Fate of the Mortals

 Game: Fate of the Mortals Age: 12+
 Publisher: Blue Eyed Games Time: 30 minutes
 Players: 2- 6 Replayability: 8/10

fate of the mortals

Fate of the Mortals

Seldom do I play a board game that has the main mechanic(s) of the game be influenced by everyone playing. This of Camel Up for a second, each racer is directly influenced by the players betting not by one individual person. I think this is a super neat process of playing games because anything goes–we only just hope for the best outcome. In Fate of the Mortals, we are all directing mortals through chambers in order for them to fulfill our requests. So yes, they would be eager to die if the gods (us) ask of it. Throughout the experience, we’ll be placing chambers, moving mortals, collecting treasures and dying or living on our command. Everyone begins with a goal chart while the rest of the setup will be available for everyone. This general setup will have the mortals consolidated into one room and the wound tracker available for all to see. Each turn we will place a chamber, move a mortal, and collect wounds and treasures that follow. Your personal god card will elaborate deeper on what your mortal outcomes should be in order to get points. To give you an example of this: my god card says that the red and purple mortal must die while the other mortals will need to collect different treasure types and exit the chambers alive for me to gain the most points. With this said, each god has their own goal card–so good luck.

My Experience and Final Thoughts

This was a fun experience with more than three players. I started by pushing forward the blue die as I wanted this character to collect the bow and arrow. The piece I placed was a monster pit with the harp (which seems to the basic piece) and I damaged the blue hero by two points. Of the three of us, I was under the impression someone would want this character dead, so I had to make sure I am able to continue building his direction with some health before giving him the arrow and helping him escape. The next player selected a card and directed player red toward the shield. I am not sure if this is what his god card is asking for, but I since I wanted this character dead, I need to make sure to keep my eye on their life before they exit the labyrinth. The game continues with card drawing and placing to have the character move around the labyrinth. I think this is a fun concept that slightly reminds me of Camel Up. I say this because of how the main components are available for all of us to move and that we are relying on the luck of their outcome for our scores. We are tallying scores based off giving these characters the rewards… or death.. asked for by our card. In a way, some of us could hope for the same outcomes while other outcomes will be different. It’s a race for the most points. I think this game is easy to learn and play with a bit of time to setup. I like how unique the concept is and how it provided me with a new type of game. I think the components are fantastic gamecrafter quality pushing the boundaries on cost efficient components. This game asks for players to be solitariely interactive with each other, we are always moving the same characters around, but we are not interacting with each other.

you will like this game if you are into a more of a press your luck all or nothing style of gaming.

You will not like this game if you are looking for a more independent gameplay.


Joseph Nicholas

Founder and Editor-in-Chief of Indietabletop. Communication major. Favorite mechanics include: Bluffing and Deduction, modular boards, and action point allowance. Favorite video game genres are Rpgs, Puzzles games, and Sim/Tycoons.