At ancient forgotten ritual places, you want to call the Old Gods to gain as much secret influence over the world as possible.
To do this you first have to discover the places and then gather together four cultists.
The more skilled the cultists are who call the gods for you, the more your power grows.
But you have to fight against many bad events.
Not every cultist is equally well skilled to any ritual, and the order in which the cultists appear at the ritual place is of great importance.
Each player has 7 hand cards.
The game play is draw one card and play one card at each turn.
The hand cards are cultists and event cards.
All player play their card face down and reweal them at the same time.
The cards of the cultists shows three possible ritual places where the cultist can be placed. The insanity worth of the cultist shows when the card can played and the elder signs shows the victory points you can get depending on the side of a ritual place where the card is placed. If four cultists at a ritual place, an invocation is performed and the owner of the ritual place get victory points for three cultist and one other player for one. The ritual place is lost after an invocation.
If a event card is played the card explains what will happen.
The player tries to place cultist with a high worth at there own ritual places and the lower at the places of other players. A player can be forced to place high victory points to a place of another player because of the placement rules and the play of other players or of event cards.
Each player start with one ritual places and there are special rules how to get more or a new one.
When the draw deck is empty, the game ends and the player with the most victory points wins.