
The Story
"The oceans of earthās dreamland drop wholly to abysmal nothingness and shoot through the empty spaces toward other worlds and other stars and the awful voids outside the ordered universe where the daemon-sultan Azathoth gnaws hungrily in chaosā¦"
Ā Ā Ā Ā āH.P. Lovecraft,Ā The Dream-Quest of Unknown Kadath
You're going to need a bigger gun.
As your search for two missing professors has led you down the path to abject madness, Fantasy Flight Games is proud to announce the upcoming release ofĀ Lost in Time and Space, the sixth and final Mythos Pack inĀ The Dunwich LegacyĀ cycle forĀ Arkham Horror: The Card Game!
Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely aloneā¦
As the conclusion ofĀ The Dunwich LegacyĀ cycle, the new scenario fromĀ Lost in Time and SpaceĀ is full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. And for those who play it as the capstone ofĀ The Dunwich LegacyĀ campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.

An End to All Your Struggles
One way or another, the scenario fromĀ Lost in Time and SpaceĀ is going to bring about an end to all your struggles. One way or another, it's going to conclude your run throughĀ The Dunwich LegacyĀ campaign. One way or another, you will find the finality for which you've been searching...
The ground before you shifts and disintegrates. Worlds appear and disappear. Pockets of reality spring into existence, only to collapse moments later. And you are somewhereāand somewhenāamidst all of this chaos, looking for some way to escape it.
Will find a pathway back to Arkham? Will you get lost? Will your mind unravel amidst the chaos of a realm beyond the veil of our reality? Will you be devoured by entities no other human has seen or heard? Will you end up stranded, forced to endure an eternal, withering existence of atrophy in an alien world beyond mortal time and space?
It may all depend on how you spend the experience you've gained over the course of your campaign. Do you shore up your weaknesses? Do you double-down on your strengths? Do you spend your points here and there, dishing out one or two for a series of smaller upgrades? Or do you cash in large chunks of experience for a couple key cards?

There's no telling which strategy may prove best, but if you've got the experience, the player cards fromĀ Lost in Time and SpaceĀ will provide you plenty of ways to spend it. In addition to its scenario,Ā Lost in Time and SpaceĀ introduces twenty-four player cards (two copies each of twelve different cards), and most of these require some rather heavy experience expenditures.
In return, they grant you access to some rather astonishing abilities. Among those, you'll find the bigger guns you need, as bothĀ Lightning GunĀ (Lost in Time and Space, 301) andĀ Chicago TypewriterĀ (Lost in Time and Space, 304) are two-handedĀ FirearmsĀ that cost four or more experience and deal three damage per shot.
But while thoseĀ WeaponsĀ are undoubtedly powerful, they're also relatively straightforward. And there are other cards inĀ Lost in Time and SpaceĀ that are decidedly not so straightforward.
One of these isĀ The Gold Pocket WatchĀ (Lost in Time and Space, 305), an Exceptional accessory that requires you spend eight experience to add it to your deck. However, when you do, it grants you the astonishing ability to either skip a phaseāsuch as the Mythos phaseāor repeat one.

While forces beyond your comprehension are shifting time and space at will, it seems only fair for you to use The Gold Pocket Watch to fight back. Of course, even then, there's no telling it will be enough.
Ā
Description
"The oceans of earthās dreamland drop wholly to abysmal nothingness and shoot through the empty spaces toward other worlds and other stars and the awful voids outside the ordered universe where the daemon-sultan Azathoth gnaws hungrily in chaosā¦"
Ā Ā Ā Ā āH.P. Lovecraft,Ā The Dream-Quest of Unknown Kadath
You're going to need a bigger gun.
As your search for two missing professors has led you down the path to abject madness, Fantasy Flight Games is proud to announce the upcoming release ofĀ Lost in Time and Space, the sixth and final Mythos Pack inĀ The Dunwich LegacyĀ cycle forĀ Arkham Horror: The Card Game!
Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely aloneā¦
As the conclusion ofĀ The Dunwich LegacyĀ cycle, the new scenario fromĀ Lost in Time and SpaceĀ is full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. And for those who play it as the capstone ofĀ The Dunwich LegacyĀ campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.

An End to All Your Struggles
One way or another, the scenario fromĀ Lost in Time and SpaceĀ is going to bring about an end to all your struggles. One way or another, it's going to conclude your run throughĀ The Dunwich LegacyĀ campaign. One way or another, you will find the finality for which you've been searching...
The ground before you shifts and disintegrates. Worlds appear and disappear. Pockets of reality spring into existence, only to collapse moments later. And you are somewhereāand somewhenāamidst all of this chaos, looking for some way to escape it.
Will find a pathway back to Arkham? Will you get lost? Will your mind unravel amidst the chaos of a realm beyond the veil of our reality? Will you be devoured by entities no other human has seen or heard? Will you end up stranded, forced to endure an eternal, withering existence of atrophy in an alien world beyond mortal time and space?
It may all depend on how you spend the experience you've gained over the course of your campaign. Do you shore up your weaknesses? Do you double-down on your strengths? Do you spend your points here and there, dishing out one or two for a series of smaller upgrades? Or do you cash in large chunks of experience for a couple key cards?

There's no telling which strategy may prove best, but if you've got the experience, the player cards fromĀ Lost in Time and SpaceĀ will provide you plenty of ways to spend it. In addition to its scenario,Ā Lost in Time and SpaceĀ introduces twenty-four player cards (two copies each of twelve different cards), and most of these require some rather heavy experience expenditures.
In return, they grant you access to some rather astonishing abilities. Among those, you'll find the bigger guns you need, as bothĀ Lightning GunĀ (Lost in Time and Space, 301) andĀ Chicago TypewriterĀ (Lost in Time and Space, 304) are two-handedĀ FirearmsĀ that cost four or more experience and deal three damage per shot.
But while thoseĀ WeaponsĀ are undoubtedly powerful, they're also relatively straightforward. And there are other cards inĀ Lost in Time and SpaceĀ that are decidedly not so straightforward.
One of these isĀ The Gold Pocket WatchĀ (Lost in Time and Space, 305), an Exceptional accessory that requires you spend eight experience to add it to your deck. However, when you do, it grants you the astonishing ability to either skip a phaseāsuch as the Mythos phaseāor repeat one.

While forces beyond your comprehension are shifting time and space at will, it seems only fair for you to use The Gold Pocket Watch to fight back. Of course, even then, there's no telling it will be enough.
Ā











