Arkham Card Game: 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.
One Path Among Many
Now that the discovery has been made, you cannot turn back the clock. Time is running out. What are you going to do?