I have seen the dark universe yawning,

Where the black planets roll without aim;

Where they roll in their horror unheeded,

without knowledge or lustre or name.

–H.P. Lovecraft, Nemesis

Lost in Time and Space is now available for Arkham Horror: The Card Game.

The Mythos Pack comes at the end of The Dunwich Legacy, and now that your eyes have been opened, the dark universe yawns before you. You see the planets roll. The dimensions. The alien realities…

Somehow, you must find your way back to Arkham.

Existence in Upheaval

Every scenario in the Arkham LCG® introduces new challenges and offers new surprises.

Some of these challenges and surprises are directed primarily by the act and agenda decks, jolting you with plot twists at the pre-appointed hours. Others are forced upon you by the game's locations, taking advantage of the fact that you can only interact with revealed locations and can only move from your current location to another location to which it's connected.

Lost in Time and Space, however, takes all that you thought you knew about the game's locations and explodes it in ways that will melt your mind… At least, these locations stand a very good chance of eroding your sanity if you can't quickly find your way through them.

At the beginning of the adventure, you find yourself stranded in Another Dimension , looking for a way home. But in the roiling chaos of this inhuman realm, there's no stable connection between this dimension—this reality—and any other.

Instead, the scenario throws your journey into a maddening state of flux, littering the encounter deck with various locations—like the Tear Through Space —that may appear at random. And you'll have little choice but to explore these fickle realities in order to gather the clues that may lead you home.

The problem is that these unstable existences can fade away just as quickly as they come into play. Then, whenever you find yourself caught in one of these disintegrating realities, you're shunted back to Another Dimension, and the agenda forces you to suffer one sanity. There is, after all, only so much infinity that your mind can take.

Ordo Ab Cho

The truth is that the journey is likely too much for any human mind to endure, but if you can steel your mind just long enough, the new player cards from Lost in Time and Space may give you the means you need to forge some meager order from all the pervading chaos.

Some of these cards we've already seen. In our announcement of Lost and Time and Space, we introduced some of the powerful artifacts that may provide some advantage in your trials— The Gold Pocket Watch (Lost in Time and Space, 305), the Chicago Typewriter (Lost in Time and Space, 304), and the Lightning Gun (Lost in Time and Space, 301). We also met The Red-Gloved Man (Lost in Time and Space, 310) in a recent preview.

But these are by no means the only extraordinary cards in the pack. With all the apocryphal events at hand, you'll find investigators of every class looking to spend their hard-earned experience on the big cards that are likely to make a major impact.

For the Seeker class, these cards may be Dr. William T. Maleson (Lost in Time and Space, 302) and Deciphered Reality (Lost in Time and Space, 303). Together, these cards represent an extraordinary expression of the Seeker's inquisitive mind—a mind willing to sift through seemingly endless chaos in search of any useful nugget of information.

In the form of Dr. William T. Maleson, Seeker players gain the ability to translate their limited knowledge of their surroundings into a survival plan. When you're stranded amid a fluid landscape of shifting realities, your clues may be precious and hard to come by, but your health and sanity are even more precious.

There's no guarantee that if you trigger Maleson's ability you'll end up facing an encounter card that's any more manageable, but when you're certain the one you've drawn is about to spell someone's doom—yours or that of a fellow investigator—it's well worth spending a clue to flee the doom at hand and take your chances with whatever you may find.

And if there's any card that expresses the Seeker's ability to make sense of the madness about them, it's Deciphered Reality.

At four resources, the event isn't cheap. Nor is it easy to use effectively. In Lost in Time and Space, you'll have Another Dimension in play with its shroud of six, meaning you'll need to pass an investigate check of at least six to claim the clues from Deciphered Reality. And there's always the chance you'll reveal the auto-fail token.

But if you can pass your test? If you do pass your test? You can gather an otherworldly amount of clues with a single action. You can even do so while residing amid the relative safety of Another Dimension. And anything that grants you any measure of safety and hastens your homeward journey to any extent is well worth consideration.

Step Through the Portal

Will you find a portal back to Arkham? You'll only find it if you know where to start looking…