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Perform the setup as indicated in The Forgotten Age Campaign Guide, with the following exceptions:

- When gathering encounter sets, also gather the new encounter sets for Return to The Boundary Beyond shown here.

(Continued on reverse side.)

Return to the Forgotten Age #38. Return to the Boundary Beyond #1.
Return to The Boundary Beyond

Return to The Boundary Beyond - Back


- Add the new Present-Day locations to the original locations from The Boundary Beyond encounter set. Remove 1 of the 2 copies of each of these locations from the game at random. Put the remaining locations into play.

- After setup, search the collection for the new Harbinger of Valusia (The Sleeper Returns) and set it aside, out of play. If the Harbinger of Valusia would enter play during this scenario, use this version instead of the original one.

- When building the exploration deck, use only the 12 single-sided Ancient locations. Do not include any of the other encounter cards listed in the original setup instructions.

Return to The Boundary Beyond
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Q: While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? A: If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, Wizard of the Order is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022
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Sadly, Return to the Boundary Beyond, unlike Return to Threads of Fate, did not notably alter the scenario, leaving it almost as frustrating and confusing as it was before. There are some new "modern location" cards that vary the punishment you must inflict on yourself to explore, and the removal of the treachery cards from the Exploration Deck at least means you aren't paying for the right to be abused by treacheries, but this remains the low point in an otherwise lively and exciting campaign.

That sounds harsher than it is. AH:TCG is not a very complicated game (most of the complexity is involved in resolving specific card interactions), and the design crew at FFG deserves credit for regularly coming up with new twists on scenario design (and cramming them into fixed-size expansion packs). That this scenario is not as much giddy fun as its immediate predecessor (where half the pack was act cards; remember opening that?) is not a condemnation, just a disappointment. Interesting idea; frustrating execution, this "Return to..." eased the latter a bit.