Lost In Time & Space Review - Timey Wimey!

Well now you've gone and done it! Leaping into a giant portal to the extra-dimensional depths of your imagination. How do you expect to get back and even if you do, will your sanity remain intact?

Keeping to the previous format, these pack reviews are based on the scenario itself as well as my pick of decent, ridiculous or amusing cards from the player set. If you ever want to see the full player card list, you can check out Arkham.db, which has a comprehensive card list as well as quality deck lists posted by the Arkham LCG community - highly recommended.

Designer: Nate French, Matthew Newman
Publisher: Fantasy Flight Games
Age: 14+
Players: 2-4
Time: 60-90 Minutes
RRP: £11.99

From Board Game Geek

You're going to need a bigger gun.
At the end of The Dunwich Legacy cycle, and near the end of your path to abject madness, Lost in Time and Space is the climactic sixth Mythos Pack in the first full-length Arkham Horror: The Card Game campaign!
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 alone…


Being the final pack in the cycle, you want the story to be as epic as it can be. Well that depends on your definition of epic. This pack has you wandering aimlessly around dimensions that warp your view on reality and get your imaginative juices flowing. To find your way to the Edge of the Universe, yeah that's a thing apparently, you have to spend actions to dig through the Encounter deck, pulling out locations. Time is of the essence because if you get lost for too long, the Agenda deck will simply tick over until the big bad boss Soggoth gets released - who understandably is one tough pony!

Of course pulling out these locations usually results in bad stuff happening so you can't get too flooded. Then it's a case of pulling off the clue tokens ASAP and advancing through the Act deck. So yes you're exploring a bunch of locations, but the pressure mounts quicker here especially if you're unlucky with some creatures coming out of the deck, to which there aren't that many, but each one is a pain to get rid of.

I found that solo play was much easier for this scenario and didn't have much trouble beating it, but I got lucky with not facing any monsters, partially because I discarded most of them while digging. Others have commented that having more players really ramps up the difficulty. In all cases it depends who you play.  I was using my campaign Jenny Barnes deck which loves to grab a nice "Hot Streak" for mass resources now and again and using the various "ability pump" assets to best effect. Worked well for solo play, but I think I'll try the next campaign run two-handed as I missed not having much in the way of combat ability at times.

What is really cool here though is the multiple endings. I won't spoil any, but you've got 4 different ways this scenario can end from a story perspective. 3 of them result in a winning campaign, but only one of those involves you actually being in one piece after....which I managed, hooray! So the replay value is pretty high and unlike that last scenario in the Core set I felt like you could approach this one from different angles and still stand an equal chance. No decent combat ability? No problem, get that portal closed. Got a new Lightning Gun you want to try out? Point it at the big boss and go nuts. It's great when a scenario gives you options on how to beat it. It's like when a PC game says you can go into the mission using stealth or guns blazing - the choice is mine.


Lightning Gun

Oh my word would I love to be carrying one of these around! It's 5XP and costs a lot of resources so don't expect it often, but once it's in your hands, anything short of an Elder God is toast in seconds and if you're playing solo I dare to consider that even Soggoth himself is toast. But it's a one hit wonder. Only 3 charges and you could blow through those pretty swiftly. But man don't you just want to use this gun so badly?

Deciphered Reality

With so many scenarios relying on mass locations lately, I'll take any card that allows me to hoover up clues on a board-wide basis. Of course you better make sure you succeed that test as you're likely only going to get this one chance. Cue Rex for the job, but even then you'll curse the night when you pull that Tentacle auto-fail coin out of the bag.

The Gold Pocket Watch

Your trump card for any situation. And literally a single-use trump card, because once it's used, it's out of the game forever! Just be glad you don't have to rip up the card legacy style. Either repeat a phase or skip a phase. Now it's pretty obvious what phases you will save this for, but it's the ultimate "get out of stick" card. In solo it's probably going to have less impact, but a 4 player game where you can give 12 bonus actions in total for repeating the Investigator phase? Nice!


Even though this scenario is another "exploration" based one, there's a few neat twists here to keep it fresh. Having to dig through the Encounter deck to find the way out keeps to the theme and certainly ups the tension when you're having to race against the Agendas. I like that it was relatively monster-lite though what you do find will certainly be fairly beastly. Even better however is even though Soggoth is certainly tough, he's not unbeatable and you can complete the scenario without ever having to face him, if you're quick enough.

I found it quite easy in solo mode though, though a lot can depend on your luck with digging and whether monsters decide to show up. By now your decks will be fine tuned and full of nice cards though as I found out, you can still be messed up at horrible times if you get too complacent. Certainly it's tougher with more players, but then it's the final pack of the cycle so it should feel epic - though completing it without encountering the Elder God is a little more anti-climatic. It's good to see previous story decisions come back at various times even after the scenario is completed and with the different possible endings there's a good amount of variety in how your campaign will finish.

The player cards are a little specialised however. There's some brilliant ones that you would love to have like a fully charged lightning gun for example, but as many of these are high XP cards, you're not going to see many of them ever and only in a long campaign will you acquire them, so they don't suit standalone games very well. But this pack is clearly showing off the super powerful cards that you can eventually work up to.

It's a decent enough pack to end a fun narrative that's taken months to complete - of course I'm still eager to see more, so we'll just have to wait for the Carcosa deluxe expansion. But it's not like we're short on content so far.