder Sign is a cooperative dice-rolling game based on the Cthulhu Mythos in which you and your fellow players work together as a team of researchers investigating a museum, attempting to prevent the rise of an Ancient One. Players must collect a number of Elder Signs before the Ancient One fills its Doom Track, kills the players, or drives them all mad. Sound good? Then find out more in our in-depth look at both the physical game and its digital alter-ego, Elder Sign: Omens.
How Do You Play?
The museum that forms the playable region of Elder Sign is composed of a number of large cards, each representing a room, while in the digital version you are faced with a map of the museum with a number of locations highlighted on it.
Players choose a room to enter (embarking upon an Adventure) and attempt to roll dice and match the symbols on the card—sometimes in a specific order. If the player successfully completes their Adventure by matching all the symbols, they can gain spells and weapons to help them win more Adventures; they can also gain the all-important Elder Signs needed to defeat the Ancient One. Failing the Adventure can result in a loss of the player’s health and sanity, the arrival of a monster who will increase the difficulty of future Adventures, or Doom being added to the Ancient One’s Doom Track. After each player’s turn, a clock is advanced and at midnight, the Ancient One reveals a card that can benefit them, so players are encouraged to win as fast as possible. Some rooms also have their own, usually negative, Midnight Effects.
How Do You Win and Lose?
To win at Elder Sign, players must collect a set number of Elder Sign tokens. The number is determined by the Ancient One they are fighting.
The tougher the Ancient One, the more Elder Signs will need to be collected to defeat it. Completing some Adventures will win you multiple Elder Signs, but the better the rewards, the harder the Adventure will be to complete. The team of players lose if they all are killed or driven insane by the Ancient One, or if the Ancient One fills its Doom Track.
Are There Any Expansions Available?
Yes. For the physical game two expansions, Unseen Forces and Gates of Arkham, are available. If you are playing digitally, there are currently three expansions: The Call of Cthulhu, The Trail of Ithaqua, and The Dark Pharaoh. All three unlock additional player characters and Ancient Ones to battle.
What Formats Is the Digital Game Available On? Elder Sign: Omens is available on iOS (for both iPad and iPhone), Android, Kindle, and Steam.
How Do the Costs Compare?
The base game currently retails for around $30 with the expansions costing $15 to $20 each, making this one of the cheaper games currently on the market. The digital base game retails for $6.99 (iPad), $3.99 (iPhone), $14.99 (Steam), or around $4.50 on Android. Expansions are $2.99 each.
What Age Is It Suitable For?
The game is recommended for age 12+, and having played it many times, that feels like the correct choice from the developer. While the game play is simple enough that a younger child could understand what’s going on, the artwork is obviously very intense (this is a game set in the realm of the Ancient Ones, after all) and some of the mechanics would likely go over their heads.
The digital version also contains occasional cut scenes that could scare young children. If your child is already acquainted with classic horror, they may enjoy the game, but for the majority, the recommended age will be accurate.
Is It Actually Any Good?
Whether or not you will enjoy Elder Sign, either digitally or physically, is more than likely going to boil down to how much you enjoy randomness as a factor in your gaming. Completing Adventures is entirely based on dice-rolling (occasional cards and characters can change die rolls, but these are frustratingly few and far between), which means that even the best-equipped Investigator can fail spectacularly over and over again if the dice just aren’t in the mood to behave.
This can be incredibly aggravating, and I would know. Despite countless attempts and intentionally hoarding as many helpful cards as possible, I am still yet to beat the final card of The Call of Cthulhu expansion, by nothing more than sheer bad luck.
The randomness effect does, however, level the playing field, meaning that any group of players can work well together from experienced Investigators to total newbies.
The cooperative element really shines during physical play, as players debate which rooms/Adventures they should attempt and which to avoid. We played as a group late on New Year’s Eve and, despite losing spectacularly, had a great time playing—and isn’t that the whole point?
Digital Vs. Physical Green = Pro, Red = Con, Black = Neutral
Game set up is as good as instantaneous.
The game keeps track of which cards can be used at any time, instantly deals out the correct rewards (or penalties) at the conclusion of an Adventure, and advances the clock as required.
The player has to play as multiple characters, remembering each individual’s special abilities and current inventory once their turn rolls around.
Designed for single player, so you don’t need to get a group together.
The single-player format means the game loses out on the cooperative nature of the physical version, arguably one of its best parts.
Both the base game and the expansions are cheap. The complete game with all expansions can be bought for as little as $13.
The base game is somewhat limited and quickly becomes repetitive, so the temptation to buy expansions is high.
Rooms with a Midnight Effect (a usually negative outcome every time the clock strikes midnight) are easily spotted on the map, as are those with Terror Effects.
Only one room can be seen at a time, so the player must either remember the requirements for each one or spend time looking at each one every time they choose a new room/Adventure.
Lots and lots of parts means the game takes a very long time to set up.
The game can be played by up to eight people, making it a great party game and a good choice at a games night with lots of guests, where other games might leave people out.
Midnight and Terror effects are written in small print on the cards, making them easy to overlook.
Although more expensive than the digital game, the physical edition is one of the cheaper games on the market (keep an eye out for frequent price reductions too).
Despite being cheaper than many games, the build quality is fantastic and the pieces are all well made and lovely to handle.
There are only two expansions. However, for those of us trying to limit our rapidly growing game collections, this may be a good thing!
The cards representing the rooms are laid out on the table and the requirements for each one can be seen all at once, making choosing your next room/Adventure easier.
Best played with a group, so not ideal if you don’t have a gaming group or local gamer friends nearby.
GeekMom received the base game ofElder Signs: Omens for review purposes.
Welcome to Fund This, a new section of GeekMom that will focus on a few places to put some of your hard-earned cash. We’re planning to highlight interesting projects on crowdfunding websites, such as Kickstarter, Indiegogo, and much more. Read to make someone’s dream a reality?
This week, the section is kicking off with the STEAM Carnival. After all, who doesn’t love a carnival? It’s got fried dough, rides, and prizes. However, the STEAM Carnival is not your typical carnival. While I can’t exactly vouch for the types of fried goods that will be on display, know that this event will certainly be a thrill ride.
For this month’s Muse of Nerds, I quickly grabbed onto the STEM to STEAM movement (adding ‘arts’ to the technical.) Creativity is the foundation for advancement in all fields. The arts — writing, music, art, theater and dance — paired with science, technology, engineering and math, foster a relationship between both sides of the brain for maximum human innovation potential. Trying to place STEM at the top of the educational plant stifles growth.
In 1858, Friedrich Kekule published a paper that showed, visually, how atoms bond chemically. He continued to play with the design until in 1865, he put carbon as a six-sided ring (hexagon) with chains and links, which gave rise to organic chemistry. Kekule started out as an architect before switching to the new science of chemistry. The visualization of chemical bonding didn’t come out of experiments in the lab, but a daydream while riding the bus. His brain looked at chemistry with an architect’s eye.
Daniel Tammet holds the European world record for reciting pi from memory. Daniel can “sense” if a number is prime. I think it’s important to mention that Daniel has high-functioning autism because many educators tend to steer children on the Autism spectrum towards STEM fields. However, Daniel uses the arts to “see” numbers. He is a lucid writer with his book, Born on a Blue Day. The way he was able to memorize pi was by creating a visual landscape in his mind. Clearly, art and math are tied for him.
Science News had a special issue on August 14, 2010 devoted to our minds on music. It was a fascinating look at how music influences our growth emotionally and mentally. In it there was a quote from Istvan Molnar-Szakacs, a neuroscientist at the University of California, Los Angeles, “In terms of brain imaging, studies have shown listening to music lights up, or activates, more of the brain than any other stimulus we know.” That’s just listening! As Daniel Levitin, director of the music perception, cognition and expertise laboratory at McGill University in Montreal explained, “Music processing is distributed throughout the brain…and playing an instrument, in particular, is an ensemble activity. It involves paying attention, thinking ahead, remembering, coordinating movement and interpreting constant feedback to the ears, fingers and, in some cases, lips. It is one of the most complicated tasks that we have.”
How could that kind of thinking be considered extracurricula? That’s the saddest part. STEM in education is not just getting the funding for special programming, but amazing mental tasks like music aren’t even in the BASIC CURRICULUM!
This very morning I was teaching a creative writing class to some junior high students. The stories will be used to later design and program robots (based on challenges the writing students come up with). The writing students have to be creative to make their challenges cohesive with their story lines. The robotic students have to be creative in designing and programming robots. Tying the two endeavors together gives the project more weight.
Have you ever been to a science museum? Did you attend any of the fantastic theater shows? Watching a story unfold is basic human communication. Lecturing is not.
My children were taking a botany course and convinced their teacher to demonstrate their plant family identification ability using interpretive dance. Seriously. Their teacher was cool about it and let them try. They took all the information they knew about these plant families (memorizing), decided on what was the most important and distinguishable traits (critical thinking) and then came up with movements to convey the information in a clear way (innovation.) By using their full body to translate the concepts, more parts of their brain were used. Do you think they will remember the information better than if they wrote it out on a test? Can your fingers remember a song on the piano from when you were a child? Muscle memory is a powerful tool.
My husband teaches genetics and is frustrated at the lack of “creative and independent thought” the students portray. Students walk in the classroom lacking good reading, writing, and critical thinking skills. The scientists getting prizes don’t spit out what they were taught. They dream, they doodle, they hum, they dance their way to success.