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Arkham Horror LCG: The Forgotten Age Complete Campaign Bundle

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Arkham Horror The Card Game: The Forgotten Age

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Arkham Horror LCG: Threads of Fate

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Arkham Horror LCG: The Boundary Beyond

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Arkham Horror LCG: Heart of the Elders

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Arkham Horror: The Card Game – The City of Archives

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Arkham Horror: The Card Game – The Depths of Yoth Mythos Pack

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Arkham Horror LCG: Shattered Aeons

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Arkham Horror LCG: The Forgotten Age Complete Campaign Bundle:

Deze bundel omvat de deluxe uitbreiding “The Forgotten Age”, evenals de zes daarop volgende Mythos packs voor Arkham Horror: The Card Game aan een voordelige prijs. Het gaat dus om:

The Forgotten Ages Legacy Deluxe Expansion
Heart of the Elders Mythos Pack
Shattered Aeons Mythos Pack
The City of Archives Mythos Pack
Threads of Fate Mythos Pack
The Depths of Yoth Mythos Pack
The Boundary Beyond Mythos Pack

Forgotten Age Complete Campaign Bundle

The Forgotten Ages Legacy Deluxe Expansion:

“Once more I ventured within those brooding ruins that swelled beneath the sand…”
–H.P. Lovecraft, “The Nameless City”

We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.

The Forgotten Age

Fantasy Flight Games is proud to announce the upcoming release of The Forgotten Age, a new deluxe expansion for Arkham Horror: The Card Game—now available for pre-order at your local retailer or on our website here!

In The Forgotten Age, one to four players embark on a scientific expedition to the rainforests of southern Mexico with five new investigators, as well as an incredible eighty-seven scenario cards and sixty-four player cards (two copies each of thirty-two distinct cards). Here, you and your team will venture deep into dark rainforests and forbidden caverns in two new scenarios, which form the beginning of a new campaign for your investigation team as you step back into The Forgotten Age.

Join the Expedition

The first of the scenarios included in The Forgotten Age, The Untamed Wilds, throws you into the middle of your scientific expedition where your team of investigators has ventured far into the rainforests of southern Mexico in search of a forgotten Aztec city-state. Today, you depart from your camp in order to find the ruins Alejandro seeks. There is no telling what you may encounter beneath the thick jungle canopy, but you have come too far to turn back now.

In keeping with the new feel of your investigations, The Forgotten Age introduces the new Explore ability that you can initiate with an “activate” action, as seen on Agenda 1a. These abilities instruct you to draw the top card of the new, separate “exploration deck” which is filled with single-sided locations and treachery cards. Each Explore ability indicates a particular type of location that you are seeking to draw and, as a driven investigator, you must continue to draw from the exploration deck until you either discover the location you seek or a treachery brings your exploration to a halt. If a location of the type you seek is drawn, it is put into play and you move to that location to successfully tour the area.

For example, Agenda 1a instructs an investigator that their exploration is currently searching for a connecting location. Ursula Downs, currently at the Expedition Camp (The Forgotten Age, 50), spends her first action to explore and draws Circuitous Trail (The Forgotten Age, 73), which is not connected to the Expedition Camp. This card is therefore placed beside the exploration deck and Ursula draws again, revealing Low on Supplies (The Forgotten Age, 82). As this is a treachery card, she must resolve the card’s effects and her exploration ends unsuccessfully with Circuitous Trail reshuffled into the exploration deck.


In the diagram above, Ursula reveals a location that does not connect to her current location. A treachery card ends her exploration attempt.

However, a failed exploration does not necessarily indicate the end of the investigator’s turn. A single setback is not enough to stop the determined investigators of Arkham Horror: The Card Game. As her second action, Ursula decides to explore again. This time, she draws Path of Thorns (The Forgotten Age, 69), which is connected to the Expedition Camp. Therefore, her exploration is successful, Path of Thorns is put into play, and Ursula immediately moves there.


On her second attempt, Ursula discovers a connecting location! She puts it into play and immediately moves there.

Should you survive long enough to reach the ruins, you may encounter The Doom of Eztli. The discovery itself will be enough to earn you renown amongst the academic community, and a mysterious sense of doom seems to linger in the air… but what awaits you within the temple walls? Will you ever be able to forgive yourself if you don’t venture inside? Maybe just a quick look wouldn’t hurt…

Ursula Downs, The Explorer

The Forgotten Age draws five new investigators into the maddening realm of Arkham Horror: The Card Game as they search for answers among strange ruins from a bygone era. Among these brave investigators is the explorer, Ursula Downs (The Forgotten Age, 2). Ever since Ursula was a small girl, she has broken every rule set down for her: climbing trees, playing in mud, exploring the woods, and plenty of other things ill-considered for the behavior of a proper young lady. Since earning her degree in archaeology in Boston, she has traveled the world in search of forgotten civilizations and has continued to prove herself among her peers as a woman in a male-dominated profession.

Ursula knows that discovery is easy. Understanding is the hard part. As an investigator, she believes in brain over brawn with an intellect of four and a combat of only one. This explorer is, however, incredibly quick on her feet with an agility of four. After all, to live a life as exciting as Ursula’s, you have to be quick on your feet if you’re not interested in fighting.

No matter which continent you find yourself on, no matter what dangers you find yourself pitted against, when you play as Ursula Downs, there is always at least one person you can trust. Ursula’s close friend  Jake Williams (The Forgotten Age, 8) will always have her back. When this loyal companion is in play, the first move or investigate action you perform does not provoke attacks of opportunity. What’s more, you can take advantage of Jake’s own insights into the new locations that you discover. After you reveal a new location or put one into play, you may exhaust Jake Williams to draw a card. Combined with The Forgotten Age’s new Explore action, Jake will prove an invaluable Ally, and make Ursula more powerful than ever.

Ursula’s driven nature and natural curiosity make her a skilled explorer, but at times her passion borders on obsession as she is tormented by the Call of the Unknown (The Forgotten Age, 9). When this weakness comes into play, Ursula must choose a location other than the one where she is currently located. If she does not successfully investigate that location before the end of her turn, she suffers two horror and must shuffle Call of the Unknown back into her deck. The only way that this investigator can break free of her obsession is to finally understand the riddles that each new discovery presents her with. Do you have the courage to join Ursula in her pursuit of knowledge and the fortitude to survive, or will you become one of the countless souls claimed by the mysteries lost to time?

Pack Your Bags

Embark on a new adventure. Make the discovery of a lifetime, unravel the terrifying eldritch mystery, and learn the secrets of The Forgotten Age!

Heart of the Elders:

“A viewless aura repelled me and bade me retreat from antique and sinister secrets that no man should see, and no man else had ever dared to see.”
–H.P. Lovecraft, “The Nameless City”

After completing a scientific expedition in the rainforests of southern Mexico, you returned home only to discover that you had done more harm than good. Now, you must return to some of the darkest corners of the Earth to undo your mistake. Fantasy Flight Games is pleased to announce the upcoming release of Heart of the Elders, the third Mythos pack in The Forgotten Age cycle for Arkham Horror: The Card Game!

Heart of the Elders invites you to take your campaigns deeper into the jungle with Scenarios V-A and V-B of The Forgotten Age campaign. With the sixty cards within this Mythos Pack, you’ll find new players card to enhance your investigator decks and dangerous new scenarios to test your resolve.

The Cavern’s Maw

Following the events of The Boundary Beyond, you leave the safety of civilization behind and journey deep into the rainforest. Surrounded by uncharted wilderness, you can feel the glare of countless eyes watching you from beneath the shadows of the trees. It’s almost as if the forest itself does not want you to reach your destination. After days of struggle, you uncover the entrance of an enormous cave, but something is not quite right. Six large pillars stand near the mouth of the cavern, covered in strange carvings that you cannot understand, but something scratching at the edge of your consciousness tells you that you’ve seen them before.

Maybe they are some form of language, or a lock system? If you make one mistake now, it could leave you buried alive in the cave, but how much time can you afford to spend investigating the pillars as your provisions run low? Starvation will kill you just as surely as a cave-in.

You must make your decision quickly, for the threats of the jungle continue to encroach upon your expedition camp. The strange Flora of this region are among the deadliest in the world. Apex Strangleweed (Heart of the Elders, 219) will choke the life from you if you cannot cut yourself free, and even the most innocuous plant can prove lethal. Any investigator who finds themselves trapped in a location covered with Poisonous Spores (Heart of the Elders, 216) becomes Poisoned (The Forgotten Age, 102); and any who already bear this permanent weakness begin to hallucinate, suffering two horror.

Should you survive the treacheries of the jungle itself, even more dangers await you underground. Heart of the Eldersis the first Mythos Pack in Arkham Horror: The Card Game to feature a two-part scenario, bringing your investigation from the jungle to the cavern. You will have to overcome both the horrors of the jungle in Scenario V-A as well as the terrors of the cavern beneath in Scenario V-B. What awaits you beneath the shell of the Earth, where sunlight has not touched for years? The investigation is yours, and the only way to find out is to continue onward.

Against All Odds

In addition to the next chapters of The Forgotten Age cycle, Heart of the Elders provides you with an assortment of new player cards to help move your expedition forward. If you wish to survive your extended stay far from civilization, you will need to fill your ranks with skilled allies and experts in their fields. If you are playing as a Rogue, you can hire archaeologist Lola Santiago (Heart of the Elders, 196) to help you dig up clues. In addition to increasing both your intellect and your agility, you may spend resources to discover a clue at your location. Meanwhile, Mystics may bring Olive McBride (Heart of the Elders, 197) into the fold of the investigation, using her skills to manipulate the chaos bag. If you exhaust this Witch when you would reveal a chaos token, you can instead reveal three chaos tokens and select two of them to resolve. It might backfire horribly, but without risk, there can be no reward.

Allies can give you the edge as you journey into the jungle, but when you don’t know who to trust, the only person you can rely on is yourself. With enough spirit and will to survive, you just might complete this mission Against All Odds (Heart of the Elders, 202). Whenever you’re performing a skill test with a difficulty higher than your base skill, you can play this event to reveal additional chaos tokens and choose one of them to resolve. Of course, this event is useful whenever you feel overmatched, but it can be downright essential for the game’s newest investigator, Calvin Wright (The Forgotten Age, 5). While his willpower and lore increase for each horror on him, and his combat and agility increase for each damage, the base value of each of Calvin’s skills is zero. For example, let’s say that Calvin has suffered two damage during a scenario when he finds himself locked in a fight with an Apex Strangleweed. Calvin’s combat value is two, one less than the deadly Flora. However, since the base combat value printed on Calvin’s investigator card is zero, when he plays Against All Odds, he draws a total of three tokens from the chaos bag, greatly increasing his chances of victory before he even commits any cards! When a single test could mean the difference between life and death, this card may be the answer to your prayers.

Shattered Aeons:

“Primal myth and modern delusion joined in their assumption that mankind is only one—perhaps the least—of the highly evolved and dominant races of this planet’s long and largely unknown career.”
–H. P. Lovecraft, “The Shadow Out of Time”

Your scientific expedition in The Forgotten Age took you far from Arkham, to the jungles of southern Mexico where you uncovered what may be the greatest scientific discovery of your time, along with a secret that defied everything you know about the history of your world. Then throughout The Forgotten Age cycle, you returned home only to learn that your actions have put everything you love in danger. Searching for answers, you journeyed to Mexico City, then back into the wilderness and beyond, to places beyond your imagination.

You have faced dangers both terrestrial and otherworldly, and stood strong as the very fabric of time ripped before your eyes. Now, you face your final test in the conclusion of The Forgotten Age cycle. Fantasy Flight Games is proud to announce the upcoming release of Shattered Aeons, the sixth and final Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game— now available for pre-order at your local retailer or online through our website!

The Gateway

Following the events of The Depths of Yoth, hope is fleeting. What little remains burns in the bluish light emanating from the end of a passage before you. Deep beneath the Earth’s surface, you have almost forgotten the warmth of the sun, but there is no turning back for you. Whatever plan your enemies have been working toward lies ahead, and there is an unnatural power here—you can feel it in the Earth as it shakes beneath you. Pieces of the cavern start to fall, but they never reach the floor, floating in midair. The laws of reality are beginning to bend, and it cannot be long before they reach their breaking point. You must hurry.

Once you reach the ancient Nexus of N’Kai (Shattered Aeons, 324), the difficulty of the task before you increases with each passing moment. Beyond confronting beasts, like the Temporal Devourer (Shattered Aeons, 338) that chases you through time and space, you must also attempt to hold on to your mind as all that is sane falls away. Concepts of time and space cease their meaning as cities long lost to the grind of years appear anew, great metropolises of your age stand desolate, and unfathomable, unearthly expanses reveal themselves, as tangible as any city you left behind. The sight of Shattered Ages (Shattered Aeons, 339) threaten your sanity, forcing you to test your Willpower and see your knowledge and understanding sucked out into the beyond.

Worth Waiting For

Beyond bringing you the thrilling conclusion of The Forgotten Agecycle, Shattered Aeons also provides you with a new collection of powerful player cards to prepare you for the terrors that have awaited you since you first stepped beyond the mortal realm in The Forgotten Age. As is tradition with the grand finale of an Arkham Horror: The Card Game cycle, this Mythos Pack includes a new, powerful exceptional card to entice players. Rogues may take delight in living on Borrowed Time (Shattered Aeons, 308), storing actions to unleash in a single marvelous turn. If you and Leo De Luca (Core Set, 48) have an Ace in the Hole (Where Doom Awaits, 266) to go with your Borrowed Time, you have the chance to take up to ten actions in a single turn! While Rogues may be more inclined to keep to the shadows, it may prove impossible to resist stepping into the spotlight when you can guarantee that your entire team will be impressed.

But there are others who do not need the flash of exceptional cards to make their turns absolutely potent. Scholastic Seekers may claw their way to an advantageous Vantage Point (Shattered Aeons, 306) to get a better lay of the locations surrounding them, making it easier for themselves or an ally to investigate. Then, even the most down-to-Earth investigators have the chance to embrace the powers of the Mythos as Survivors gain access to their first Spell with Alter Fate(Shattered Aeons, 313). This fast event allows you to defy destiny and shape your own fate by helping you rid yourself or one of your fellow investigators of a non-weakness treachery. With the fate of all reality at stake, now is the time to pull out all the stops and examine the problem from every angle to find some kind of solution. The world is relying on you, and you cannot fail now.

The End…

Will you be able to stop the events that your own ignorance set in motion, or will your mistake destroy the world that you have worked so hard to save? Ready your investigators and prepare to throw everything you have into this battle. This can’t be how it ends!

City of Archives:

 

There is reason to hope that my experience was wholly or partly an hallucination—for which, indeed, abundant causes existed. And yet, its realism was so hideous that I sometimes find hope impossible. I urge, with all the force of my being, a final abandonment of the masonry which my expedition set out to investigate.
–H.P. Lovecraft, “The Shadow out of Time”

The veil that divides worlds has drawn perilously thin in Arkham Horror: The Card Game! In The Forgotten Age, you embarked on a scientific expedition to the rainforests of southern Mexico, returning home only to find that your actions have put the world in perilous danger. As The Forgotten Age cycle progresses, you struggle to make your way back to where the trouble began—to undo your mistake and gain insight into the dangers that threaten the fabric of time itself. Now, your expedition leads you to a city that defies imagination. Trapped in this maddening metropolis for an untold time, you may find yourself identifying more and more with the monsters that you once fought so hard to ward off.

Fantasy Flight Games is proud to announce The City of Archives, the fourth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game, now available for pre-order at your local retailer or online through our website!

City of the Great Race

Following the events of Heart of the Elders, you and your expedition team find yourselves in close quarters with creatures that go beyond anything you expected to find in the rainforest. Time stretches on as you begin to wonder whether you have been trapped for days or weeks. You fade in and out of consciousness, attempting to comprehend all that is happening around you as your mind battles exhaustion and rages against what you know to be impossible—a hideous race of creatures that cannot be of this Earth, hidden from the world beyond. Their twisted bodies consist of immense corrugated cones of clammy flesh, with four thick limbs extending from the top. They are haunting to look upon, but does strange necessarily mean dangerous?

Some of these creatures are miraculously able to speak your language, and they question you about your world. They promise you freedom to roam their city if you answer their inquiries. A free exchange of information is only fair. You have come all this way seeking new truths of the world, and this civilization could easily be the greatest scientific discovery in the history of mankind. But do you dare to trust them?

Stolen Minds

As you spend more time in the city, interacting with its strange inhabitants, you may find it easier to sympathize with them. In fact, it may become too simple to identify with them. You even may discover that you’re feeling… not quite yourself.

The City of Archives offer you the chance to experience an entirely new worldview and step into the shoes of your new hosts with the Body of a Yithian (The City of Archives, 244) card. This new form does not erase who are or any of your past experiences, transferring any of your physical or mental trauma to your Body of a Yithian, as if it were your investigator card. Still, you will certainly find yourself profoundly changed.

Should you find yourself in this state, your investigator deck remains the same, but you must use the Body of a Yithian investigator card, preventing you from using any of your investigator’s special abilities. Unaccustomed to this form, each of your base skills are set at a value of two while you inhabit the body. However, you are able to double the icons on a card that you commit to a skill test once per test. In this way, you may still have an edge in the areas where you once excelled, holding on to at least one small piece of your identity.

Sadly, this condition does not offer freedom from your signature weaknesses. Throughout the scenario, your Body of a Yithian card is treated as if it has the same title as your former investigator card. For example, if you were once the human known as Father Mateo (The Forgotten Age, 4), you must treat your Body of a Yithian card as if its  title were “Father Mateo.” This means that if you draw Serpents of Yig(The Forgotten Age, 14), the Father’s signature weakness, they will still hunt you despite your altered appearance.

If you wish to learn the secrets of this ancient city, you will need a new set of implements to further your investigations. In addition to the horrific adventures you will find within the city of the Yithians, this Mythos Pack provides you with new player cards to help you walk among the inhabitants of this world so similar to yet so alien from the one you know. If you are observant, you may be able to use your knowledge of the city’s layout to help you Slip Away (The City of Archives, 232) from any overly-curious Yithians. Or, you may uncover a precious Crystalline Elder Sign (The City of Archives, 235) safely tucked away among the shelves of the archives. With this powerful Mystic Relic, you may seal a +1 or the elder sign token—removing these highly beneficial tokens from the chaos bag, but in exchange for this sacrifice your willpower, lore, combat, and agility skills are all increased! Potentially trapped in a strange city and a strange body, this bonus may prove invaluable.

Threads of Fate:

“What do we know… of the world and the universe about us? … We see things only as we are constructed to see them, and can gain no idea of their absolute nature.” 
–H.P. Lovecraft, “From Beyond”

Whatever you did, you must reverse it.

In The Forgotten Age, you journeyed deep into the rainforests of southern Mexico to discover the remains of an ancient Aztec city. During your scientific expedition, you unearthed a priceless artifact, and you then had to decide how to protect it. The consequences of your decisions have now returned to haunt you as your world erupts into chaos. Three difficult tasks fall before you at once and time is of the essence. Which will you pursue?

Choose Your Fate:

Following the events of The Forgotten Age, you relinquished control of what may be the discovery of a lifetime. It was difficult choice, but you did what you had to, and now you have returned home, where a peaceful respite is in order. Your relaxation is cut short, however, when a forgotten guardian of the Aztec city appears on your doorstep, declaring that your actions on the expedition have set events into motion that have put the entire Earth in danger. Her claims are baseless and wild, but when strange, unexplainable events begin to occur throughout Arkham, you suspect that her mad claims may be right.

In perhaps the most immersive investigation in Arkham Horror: The Card Game so far, you must weigh your evidence, discuss your choices, and trust your instincts to decide which leads to follow and which to leave unexplored. You must choose between Three Fates (Threads of Fate, 114) as three tasks stand before you and you only have a limited amount of time before the trail goes cold. Where do you search first? Your adventure will be irrevocably shaped by the decisions you make, so choose carefully.

A Terrible Dilemma

Over the course of your investigation, you will weave your way through the stories spun by an incredible twenty-four potential Act cards. The Threads of Fate scenario contains three different Act decks, each constructed separately. Throughout the scenario, all three Act decks will be in play at once and the decision rests with you as to which Acts to pursue and which to ignore. The exact contents of each Act deck will vary depending on who was last in possession of the relic, the past decisions recorded in your campaign log, and even how you choose to pursue the tasks before you.

One of the Act decks that you’ll encounter centers around the choices you made in The Forgotten Age, where you first made your grand discovery. Did you leave the relic with your trusted friend, or did you decide that it belongs in a museum and pass the item off to the Miskatonic Museum for their Eztli exhibit? If you believe Ichtaca, the relic could be used for terrible purposes if left in the wrong hands. Who can you trust? Next, you are faced with another worrying task where life and death may hang in the balance. One of your expedition companions has gone missing and you suspect foul play. Do you go to the police or do you believe that you will have a better chance of finding them on your own?

Among these other endeavors remains the question of what to do with your uninvited house guest. Do you trust Ichtaca? Should you continue to push her for answers about the relic and the people who pursue it, and would you believe her if she told you? You could bring her into the fold of your investigation, or leave her to her own devices and trail her to see where she goes. She could lead you to the answers you seek, but if you are wrong, you will lose precious time and perhaps a potential ally. Can you take that risk?

Choice and Consequence

As the first Mythos Pack in The Forgotten Age cycle, Threads of Fate offers you several new player cards that will shape the rest of your campaign. Arcane Research (Threads of Fate, 109) bears the Permanent keyword, staying with you for the entirety of your campaign once you have purchased it. But all power comes with a price. When you purchase Arcane Research, you immediately suffer one mental trauma as you attempt to quickly learn all you can about the mythos to survive the trials ahead. Still, once you have conducted your research you gain a lasting benefit—after each scenario, you may reduce the experience cost of the first Spell card you upgrade before the next scenario by one.

Beyond the realm of Mystics, Seekers may test their ability to make a Shrewd Analysis (Threads of Fate, 106) to permanently alter their campaign experience as well. Once you have made a Shrewd Analysis in your investigation, any time you upgrade a card that is either Unidentified or Untranslated, you may upgrade a second copy of that card at no experience cost. If you choose this path, however, the two upgraded versions are chosen at random from among the eligible options. You may be able to glean some information about the civilizations of ages past, but their language, like their lives, is strange. There is no telling what your investigation into the truth will uncover.

The Depths of Yoth

I felt myself on the edge of the world; peering over the rim into a fathomless chaos of eternal night.
–H.P. Lovecraft, “Dagon”

Your descent into madness has taken you far into the wilds of Arkham Horror: The Card Game! In The Forgotten Age, you took part in a scientific expedition that brought you to the dark rainforests of Central America in search of a lost Aztec city, but what you uncovered has set a series of events in motion that puts the entire world at risk. As The Forgotten Agecycle progresses, you must learn as much as you can about the dangers you unleashed to undo your mistake and save the Earth from a terrible fate. Now, your mission has brought you to a monster-filled chasm where the only way out is down.

Fantasy Flight Games is proud to announce The Depths of Yoth, the fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game—now available for pre-order at your local retailer or online through our website!

Pit of Despair

This Mythos Pack, which can be played as a standalone adventure or as part of the eight-part campaign, finds you on a perilous precipice looking into a seemingly bottomless cavern. Following the events of The City of Archives, you have reached the winding staircase that leads through the remains of another age and down into the unknown. Far below, a red glow illuminates a network of labyrinth caverns littered with the ruins of an ancient city, and from those depths there also emanates a strange, animal-like sound. Something is down there.

And thus, your descent begins. The Depths of Yoth draws you down into the deepest reaches of the Earth, tracking the current depth level of your investigation in a separate space on the scenario reference card. While the depth level has no effect on its own, deeper levels of Yoth are deadlier. Some of the creatures that dwell there, such as anEater of the Depths (The Depths of Yoth, 298), become stronger the further you descend into the cavern. You may find that it becomes more difficult to deny your terror as you journey deeper with treacheries like Lightless Shadow (The Depths of Yoth, 300) threatening to trap you in the ruined city for all time. But the answers you seek must be waiting at the bottom of this pit, though you wonder whether they are worth facing whatever awaits.

Relentless Pursuers

As you plunge into darkness with only the light of some unimaginable hell to guide you, you may wish to turn back—to find any other way out of this prison. But you are not alone in this cavern, and if you look back you are lost. Slithering creatures of Yoth stalk you through the twisting caverns, and even as you move deeper into the depths, they may follow by moving into the “pursuit area” beside the act and agenda decks. Enemies in this area are out-of-play, and although you can’t attack them, at least they’re too far away to reach you for now. Still, even if your assailants ease the chase, they are just out of view in the shadows, always watching. Waiting.

Even if your enemies may have fallen behind you as you plunge deeper into the depths, the fury of the Father of Serpents may compel them to rush forward and attack on his behalf. When his Scheme, Serpent’s Ire (The Depths of Yoth, 302), is revealed, the most powerful Serpent enemy in pursuit of your team moves forward to strike, forcing you to test your agility. If you fail, that enemy immediately attacks you—and even if you dodge the first attack, you must still contend with this Serpent who’s now engaged with you. To discover what awaits at the end of your journey, you must survive the descent, so be sure to stay light on your feet and pray you don’t trip, lest you fall into the pit below.

Outrun, Outlast

To help you dodge the monsters breathing down your neck during the descent, The Depths of Yoth provides you with new, powerful player cards to strengthen your investigators’ decks and prepare you for the trials ahead. If you have The Skeleton Key (The Depths of Yoth, 270) in your possession, you may easily investigate nearly any location, unlocking the ruins’ secrets with an ease to make even Rex Murphy jealous.

Meanwhile, Mystics may use the experience gained over the course of The Fogotten Age cycle to increase the potency of their arcane talents with an upgraded version of Mists of R’lyeh (The Depths of Yoth, 271). This Spell has an incredible five charges which you may use to evade, using your willpower in place of your agility. And if that weren’t enough, this Spell also dramatically increases your willpower for your attempt. Beyond the confidence this card offers you in your own abilities, Mists of R’lyeh rewards you further if you succeed. If you pass your skill test, you may move to a connecting location—continuing your investigation without becoming bogged down by enemies.

However, as often happens when you call upon the power of the Mythos, using this card comes with a certain amount of risk. If you reveal any chaos token other than a numbered token or the elder sign token, you must discard a card from your hand. Despite the inherent risk of magic, this is the time to pull out all the stops and use every tool in your arsenal. For as long as you remain trapped in this unholy pit, no one is coming to save you.

The Boundary Beyond

I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the electric lights began to fade we cursed the company over and over again, and laughed at the queer faces we made.
–H.P. Lovecraft, “Nyarlathotep”

In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward. That is, unless time is not as stable as you believe.

Fantasy Flight Games is pleased to announce The Boundary Beyond, the second Mythos Pack in The Forgotten Agecycle for Arkham Horror: The Card Game

Digging Up the Past

Arkham Horror: The Card Game has always blurred the line between madness and reality, and now in The Boundary Beyond, the distinctions between the past, present, and future start to become hazy. Following the events of Threads of Fate, you are driven from Arkham to Mexico City to find answers about an enigmatic relic and those who pursue it. After a seemingly endless string of failures, it appears the trail has gone cold. But on the very day you are ready to return home, something is wrong—the city has altered. Silver lightning crackles in the sky overhead, and the earth rumbles below your feet. Monstrous entities float just below the clouds and the architecture looks more like something out of a history book than modern Mexico.

Despite the altered landscape, it does not appear that you have traveled to the past. Rather, it is more like all of time is happening at once and the city is continuing to evolve before your eyes. During your investigation in The Boundary Beyond, you may be instructed to place new locations over existing ones. This is not to say that you have moved, but rather that the places themselves have changed as the fabric of time begins to unravel. When a location changes, all tokens, attachments, investigators, and enemies at the original location are considered to be at the new location when it is replaced. For example, if you are at the modern Metropolitan Cathedral (The Boundary Beyond, 169), you may choose to use the Explore action, first introduced in The Forgotten Age deluxe expansion, to uncover the secrets hidden within its walls. When you draw from the exploration deck, you discover the Temples of Tenochtitlán (The Boundary Beyond, 177). This Ancient location has a matching connection symbol in the upper left corner, marking that the Temples of Tenochtitlán replace the Metropolitan Cathedral and you are now considered to be at the Temples. You have not fallen through time, time has shifted around you.

As the thread pulls, the weave unravels. Throughout The Boundary Beyond, you may have increasing reasons to panic as you encounter Timeline Destabilization (The Boundary Beyond, 190). When this dreaded Hex is revealed, you must test your willpower. In the modern era, this test would not cause much worry. However, the test gains difficulty for each Ancient location in play and if you fail, you suffer one damage and one horror, and you must shuffle Timeline Destabilization back into the exploration deck as the clock appears to jump forwards and back of its own volition.

Remember Who You Are

To help you survive in this ever-shifting landscape, the player cards of The Boundary Beyond focus on helping you gain skill by embracing the nature of your faction. Mystics may learn how to perform a Ritual to Recall the Future (The Boundary Beyond, 158). While you possess this asset, you can put your foresight to the test by naming a chaos token during a skill test. If you successfully peer through the boundary and your named token is revealed, you may then exhaust Recall the Future to raise your skill for the test. Meanwhile, if you play as a confident Quick Study (The Boundary Beyond, 154), you may simply choose to place one of your clues on your location and exhaust Quick Study to significantly raise your skill for a test, knowing that you may easily regain this clue at a later time.

Even with these increased abilities, the more bookish investigators may find need for some added muscle. In times of crisis, a Bold Guardian may wish to defend their fellow investigators and Take the Initiative (The Boundary Beyond, 150) to spring into action. This skill rewards you for taking your actions early with the ability to commit three wild skill icons to one of your tests. However, the longer you wait to use this card, the weaker it becomes. Take the Initiative loses a wild icon for each action taken by any investigator, so if even one of your companions has completed their full turn, the card loses its value. With the fate of the past, present, and future at risk, this is no time to be timid.