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FroGames — Moments You'll Remember
In two hours, you'll have covered the table with letters, drawings, and websites open on your phone. Someone circles something in an article, someone else overlays two sheets against the light. And when the fourth glyph is revealed, everyone falls silent for a second.
WHAT IT'S ABOUT
An investigation between two worlds, four chapters, and too many secrets
Rita Orlov (designer and artist) has rewritten and remastered The Tale of Ord, her debut game that blended escape rooms, interactive narrative, and physical puzzles. Threads of Fate takes that structure and deepens it: four episodes, each with its own evening of enigmas, all connected by a common thread running through Norse mythology, missing professors, and an archaeological find that shouldn't exist.
Take on the role of a private investigator hired by the Emerens Institute. Two professors have disappeared, but it's not a routine case: among letters, articles, drawings, and strange artifacts, you'll discover that behind the disappearances there's something that concerns destiny itself, time, and symbols that have recurred for centuries. Each chapter is 2-3 hours of gameplay, involving logical puzzles, pattern recognition, overlaying documents, and websites that unlock as you find the right keys.
What they're saying abroad
An experience that takes its time. It's not a race, it's a journey. And when you close the last chapter, you feel like you've been through something bigger than the table.
— FroGames
PostCurious builds worlds that don't stop at the box. Threads of Fate is part game, part investigation, part mythology course. And it never lets go.
PostCurious builds worlds that don't stop at the box. Threads of Fate is part game, part investigation, part mythology course. And it never lets go.
— FroGames
Threads of Fate
Threads of Fate is also designed for solo play: the basic rules support 1-4 players without modifications. Alone, you take all the time you want for each puzzle, manage materials without discussion, and experience the investigation like an interactive novel. Multiplayer adds speed and immediate comparison of insights, but the solo experience is complete and loses nothing in terms of narrative or puzzle complexity.
What you'll find in the box
The tools of investigation
Letters and documents
Correspondence, university reports, newspaper articles. Some have hidden details, others need to be read against the light or layered. Every word can be a clue.
Drawings and maps
Pencil sketches, archaeological diagrams, maps of Nordic sites. These aren't decorations: they contain patterns, coordinates, symbols that repeat and intertwine across chapters.
Interactive websites
URLs to visit from your phone or computer. They unlock when you find the correct credentials. Inside are files, videos, and documents that expand the story and hide new puzzles.
Mysterious artifacts
Physical objects that don't belong to our time. Fragments, replicas, engraved symbols. They must be observed, manipulated, compared with documents. They are the key to the glyphs and destiny.
In a few weeks, when someone asks you 'What have you been up to?', you'll say 'I solved a mystery that lasted four evenings.' And it will be true.
An investigation in five moments
What happens at the table
Not the rules. The experience.
The assignment and initial documents
Open the first chapter's box. Letters, articles, a photo of the missing professors. Read aloud if you're in a group, or underline silently. Already in the first few pages, a symbol repeats itself. Someone says, 'I saw this here too.' The investigation has begun.
The first enigma unravels
You've overlaid two sheets, you've noticed that three words form a sequence. You try entering it on the indicated website. It works. A page opens with a document you've never seen before. Inside is a new piece of the puzzle, and the story expands beyond the box.
The mid-evening breakthrough
You've been stuck for half an hour on a glyph that means nothing. Then someone says, 'What if we rotate it?' You do. The symbol changes, aligns with another drawing, and the whole chapter snaps into place. This is the moment you realize that every detail counts, even what seemed decorative.
The chapter's revelation
The final enigma of the chapter requires everything you've discovered so far. Coordinates, names, symbols, a physical artifact that needs to be positioned in a certain way. When everything fits, you read the final document. The story turns upside down. The professors haven't disappeared: they chose. And now you know why.
End of chapter, new questions
You close the materials, put everything back in the envelope. But it's not over. You have three more chapters ahead, and now you know there's something bigger behind it all. Maybe you'll open the second chapter immediately, maybe you'll wait for the next evening. But you'll return to it, because the story won't let you go.
How to play
The flow of each chapter
Threads of Fate has no rounds or turns. It's a free progression through materials, puzzles, and revelations.
Extract letters, documents, artifacts. Read everything at least once, take notes, underline, circle. Some materials are clear, others cryptic. Discard nothing.
Overlap sheets, compare dates, observe margins. Norse glyphs repeat, bold words form sequences, maps have hidden coordinates. Every detail can be a clue.
When you find a solution, it might be a code for a website, a password, a sequence of symbols. Enter it where indicated. New documents unlock, the story progresses, new puzzles emerge.
The final puzzle of the chapter reveals an important narrative revelation. Read the final document, take time to process it. Then put everything away and prepare for the next chapter, when you're ready.
Why it's different from others
Six elements that make the difference
Layered and non-linear narrative
The story isn't read, it's reconstructed. Each chapter adds pieces to the puzzle, but the sequence of real events isn't the order in which you discover them. You need to connect past and present, mythology and archaeology, disappearances and destiny. The full picture only emerges at the end.
Organic digital integration
Websites are not an extra: they are part of the game. You unlock credentials by solving physical puzzles, access documents that expand the story, find videos and files that couldn't fit in the box. The boundary between analog and digital disappears.
Multi-level puzzles requiring collaboration
It's not 'guess the password'. Puzzles have multiple layers: pattern recognition, document overlay, logical deduction, physical manipulation of artifacts. You can get there alone, but in a group it's faster and richer with shared insights. Each mind sees a different detail.
No timer, no time pressure
Threads of Fate has no stopwatch. You can stop whenever you want, resume the next day, spend an hour on a puzzle if needed. The tension doesn't come from time ticking, but from narrative suspense and the desire to understand what really happened.
Norse mythology as the backbone
The glyphs, symbols, references to Yggdrasil, the Norns, the threads of fate are not decorations. They are the language of the game. As you decipher them, you understand that the story you are solving is intertwined with ancient myths. The supernatural becomes concrete.
Meticulously remastered
Threads of Fate is the definitive version of The Tale of Ord. Rita Orlov has rewritten, redesigned, added materials, and refined puzzles. If you played the original, you'll recognize the framework but experience something new. If you haven't played it, this is the perfect starting point.
How it ends
How to win (and how to give up)
Threads of Fate has no traditional victory conditions. You win when you complete all four chapters and reconstruct the truth behind the disappearances.
Completion
- Solve all the puzzles in a chapter and unlock the final document
- Read the narrative revelation that concludes the episode
- Proceed to the next chapter until all four episodes are completed
Stuck (not defeated)
- You get stuck on a puzzle and can't find the solution even after hours
- You decide to consult online hints (PostCurious provides gradual help)
- You abandon the game without completing all chapters (technically possible, but rare: those who start, finish)
Threads of Fate is an experience that takes its time. It's not one evening, it's four evenings. It's not a game to be won, it's a mystery to be journeyed through. And when you close it, you know you've experienced something you won't find in other games.
Frequently asked questions
FAQ about Threads of Fate
How long does it really last? Can I play one chapter per evening?
Each chapter lasts 2-3 hours on average, but it depends on the group and the speed of solving. Many play one chapter per evening, others prefer to do two chapters in a row. You can stop whenever you want and resume: there's no setup, you pick up where you left off. Total: 8-12 hours of gameplay across four episodes.
Is it really cooperative or can it be played competitively?
It's purely cooperative. There are no teams, no competition. Everyone works together to solve the puzzles and reconstruct the story. It works perfectly alone (it's also designed for solo play), in a group it's faster and richer with shared insights. A competitive version doesn't make sense.
If I get stuck on a puzzle, are there hints?
Yes. PostCurious provides a system of gradual online hints. You can access progressive hints without spoiling the complete solution. Hints are organized by chapter and specific puzzle. Many players only use them as a last resort, but they are there if needed.
After playing it, can I resell it or pass it on to someone?
Technically yes, if you haven't written on the materials and kept everything intact. But replayability is zero: once the puzzles are solved, you know all the solutions. Some players keep it as a collector's item, others pass it on to friends, warning them not to look for spoilers online.
Is it available in Italian?
No, this edition is in English. All documents, letters, articles, websites are in English. A good understanding of the language is needed, because puzzles often play with words, anagrams, cultural references. If the group has at least a couple of people fluent in English, it's feasible. Otherwise, you risk missing important details.
Threads of Fate is a narrative investigative experience for 1-4 players, designed by Rita Orlov and published by PostCurious. It combines escape rooms, physical puzzles, and interactive narrative across four chapters, each lasting 2-3 hours, for a total of 8-12 hours of gameplay. Players aged 14 and up will take on the role of a private investigator tasked with finding two missing professors from the Emerens Institute, discovering along the way a plot intertwined with Norse mythology, supernatural artifacts, and mysterious glyphs. The game requires deduction, pattern recognition, collaboration, and the use of interactive websites that unlock as puzzles are solved. Threads of Fate is a remastered and expanded version of The Tale of Ord, with redesigned materials, refined puzzles, and a deeper narrative structure. Available on FroGames.it.

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