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Anachrony Essential Edition Rulebook Single Pages Websafe

The document provides setup instructions for the board game Anachrony. It describes placing components like the main board, buildings, resources and workers. It also describes arranging timeline tiles and superprojects, and distributing starting components to players based on their chosen path.

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Bruno Banzo
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0% found this document useful (0 votes)
64 views28 pages

Anachrony Essential Edition Rulebook Single Pages Websafe

The document provides setup instructions for the board game Anachrony. It describes placing components like the main board, buildings, resources and workers. It also describes arranging timeline tiles and superprojects, and distributing starting components to players based on their chosen path.

Uploaded by

Bruno Banzo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULEBOOK

COMPONENT LIST

1x Main board

4x1 Dual-sided Path boards

4x1 Player boards


Workers Resources (cubes)

4x2 Leader cards

25x Scientist 15x Neutronium (purple)


25x Engineer 20x Gold (yellow)
15x Administrator 20x Uranium (green)
15x Genius 25x Titanium (grey)

24x Energy Core tokens 66x Victory Point tokens


(30x 5 VPs and 35x 1 VPs,
Water 1x -3 VPs) 4x1 Player banners with plastic standee

24x “1 Water” drops (light blue)


6x “5 Water” drops (dark blue)

IMPORTANT: The Water, Resource and Worker


general supplies are not considered limited. In the
unlikely case the general supply runs out of Water or a
4x1 Dual-sided 4x6 Hex-shaped
Resource/Worker type, use proxies as replacements.
player aid cards Exosuit markers

2
4x2 Time Travel and 4x8 Path markers 4x9 Warp tiles
Morale markers (3x Workers, 4x Resources,
(+1x spare of each) 1x “2 Water”, 1x powered up Exosuit)

4x15 Building tiles 11x Recruit pool cards 9x Dual-sided Timeline tiles 1x Impact tile
(Power Plants, Factories, Life Supports, Labs) 11x Mine pool cards

18x Superproject tiles 2x Research dice 1x Paradox die 1x Dual-sided Evacuation Action tile

12x Anomaly tiles 3x15 Breakthrough tiles 15x Collapsing Capital tiles 9x “Hex Unavailable” tiles

8x Endgame Condition cards 16x Starting Asset cards 1x Scoring pad 16x Paradox tokens

3
THE STORY SO FAR
The world has changed. It is the 26th century and New Earth is slowly recovering from the Day of Purgation: the day
a mysterious, catastrophic explosion shook the entire planet. The majority of the population was exterminated, and
most of the surface became uninhabitable. No one understood what really caused the apocalypse — the only thing the
survivors could do was find shelter until the dust settled.
The remnants of humanity organized along four radically different ideologies, called Paths: the peaceful Path of Harmony,
living in one of the few surviving cradles of nature blooming with flora and fauna; the stern Path of Dominance, ever
cruising the oceans aboard their huge metropolis-ship, the Atlantean; the cunning Path of Progress, looking down on
Earth from their city in the sky; and the devout Path of Salvation, dwelling in huge underground halls and chambers.
Followers of the four Paths live in a fragile peace, but in almost complete isolation. Their only meeting point is the
Capital, the last independent city on Earth, led by a global governing body: the World Council.
Many years later, explorers discovered a rich seam of an unknown substance at the desolate Ground Zero of the Day of
Purgation. The durable and light Neutronium, as they named it, proved excellent as building material. To commemorate
the 300th anniversary of the apocalyptic day, the World Council initiated the construction of five Monuments, made

entirely of Neutronium, representing the four Paths and the World Capital. When the celebration started, the delegations
of the four Paths witnessed humanity’s most life-changing event since the Purgation.
Time Rifts from the future opened on the Monuments, revealing the true power of the mysterious Neutronium: when
exposed to energy, it is capable of opening wormholes through time. The connection with the future gifted humanity
with unprecedented growth and prosperity, but also led to a grim realization: the Purgation was the result of the very
first of the Time Rifts. The devastating energy of a future asteroid impact was transferred back in time due to the
massive amount of Neutronium within the asteroid’s matter. This impact is now looming on the horizon, threatening to
devastate not only the past, but also the future.
With the assets of present and future at their disposal, each faction will do everything to prepare for the upcoming
impact – and dominate Humanity’s future as the one true Path.
Discover more about Anachrony’s story and the Paths at www.mindclashgames.com!

4
GENERAL SETUP

1. Place the Main board in the middle of the table. If playing with 2 or 3 players, use the side with only two Hexagonal
slots for the Research, Recruit and Construct spots. Optional variant for 2 players, for a tougher game: Place a
“Hex Unavailable” tile over the right World Council space.
2. Place the two Research dice on the indicated spots on the Main board.
3. Place the Evacuation Action tile on its respective space on the Main board, with its A (intact) side up.
4. Shuffle the 11 Recruit pool cards and 11 Mine pool cards into two face-down decks. Place them next to the Main board.
5. Separate the buildings into four stacks divided by type (Power Plants, Factories, Life Supports, and Labs) and shuffle
each stack separately. These will be the primary stacks. Place them face up next to the Main board. The building on
the top of each primary stack will be available to Construct during the game.
6. Place the Anomalies in a face-up stack. Place the Paradox die and Paradox tokens next to the Anomalies.
7. Place all Resources on the top-right side of the board, and all Water on the top left. Place all Workers, Energy
Cores and Breakthroughs next to the Main board, across the board from the buildings. Workers can be sorted by
type and Breakthroughs by shape for easier access. Place the Victory Point tokens within reach.
8. Arrange the Timeline tiles as depicted below in a straight line left to right below the Main board. This will be the
Timeline. Place the Impact tile between the fourth and the fifth Timeline tiles.
9. Shuffle all Superprojects and randomly place one of them above each of the seven Timeline tiles. The first (leftmost)
Superproject should be placed face up, the rest face down. Do not place a Superproject above the Impact tile.
Return the remaining Superprojects to the box.
10. Place one of each player’s Path markers below the leftmost Timeline tile. These will be their Focus markers.
11. Then randomly choose 5 Endgame Condition cards, and place them face up above the Main board.
Endgame Condition cards

11 6
7
Water Evacuation Action tile Anomalies Paradox Paradox die
Victory Points
tokens

1
Energy Cores 7 3
Resources
5
7 Power Plants
Workers
16
Breakthroughs Factories

Recruit pool
cards

4 Life Supports

Mine pool
cards
2
Labs
Superprojects

8
10 Timeline tiles Impact tile
Focus markers
5
PLAYER SETUP
12. Each player picks a Path to play, and receives its respective Player board. Players may choose whether they use the
A side or B side - all players must use the same side. Give players the coloured components matching their Path
color (6 Exosuits, 9 Warp tiles, 8 Path markers and the Morale and Time Travel markers). We recommend playing
the symmetric A side first before getting to know the asymmetric B sides.
13. Place the Path board belonging to their chosen Path in front of each player, with a randomly chosen side up. Each
side has a different Evacuation condition printed on it, which is scored when the player takes the Evacuation Action.
14. Give all players their starting Resources, Water, Energy Cores and anything else indicated on their chosen Path
board. The Path of Progress receives its starting Breakthrough at random. Place the starting Workers in the Active
and Tired columns (as indicated) and set the Morale and Time Travel markers to their indicated starting positions.
15. Each player must pick one of the two Leader cards available to their Path. Place the chosen Leader on the designated
spot on the Path board.
16. Give each player their Player banners (in their plastic standees), and place them in front of them. The player who
most recently had a “déjà vu” becomes First Player: place their Banner on the designated space next to the World
Council Action spaces. Finally, players in a clockwise order starting from the First Player receive 0/1/1/2 Water.

Warp Path
14 Exosuits tiles markers Time Travel marker Side A
12

13

PATH BOARD
15

Leader card 16

First Player marker banner Morale marker Starting Workers PLAYER BOARD

GAME OVERVIEW

In Anachrony, you are the Leader of one of New Earth’s ideological Paths: Harmony, Dominance, Progress and Salvation.
Your ultimate goal is to prepare for an upcoming asteroid impact, secure the future of your people, and overcome the
other three Paths as the dominant ideology in shaping humanity’s future.
The game is played through up to seven rounds, called Eras, each symbolizing several years. After the fourth Era, the
asteroid impact occurs, changing how the remaining Eras play out, and triggering the countdown to the game end.
Anachrony is centered around three game concepts: powering up and using Exosuits, taking Actions with Workers,

6
and using Time Travel. In this section, we give a short GAME TURN – ONE ERA OF PLAY
overview of these concepts - details of the gameplay will
be described in the subsequent chapters. Each Era is comprised of the following phases, in this order:
Exosuits: At the beginning 1 Preparation phase – Reveal the Superproject
of each Era, each player may above the next Timeline tile, shift the building
choose to power up up to stacks, fill up the supply of Workers and Resources
6 Exosuits. This potentially costs available for this Era.
Energy Cores. The number of
2 Paradox phase – Players who excessively
Exosuits determines how many
strained the Timeline with Warping have to roll for
Actions you can take on the
Paradoxes. This phase is skipped in the first Era.
Main board (they protect your
Workers as they venture out of 3 Power up phase – Players may power up Exosuits,
the safety of your Path’s Capital). allowing their Workers to perform Actions on the
Main board.
Taking Actions with Workers:
4 Warp phase – Players may place Warp tiles on
The Action rounds phase is the
the current Timeline tile to bring assets from the
heart of each Era, when players
future to the present.
alternate taking Actions using
their Workers. A Worker may be 5 Action rounds phase – Players alternate taking
used individually (on your Player Actions on their Player boards and the Main board
board) or in an Exosuit (on the until everyone has passed.
Main board). Usually, Workers 6 Clean up phase – Retrieve Workers and Exosuits from
used to take an Action during the the Action spaces, check for Impact and game end,
Action Rounds phase become and set the players’ Focus marker on the next Era.
tired at the end of the Era.

Time Travel: Thanks to the 1 PREPARATION PHASE


Time Rifts, humanity can now
Reveal Superproject: Flip the Superproject above the next
use Time Travel to boost its
Timeline tile face up (i.e., the tile right to the current one).
progress: at the beginning of
Example:
each Era, in the Warp phase,
they may request resources and
Warp tile Power Plant manpower from their future –
this is symbolized by the Warp
tiles placed on the Timeline.
Later, however, these assets
have to be sent back to the past
Paradox Anomaly to close the loop – this is done
with Power Plant buildings that
power up your Time Rift and
open its Focus to a past Era. The
later the assets are returned to
Timeline tile the past, the more likely they are Shift building offers: Place
to cause temporal Paradoxes, the top building of each Example:
and ultimately Anomalies. primary stack face up next to
it to form a secondary stack
The game ends with a Victory Point scoring after the (one for each of the four
collapse of the World Capital due to the asteroid impact. building types). If there are
There are a number of ways to score Victory Points, with buildings in the secondary
the most important ones being constructing Buildings stack already, place the newly
and Superprojects, making scientific Breakthroughs, using shifted one on top of them,
Time Travel, achieving a high Morale, and evacuating the covering the previous top one.
collapsing World Capital.
The top buildings of each primary and secondary stack are
available to Construct during the Action Rounds phase.

7
Example: Determine available Workers: Remove any remaining
Determine available Workers
Workers from the Recruit pool. Draw the top card of the
Recruit pool deck and place the four Workers depicted
on the card on the respective Recruit pool slots next to
the Recruit Action. Workers of the same type are stacked
upon each other.
Determine available Resources: Remove any remaining
Resources from the Mine pool. Draw the top card of the
Mine pool deck and place the five Resources depicted on
the card on the Mine pool slots to the left of the Mine
Action. Finally, place a Uranium, a Gold and a Titanium on
the respective slot next to each Mine Hex space.

IMPORTANT: After the Impact, ignore the topmost


Resource on the drawn card, and always place a
Neutronium on the topmost slot instead.

2 PARADOX PHASE
Example: NOTE: The Paradox phase is only relevant from
Determine available
the second Era onwards. For reading this rulebook
Resources
and teaching the game, we suggest skipping this
phase for the first time until you are familiar with the
concepts of Warping (Phase 4) and Time Travel.

Paradox rolls
Starting from the left, check every Timeline tile with at
least one Warp tile on it. For each tile, the player(s) with
the most Warp tiles on it must roll the Paradox die once,
and receive the rolled number of Paradox tokens (0, 1 or
2). If there is a tie for the highest number of Warp tiles on
a Timeline tile, all tied players have to roll.

Anomalies
Anomalies are strange and dangerous faults in the fabric
of time that cover building spots but do not count as
buildings. Each Anomaly still in place at the end of the
game is worth -3 Victory Points.
Mine pool
Example:
Paradox phase Checking order

8
A player receiving a third Paradox token (by any means) is 3 POWER UP PHASE
immediately affected by an Anomaly. When this happens, they:
In this phase, players may power up their Path’s Exosuits,
• Stop rolling for Paradoxes (if they had remaining rolls).
which will help their Workers survive the harsh conditions
• Return all their Paradox tokens to the supply (even if of New Earth on their way to taking Actions on the
they have more than 3 tokens at this time). Main board.
• May choose to retrieve one of their Warp tiles from In a clockwise order starting with the First Player,
any Timeline tile back to their personal supply (only each player:
after all players’ Paradox rolls have been resolved).
1. Places up to 6 of their Exosuits on the Hex slots
• Take an Anomaly tile from the stack and place it on the of their Player board (one Exosuit per slot), paying
leftmost free building spot of their Player board (the 1 Energy Core for each one placed on the three
player may choose on which row if several are tied). bottom slots.
Any Anomaly tile remaining on a Player board at the end 2. Then receives 1 Water for each remaining empty
of the game is worth -3 Victory Points for that player. Hex slot.

NOTE: If players prefer predictability, they may agree Example:


not to use the Paradox die at all, and simply receive
1 Paradox whenever they would roll it.

Example:

+ +

NOTE: To speed up the game, players can agree to


power up their Exosuits simultaneously instead of in
turn order.

NOTE: After the Impact (see “Impact” on Page 18),


two of the top three Hex slots will be covered and
unavailable. No Exosuits can be placed there, nor do
they produce any Water income.

4 WARP PHASE
Thanks to the Neutronium brought to Earth by the original
cataclysm, Time Travel is now possible. Thus, every Era,
NOTE: If there are no free building spots, the player
players may decide that they will receive something from
must place the Anomaly on top of any of their
the future. A decision is all it takes; the desired good
buildings. That building is not available until the
appears immediately. But it doesn’t come for free – a few
Anomaly covering it is removed.
Eras later it will be the players’ turn to fulfill the claim to
NOTE: Certain abilities in the game may raise the their past selves, and send the goods back, or else risk
limit of Paradoxes above three. tearing holes in the time-space continuum.

9
Each player secretly hides 0-2 Warp tiles in their hand Example:
(hide the other Warp tiles to maintain secrecy). Reveal
them simultaneously and place them on the present
Timeline tile (the order is not important). In player order, 1
each player immediately receives any asset shown on
the selected Warp tile(s). Each tile placed on the Timeline
can be recovered later (see “Power Plant buildings: Time
Travel and Focus” on Page 16) and used again.
Example:

1
1

2
1 2 3

IMPORTANT: Free Actions


1. Warped assets are taken from the common supply. Free Actions may each be performed once per
2. Each Worker requires paying 1 Water to be warped Era, during any of the player’s turns. When used,
in (sending people through the Time Rift seriously cover the Free Action spot with a Path marker as a
strains them), or else that Warp tile cannot be chosen. reminder that it has already been performed. Using
However, paying with Water warped in together with a Free Action doesn’t end the player’s turn – they
the Worker is possible. Warped Workers are put in the may also place a Worker (or pass) in that same
player’s Active column. turn. Path markers are not considered limited – in
3. Warped Exosuits are placed on one of the Hex the unlikely case a player runs out of them, use a
slots of the Player board, even on an Exosuit Hex suitable substitute.
Unavailable tile.
Example:
Free Actions typically appear
5 ACTION ROUNDS on buildings and Superprojects,
but Force Workers and certain
This is the main phase of the game. Play goes in rounds Leader Abilities are Free Actions
in clockwise order starting from the First Player. On their as well.
turn, a player may perform any number of Free Actions,
then do one of the following:

1. Place one Worker on any empty Worker space on


the player’s own Player board (typically on buildings,
Superprojects or Anomalies) and perform its Action.
2. Place one Worker with an Exosuit on a Hex space or Hex
pool space on the Main board and perform its Action.
3. Pass, not placing any more Workers during the Era.
Once all players have passed, proceed to the Clean up phase.

10
6 CLEAN UP PHASE ACTIONS A

A) RETRIEVE WORKERS
Retrieve every Worker from every Exosuit on the Main 2 WORKERS
4 6 8 AND
10 ACTION
12 14 16 SPACES

board and all Workers placed on the Player boards’ Worker There are four different types of Workers in Anachrony:
spaces. If the Action was marked Motivated , place the Engineers, Scientists, Administrators and Geniuses.
Worker in its owner’s Active column (to the right of the Workers are1
1
placed on21 Action spaces
2
and take Actions,
2 2
Supply Action space); otherwise place it in the Tired either on the Main board
1 2 (with Exosuits) or the players’
2

column (to the left of the Supply Action space). own boards. Some of these Worker types excel at certain
Actions, while being unable to perform others.

2 2
2 1 2
1
2 2

Tired column Active column


3 Genius
Retrieve every empty Exosuit 1from the Main board and ACTS AS 1
1 2
place them into each players’ personal supply (NOT on 2 2 1
1 2
the Hexes on the Player boards – the Exosuits need to be
powered up again).
x
/ /
IMPORTANT: After the Impact, if an Exosuit is 1 Scientist 1 Engineer 2Administrator
2
2 2
retrieved from a Collapsing Capital Hex space tile, 1
WHEN2 TAKING ACTIONS 1
2
-6 -4 -2 2 4 6 2
flip the tile to its Hex Unavailable side. The Genius is a special Worker that may be used as any
4 4 5 5 6 7 7
Worker type when placed.
Finally, all players retrieve all Path markers from their Free
Action slots, so they can be used again in the next Era. IMPORTANT: The Genius may NOT be used instead
of other Workers when paying a non-Genius Worker
!
B) CHECK FOR IMPACT cost, retrieving Worker Warp tiles via Time Travel, or for
The Impact occurs during the Clean up phase of the Evacuation scoring conditions.
fourth Era. Proceed to the Impact rules (Page 18) to
A player’s Worker is considered Active while it is in the
resolve it, then continue from here. 3
Active column on the Player board (as opposed to being
C) CHECK FOR GAME END busy on a board, or in the Tired column). Only Active
Workers can be used for performing Actions or returned
If any of the below conditions are met, the game ends 1 + 2
to retrieve Warp tiles via Time Travel. However, both
immediately at this point. Proceed to “Ending the Game”
Active and Tired Workers can be used to pay Worker costs
rules (Page 19) for final scoring (and skip step D).
(typically on Superprojects).
• The Capital’s infrastructure has collapsed: All
There are three distinct kinds of Action Example:
Collapsing Capital Actions have been flipped to their
spaces in the game:
Hex Unavailable side. +
!

1. Hex spaces: On the Main board, Action


• It is the 7th Era. 2

spaces are Hex-shaped3 since Workers


D) NEXT ERA must be placed on them in a powered- 3

up Exosuit. A Hex 2 space on the Main


If there are unused Exosuits left on the Player boards’ Hexes 1

board becomes unavailable for the rest


1

at this point, return them to their personal supply. Move each +1

of the Era once a Worker has


1 been placed
player’s Focus marker to the Timeline tile corresponding ?
there. Different Hex spaces associated 2
to the next Era (further details at “Power Plant buildings:
with the same Action do not have to be
Time Travel and Focus”, Page 16). Each Era begins with
occupied in any specific order. Example:
that Timeline tile in Focus for each player. Proceed with
the next Era. The First Player will still be the same as in the 2. Hex Pool spaces: Hex Pool spaces +

previous Era, unless another player took the respective work similarly to Hex spaces, with 3

World Council Action. the exception that they are always


available and any number of 2

Workers may be placed on them


1
(in an Exosuit).
11
3. Worker spaces: On the Player boards (including MAIN BOARD ACTIONS
buildings, Superprojects and Anomalies), Worker
spaces may only be used once per Era. Workers do Capital Actions: Construct, Recruit and Research are
not need Exosuits to be sent to these spaces. Capital Actions. After the Impact, Capital Action spaces
Example: Worker spaces
are covered by Collapsing Capital tiles providing improved
space-related features, whereas the usual Worker-related
restrictions and benefits still apply (see “Impact” for
details, Page 18). Only Capital Actions can be copied with
the World Council Action (see later).

Capital Actions each have 3 available Hex spaces:


As additional features associated with Action spaces,
1. Upper space – no modifiers.
some of them:
2. Middle space – must pay 1 Water.
• Have Worker restrictions – Only Workers of the
pictured types (or Geniuses) may be placed on them. 3. Lower space – must pay 2 Water (available in 4-player
games only).
• Give additional benefits if a specific type of Worker (or
a Genius) is placed on them.
• Have an associated (Water or Resource) cost – These CONSTRUCT
assets must be spent in order to place a Worker
on them.
Choose one of the following two options:
• Keep Workers “Motivated” – Workers on these spaces
1. Select a face-up building from the top of any of the
are placed in the Active column during the Retrieve
8 building stacks (primary and secondary stacks of
Workers phase.
each building type), then place the building on the
The detailed rules and Worker restrictions of each Action leftmost empty spot of its respective row of your
are described in the subsequent chapters. Player board, paying the costs indicated on the spot.
• If there are no empty spots for a building type, you
may not build any more buildings of that type.
• If a building was selected from the primary stack,
the building underneath becomes immediately
available.
• If a building was selected from the secondary
stack, if there is a building underneath it, it
becomes immediately available (again).

Example:

12
2. Build the Superproject in Focus (i.e. the one above the Worker specifics
Timeline tile where your Focus marker is). By default, • May not be activated by
this is the current Era’s Timeline, but Focus can be a Scientist.
changed via Time Travel. Place the Superproject on
• If activated by an
the two leftmost horizontally adjacent free spots
Engineer, you may not 4
of your Player board (you may choose which row
select a Genius (only a
to place it on if several rows are tied). Ignore the
Scientist, an Engineer or
costs printed on the spots, and instead pay the
+ on the Superproject itself (including an Administrator).
costs indicated
Breakthroughs). If a Superproject has a Worker in its
construction cost, the Worker can be paid from either 2
RESEARCH
the Active or Tired columns.
Example: 3
Set one Research die (shape or icon) to the face of your
choice, and roll the other. Take a Breakthrough tile with ?
the shape and icon shown by the dice. The “?” on the icon
die stands for any icon of your choice. You may not set
2 the icon
1 die to its “?” face. 1
! 1

/ /
Shape die
1
1 / ? / / /
2 2
Icon die Time travel Warfare Genetics Technology Society
2 1

3
Example:
Worker specifics
• May not be activated by an
Administrator.
• If activated by an Engineer,
subtract 1 Titanium from
the total cost of the Action. -1

+1 2
RECRUIT -1

NOTE: In the unlikely case the rolled Breakthrough is


Select a Worker from the not available, reroll one die of your choice.
Recruit pool and add it to !
the Active column of your 2 Worker specifics
Player board. You also ?
receive a bonus based on the
• May only be activated by !
a Scientist.
type of the Worker chosen:
?
• Scientist:
1 2 Water. 1
• Engineer: 1 Energy Core.
• Administrator: 1 1Victory 1 1
1 +
Point.
WORLD COUNCIL
• Genius: Any one of the 2
above
2 three bonuses. 2 You may choose a Capital Action (Construct, Recruit,
? 3 Research) with no more available spaces and perform it.
2 2 2

13
2 1
1
Worker restrictions and benefits of the copied Capital MINE RESOURCE
Action apply for the Worker placed on the World Council,
but space-related features (e.g. Water costs on Hexes and
Take 1 Resource of your choice from the Mine pool.
Collapsing Capital tile bonuses) do not.
Example:
Worker specifics
• If activated by an Engineer, he is kept Motivated.

Mine Resource has 3 available Hex spaces:


1. Upper space – take a Uranium in addition to the
Resource taken from the Mine pool.
2. Middle space – take a Gold in addition to the
Resource taken from the Mine pool.
3. Lower space – take a Titanium in addition to the
Resource taken from the Mine pool.
Example:

NOTE: In order to become First Player, you may


place a Worker on the left World Council space even
if there are still available Worker spaces in all Capital
Actions. In this case, you become the First Player,
but otherwise do not get to perform an Action.

Worker specifics
• Worker restrictions and/or bonuses of this Action are
the same as those of the copied Capital Action.

World Council has 2 available Hex spaces:


Example:
PURIFY WATER
1. Left space – must pay 2
Water and become the
!
First Player (replace the
previous First Player’s
banner on the spot next
to this Action space).
2. Right space – must pay
1 Water.

IMPORTANT: After the Impact, Capital Actions can


3
still be copied through the World Council as usual.
At that point a Capital Action may be copied even if
each of its spaces are either occupied by an Exosuit
or covered by a Hex Unavailable tile.

+1

14
+1 2
Take 3 Water from the supply. numbered slot on the tile and receive the Victory Points
specified on your Path board under the Evacuation
Worker specifics
condition. If you placed your Path marker on the spot with
• If activated by a Scientist, take 1 additional Water. the -3 Victory Points marker, you receive 3 less Victory
Points for your Evacuation (to a minimum of 0). The
Purify Water has a Hex Pool space, where any number of
maximum number of Victory Points that can be received
Workers can be placed.
for the Evacuation Action is 30.

TRADE WITH NOMADS

3
The Path board also addresses specific assets and a
related Victory Point ratio. You receive additional Victory
Points based on the amount of that asset you hold when
you take the Evacuation Action. After scoring, you keep
2 these assets. 1 1
Worker specifics 1

• The Evacuation Action can be taken by any Worker.


Evacuation has a Hex Pool space, where any number of
1 Workers can be placed, but each player may only take
?
this Action once per game.
2 2
You may choose one of the following:
• Exchange 3 Water to 1 Energy Core; or vice versa.
• Exchange 1 Energy Core to 1 Neutronium; or vice versa.
• Exchange 1 Neutronium to any 2 of Titanium,
Uranium, or Gold; or vice versa.
• Exchange any 2 of Titanium, Uranium, or Gold to 3
Water; or vice versa.
Worker specifics
• If activated by an Administrator, you may choose
from the above options twice (one after the other).

Trade with Nomads has a Hex Pool space, where any


number of Workers can be placed.

EVACUATION

This Action space will only be available after the Impact.


It may only be taken by each player once per game, and
only if they meet the condition stated on their Path
board.
Place one of your Path markers on the uppermost free

15
PLAYER BOARD ACTIONS POWER PLANT BUILDINGS: TIME TRAVEL
All spaces on the Player boards are either Worker spaces AND FOCUS
or Free Actions — Exosuits are not needed to activate Power Plant buildings allow manipulation of time by
them. powering up the Time Rift. Players can activate them to
turn the Focus of the Time Rift to an earlier Timeline tile.
Each Power Plant has a strength and complexity rating
SUPPLY expressed in game terms as its range. When you activate
your Power Plant, you may execute the following steps,
The Supply Action is printed on every Player board between in this order:
the Active and Tired columns. Spend Water equal to the
1. Move your Focus marker onto any past Timeline tile
number printed on the Water symbol below your current
no further to the left than the Power Plant’s range.
position on the Morale track (1), then move all of your
(Measured from the current Era’s Timeline tile,
Workers from the Tired column to the Active column (2)
ignoring the Impact tile. Ranges are not cumulative.)
(ready to be used in later Action rounds of the same Era).
You may also choose to leave your Focus marker on
Finally, advance one step on the Morale track (3) (to the
the same past Timeline as long as it is in range of the
right). If you are already at maximum Morale, you receive a
Power Plant used. You may never end up with your
number of VPs indicated at the right end of the Morale track
Focus marker in the current Era after using a Power
instead of advancing on it.
Plant.
Example:
2. You may optionally send an asset back through the
2
Example: Time Rift. Select one of your own Warp tiles present
on the Timeline where the Focus was set to, and
spend the Resource/Water/Worker/Exosuit on that
Warp tile. Finally, remove the Warp tile corresponding
to the spent asset from the Focused Timeline tile and
3 return it to your personal supply.

Worker specifics 1
Example:
• If activated by an Administrator, he is kept Motivated. 1. Set Focus
2. Pay and remove Warp tile
3. A
 dvance on
FORCE WORKERS the Time Travel track

The Force Workers Action is printed on every Player board 2


between the Active and Tired columns. Force Workers is
a Free Action, and requires no Worker. Place one of your
Path markers on the slot (1), then move all of your Workers
from the Tired column to the Active column (2) (ready to
be used in later Action rounds of the same Era). Finally, you
fall back one step on the Morale track (3) (to the left). If you
are already at minimum Morale, you lose a Worker of your
choice instead of falling back on the Morale track.
Example:

2
1

3
3

16
NOTE: This represents the assets being sent back ANOMALIES
in time, and “technically” these goods being spent
A building spot can occasionally be covered by an Anomaly
are the very same goods you received in the past,
(see “Paradox phase”). As an Action, a player may place
seemingly “for free”.
a Worker on an Anomaly and spend either 2 Titanium/
Uranium/Gold plus 2 Water or 1 Neutronium plus 2 Water
IMPORTANT: Workers must be spent from the Active
to seal it. Remove the Anomaly and the Worker immediately
column and an Exosuit must be sent back powered-
and place them back in their respective general supplies.
up (from one of the Hexes on the Player board).
It is possible that gaps might appear on the Player board
3. If you executed both steps 1 and 2, move your Time because of removing an Anomaly - new buildings or even
Travel marker on your Player board one step to the Superprojects can be constructed there later.
right. Each step on the Time Travel track will be worth
Victory Points at the end of the game, representing
the advances the Path has made in using Time Travel 1 2
technology.
2 2
IMPORTANT: If a Warp tile is removed through any
other way (by using a building’s retrieve ability or
when placing an Anomaly), the Time Travel marker
is not moved.

NOTE: Superprojects of earlier Eras can be built by


Worker specifics
using the Construct Action as long as they are in
Focus (see the Construct Action). • The Worker placed on (and thus removing) the
Anomaly is immediately returned to the general supply.

OTHER BUILDINGS AND SUPERPROJECTS


Once a building or Superproject is placed on a Player
board, it is available for use to its owner. The abilities and
benefits they provide fall into one of four categories:
1. Worker Actions behave just like any other Player board
1 Worker space. Some Action spaces may have Worker
restrictions or benefits, or costs associated with taking
them. Some may keep the Worker Motivated.
2. Free Actions may each be performed once per Era
during any of the player’s turns in the Action Rounds
phase, up to and including the turn the player
passes. When used, cover them with Path markers to
remember they have already been performed.
3. Passive abilities provide a benefit that remains in
effect throughout the game and/or influences the
final scoring.
4. One-time abilities are performed once, when the
building or Superproject is built.

1 2 3 4
101 215 401 315
1
1 +1
8
1

Details of specific buildings and Superprojects can be


found in the Appendix.

17
IMPACT

imPact At the end of the 4th Era,


1.
the asteroid impact hits a
desolate part of the Earth,
initiating a cataclysm that
2. will eventually destroy the
Capital. Players only have a
3. few turns to do what they
have to and attempt to
evacuate parts of the city,
securing further influence in
! deciding humanity’s future.

EVACUATION
Turn the Evacuation Action tile to its “B” (damaged) side,
revealing the Evacuation Action. In a 2/3/4 player game, In the Retrieve Workers step of the Clean up phase, flip
place the “-3 Victory Points” marker on the second/third/ each Collapsing Capital tile to its unavailable side if an
fourth spot from the top. Exosuit was retrieved from it.

REMINDER: Once the last Collapsing Capital tile is


flipped this way, the game will end at the end of the
current Era.

IMPORTANT: The World Council spots can still be


used to take Capital Actions (ignoring any Collapsing
Capital tile bonuses) once the respective Capital
Action has no free Hex spots left.

HEX UNAVAILABLE TILES


COLLAPSING CAPITAL TILES While the Paths’ capitals are more or less prepared for
the Impact, some damage is inevitable. Cover two of the
After the Impact, the Capital’s structures begin to fail.
three Exosuit Hex spaces in the top row on each Player
Because of this, the number of Capital Actions (Construct,
board with a Hex Unavailable tile. Players may no longer
Recruit, Research) players can take for the remainder of
power up Exosuits on these Tiles, nor do they receive any
the game will be strictly limited.
Water income for them.
Separate the Collapsing Capital tiles by their Action into
three piles. Select 2/2/3 Hexes randomly from each pile
(for 2/3/4 players) and place them on the Capital Actions’
Hexes, with their available side face up.

The Collapsing Capital tiles provide stronger, “last ditch”


versions of the Capital Actions (Worker restrictions still
apply). In addition to taking the Capital Action, the player
also receives the bonus depicted on the tile. A detailed list
of these bonuses can be found in the Appendix. NEUTRONIUM
The Impact further increases the amount of Neutronium
on Earth. In post-Impact Eras, ignore the topmost
Resource of the drawn Mine pool card, and place a
Neutronium on the topmost slot instead.

18
Example: Example:

SET

ENDING THE GAME The Path Capital with the most Victory Points becomes
the new seat of the World Council and thus wins the game.
In case of a tie, most Water, then most total Resources
The game ends at the end of the Era when the last Capital decide the winner. If still undecided, players share victory
Action space becomes unavailable or if the final Era (7th) – the Council will rotate between them.
is finished.

UNTANGLE THE CONTINUUM FREQUENTLY


At this point, players must straighten out the problems OVERLOOKED RULES
they have with the Timeline. They must fulfill every
outstanding Warp tile to remove them from the Timeline. • Geniuses may be used as any kind of Worker when
Workers must still be returned from the Active column placed on Action spaces, but they may NOT be spent
and an Exosuit must be powered-up to be returned this as another kind of Worker, or sent back in time to
way. These removals do not count as Time Travel: players remove a Worker Warp tile.
don’t use Power Plants for them, and they score no points
• Whenever paying a Worker cost of an Action (typically
and do not advance the Time Travel marker.
when building Superprojects), the Worker can be spent
For each Warp tile players are unable to remove from the
from either the Active or Tired columns, but Workers
Timeline, they score -2 Victory Points.
that are busy (i.e., currently are on an Action space)
SCORE ENDGAME CONDITIONS may NOT be spent.
• When a Worker is returned for a Warp tile when shifting
Look at the five Endgame Condition cards above the
Focus, it can only be taken from the Active column (since it
Main board. Each player scores 3 VP for each of these
was warped in as Active in the past).
conditions they meet. In case of a tie, all players involved
in the tie score the full amount. • The only time when you can remove a Warp tile from
a past Timeline tile by returning the respective asset
is the moment you shift Focus to that tile. You only
FINAL SCORING advance on the Time Travel track if you return a Warp
Tally up points from buildings, Anomalies, Superprojects, tile by paying the respective asset.
Time Travel, Morale, Victory Point tokens, Timeline • Warp tiles on the present Timeline tile cannot be
penalties and Endgame Conditions using the scoring pad removed through Power Plants and Focus, but they
provided. Each individual Breakthrough is worth 1 VP. can be removed using the retrieve abilities of certain
In addition, a set of three Breakthroughs with different buildings, Anomalies and Superprojects.
shapes (i.e. Circle, Triangle, Square; the icons do NOT
have to match) is worth an additional 2 VP/set.
• The Impact tile does not count as a Timeline/Era
and does not have to be accounted for when using
Power Plants.

19
OPTIONAL RULES GAMEPLAY VARIANT — STARTING ASSET DRAFT
By using the Starting Asset Draft, players can add more
variety to the starting assets of their Path each game.
GAMEPLAY VARIANT — ALTERNATE TIMELINE During the Setup, instead of giving each player the Starting
With the Alternate Timeline gameplay variant, players can Assets depicted on their Path board, give each player:
add another strategic twist to the Warp phase.
• 2 Scientists (Active)
:2 1
• 1 Engineer (Active)
• 2 Energy Cores
• 2 Water 2

Then, deal the following number of Starting Asset cards


to each player:
After setting up the Timeline, turn each Timeline tile to its • 8 in a 2-player game 1 1
alternate (crimson-colored) side. Certain Warp slots on 1
• 5 in a 3-player game :1
this side have bonuses or penalties associated with them.
When playing with the Alternate Timeline, players have • 4 in a 4-player game 3
1

to follow the standard player order (clockwise, starting


from the First Player) when revealing and placing their After this, each player chooses one card in their hand,
hidden Warp tiles. When it’s a player‘s turn to reveal and places it face down in front of them, and passes the
place their Warp tiles, they must place them on the first remaining cards to the player to their right. Repeat this
available empty slot(s) in the order pointed out by the process until each player has chosen four cards. Return
arrows. If they choose to place two Warp tiles at once, the remaining cards to the box (8 in a 2-player game
they may choose the order in which they place them. If and 3 in a 3-player game). All players receive the assets
a Warp tile is placed on a slot with a bonus or penalty printed on their four chosen cards.
symbol, the player immediately receives that bonus or Finally, each player adds up the numbers on the bottom
penalty. of their selected cards. The player with the lowest sum
The following bonuses can appear on the Alternate will be the First Player in the first Era. If there is a tie, the
Timeline tiles: player with the lowest-numbered card will be the First
Player.
Inspiring Message: Gain 1 Morale

GAMEPLAY VARIANT
1 Glorious Future: Gain 1 Victory Point
— ENDGAME CONDITION DRAFT
 arallel Timeline: Receive an additional one of
P With the Endgame Condition Draft, players have more
2 the asset on the Warp tile placed here. control over what will be worth additional Victory Points
+

at the end of the game.


Instead of selecting 5 Endgame Condition cards
Stable Time Rift: Remove 1 Paradox
randomly:
• Deal 4 to each player in a 2-player game, then
The following penalties can appear on the Alternate
each player simultaneously picks two of the four,
Timeline tiles:
and reveals them.
Grim Message: Lose 1 Morale • Deal 2 to each player in a 3 and 4-player game,
then each player simultaneously picks one of the
+ Collapsing Time Rift: Gain 1 Paradox two, and reveals it.
Finally, from the undealt cards, choose one (two in
NOTE: When returning a Warp tile on a Parallel a 3-player game), and add it to the previously picked
Timeline slot via Time Travel later, the player still only cards. Players will now have 5 Endgame Condition
has to pay one of the respective asset (even though cards to play with.
he received two when he placed the Warp tile).

20
APPENDIX Factories:
201: Any Worker (kept Motivated): Receive 2 T.
202: Any Worker, spend 1 W: Receive 3 T.
BUILDING DETAILS
203: Any Worker (kept Motivated), spend 1 W: Receive
At the end of the game, each building is worth a number of
1 T/U/G.
Victory Points printed in the bottom left corner of the tile.
204: Any Worker (kept Motivated): Receive 1 G.
Abbreviations: 205: Any Worker, spend 1 W: Receive 2 G.
W - Water
206: Any Worker (kept Motivated): Receive 1 U.
U - Uranium
G - Gold 207: Any Worker, spend 1 W: Receive 2 U.
T - Titanium 208: Any Worker, spend 1 G + 1 W: Receive 1 N + 1 VP.
N - Neutronium 209: Any Worker, spend 1 U + 1 W: Receive 1 N + 1 VP.
VP - Victory Point
x - Any amount 210: Engineer, spend 3 W: Receive 3 T/U/G or 1 N.
211: Engineer (kept Motivated), spend 1 T: Receive 1
Power Plants: Energy Core.
101: Any Worker: Set Focus to the previous 212: Engineer: Receive 1 Energy Core.
Timeline tile. 213: Engineer, spend 2 T/U/G: Receive 2 Energy Cores.
102-103: Any Worker: Set Focus to a Timeline tile up to 2 214: Engineer, spend 3 W: Receive 2 Energy Cores.
Eras before the current Era’s tile.
215: Free Action: Exchange 1 W for 1 T/U/G.
104: Scientist: Set Focus to a Timeline tile up to 2 Eras
before the current Era’s tile. Life Supports:
105-106: Any Worker: Set Focus to a Timeline tile up to 3 301-302: Free Action: Receive 1 W. When
Eras before the current Era’s tile. you construct this building, immediately
107: Any Worker, spend 1 U: Set Focus to a Timeline tile receive 3 W.
up to 3 Eras before the current Era’s tile. Receive 1 VP. 303-304: Free Action: Receive 2 W.
108: Scientist (kept Motivated): Set Focus to a Timeline 305-306: Any Worker (kept Motivated): Receive 3 W.
tile up to 2 Eras before the current Era’s tile. 307-308: Administrator: Receive 5 W.
109: Scientist, spend 1 N: Set Focus to a Timeline tile up to 309: Any Worker, spend 1 N: Receive 8 W.
3 Eras before the current Era’s Tile. Receive 2 VPs.
310: Any Worker (dies when retrieved): Receive 7 W
110: Any Worker, spend 1 W: Set Focus to a Timeline tile
311-312: Passive: The Supply Action’s W cost is halved,
up to 4 Eras before the current Era’s tile.
rounded up. If you own both 311 and 312, your Supply
111: Any Worker: Set Focus to a Timeline tile up to 3 Eras Action has no W cost.
before the current Era’s tile. When you construct this
313: Any Worker (kept Motivated), spend 1 U: Receive 6
building, you may immediately return one of your Warp tiles
W + 1 VP.
from a Timeline tile to your supply (without scoring VPs).
314: Any Worker (kept Motivated), spend 1 G: Receive 6
112: Any Worker, spend x W: Set Focus to a Timeline tile
W + 1 VP.
up to x Eras before the current Era’s tile. Receive 1 VP.
Labs #401 and #402 decrease the amount of W you have 315: When you Construct this building, immediately
to pay, to a minimum of 1. receive 8 W.

113: Any Worker, spend x T/U/G (minimum 1): Set Focus to Labs:
a Timeline tile x Eras before the current Era’s tile. Receive
401: Passive: The range of your Power Plants
x VPs. You may use Labs #401 and #402 to set Focus
is increased by 1.
further back than x, but you still only receive x VPs.
402: Passive: The range of your Power Plants is increased by 2.
114: Scientist, spend 1 W: Set Focus to a Timeline tile up to
3 Eras before the current Era’s tile, then repeat this process. 403: Any Worker (kept Motivated), spend 1 Energy Core:
Receive 1 powered-up Exosuit.
115: Any Worker, spend 1 G : Set Focus to a Timeline tile
up to 3 Eras before the current Era’s tile. Receive 1 VP. 404: Scientist: Return 1 Paradox from your Player board
to the supply.

21
405: Passive: You can receive 1 additional Paradox before NOTE: With the Exocrawler, you can essentially take
you receive an Anomaly. 2 Actions in the same round, with at least one of
406: Passive: Your Anomalies are worth 2 additional them being a Main board Action.
VPs each (reducing their total VP penalty). Grand Reservoir: Passive: The total W cost of your Action
407: Scientist: Return one of your Warp tiles from a is reduced by 1 in each of your Action Rounds.
Timeline tile to your supply (without scoring VPs).
NOTE: This ability doesn’t work with Trade with
408: Any Worker (Administrator is kept Motivated): Nomads and abilities outside of the Action Rounds.
Move all your Workers from your Tired column to your
Neutronium Research Center: Immediately when built:
Active column.
You may take two standard Research Actions.
409: Administrator (kept Motivated), spend 2 W: Receive
a Scientist or an Engineer (Active). Outback Conditioner: Any Worker, spend 2 W: You may
take a standard Recruit, Research or Construct Action.
410: Administrator (kept Motivated), spend 2 W: Receive
a Genius (Active). NOTE: The Worker restrictions and bonuses of the
411: Passive: When taking the Research Action, you may respective Action still apply. For example, you still
pay 1 W to set 1 additional die to the face of your choice receive a 1 T discount when choosing to Construct
instead of rolling it. with an Engineer, and you cannot choose to
Research with an Administrator.
412: Any Worker, spend 1 T/U/G: Receive 2 VPs.
Particle Collider: Free Action: Exchange any 2 T/U/G for
413: Any Worker: Receive 1 W and 1 VP.
1 N or 1 N for any 2 T/U/G.
414: Free Action: Receive 2 VP and a Paradox.
Quantum Chameleon: Genius: Choose and take a Worker
415: Scientist (dies when retrieved): Receive 2 W and 2 VPs.
Action of any Superproject or building built by any player.
The cost of the Action must be paid accordingly, and
SUPERPROJECT DETAILS
retrieve rules of the chosen Action apply to your Worker
Each Superproject has an Asset and a as well.
Breakthrough cost, printed on the right
Rescue Pods: Passive: Your base Evacuation Condition is
side of the tile. Worker costs can be paid
considered to be completed, regardless of its progress.
with either Tired or Active Workers.
At the end of the game, each Superproject is worth a NOTE: After constructing Rescue Pods, you are
number of Victory Points indicated in the upper left eligible to take the Evacuation Action. When you
corner of the tile. do, you also score points for the base Evacuation
condition as though you had completed it.
Anti-Gravity Field: Passive: Reduce the total cost of each
of your Construct Actions by an additional T, U or G (of Synthetic Endorphins: Passive: You do not score negative
your choice). VPs for low Morale at the end of the game. You do not
lose Workers when you use the Force Workers Action on
Archive of the Eras: Passive: Every step on the Time Travel the lowest spot of the Morale track.
track is worth +1 VP at the end of the game.
Tectonic Drill: Passive: When you take the Mine Resource
Cloning Vat: Any Worker: Receive one Worker of the Action, you may take an additional T, U or G from
same Worker type in the Tired column. the supply.
Continuum Stabilizer: Immediately when built: Return up Temporal Tourism: Free Action: Set Focus to a Timeline
to three of your Warp tiles from up to three Timeline tiles tile up to 3 Eras before the current Era’s tile.
to your supply. Do not advance on the Time Travel track.
The Ultimate Plan: Passive: Every Superproject you built
Dark Matter Converter: Free Action, lose 1 Worker: Gain (including The Ultimate Plan) is worth +3 VPs at the end
1 Genius, 1 Neutronium or 1 Energy Core. of the game.
Exocrawler: Free Action: You may place one of your
Uranium Cores: Free Action: Receive a powered-up
Workers in a powered-up Exosuit on a Hex space or Hex
Exosuit.
Pool space on the Main board, and take an Action there.
Welfare Society: Administrator, spend 1 W: Move 1 step
up on the Morale track.

22
MATRIARCH

LEADER ABILITIES
ZAIDA

Patriarch Haulani: Inspiring


5 Charisma (Free Action): He may
The player(s) with the most Water at the
place one of his active Workers on
end of the game receive(s) 3 VPs.
a Worker slot on his Player board, and take an Action there.
Matriarch Zaida: Saving Grace: During
CAPTAIN 2 !
WOLFE
6 the Clean up phase, she may pay 2 Water
F RO M
S U P P LY

to recruit a Worker from the supply.


This ability is limited to Worker types that are present
on the most recent Worker pool card drawn during the The player(s) with the most Breakthroughs
Preparation phase of the same Era. She does not receive
TREASURE
at the end of the game receive(s) 3 VPs.
HUNTER
SAMIRA
the Recruit bonus associated with that Worker.
Captain Wolfe: Hydrocores: During the
3 2 Power up phase, he may exchange 1
Energy Core for 2 Water, or 2 Water for 1 The player(s) with the most occupied
Energy Core
VALERIAN
any number of times.
PATRON
building spots at the end of the game
Treasure Hunter Samira: Treasure Hunt: receive(s) 3 VPs. This includes Anomalies
2
1! + 1
6 During the Clean up phase, she receives 1 and Superprojects.
F RO M S U P P LY

CORNELLA
T/U/G from the supply, chosen randomly.
LIBRARIAN

Then, she may pay 2 Water to gain an additional T/U/G of


her choice. The player(s) with his Morale marker
SHEPHERD Patron Valerian: Neuroenhancement: All closest to the right end of the Morale
CARATACUS
5 = of his Scientists count as Geniuses for all track (i.e., highest Morale) at the end of
placement and retrieval purposes. the game receive(s) 3 VPs.

Librarian Cornella: Focused Research:


6 3 During the Clean up phase, she may pay
The player(s) with the highest sum of
HIGH 3 Water to take a Research Action.
UNWALKER
AMENA Time Travel ranges at the end of the
Shepherd Caratacus: Meddle with game receive(s) 3 VPs.
2 2
5
+
Time (Free Action): Choose one:
receive 2 Water and a Paradox, OR Σ NOTE: Lab #401 and Power Plants
pay 2 Water and return 1 Paradox from your Player board #112 and #113 count as 1 towards
to the supply. this sum. Lab #402 counts as 2, and
the Temporal Tourism Superproject
High Sunwalker Amena: Hardened and Power Plant #114 count as 3.
! !
Exosuits: When resolving the Impact, do
not cover any of her Exosuit slots with
Hex Unavailable tiles.
The player(s) with the most Superprojects
at the end of the game receive(s) 3 VPs.
ENDGAME CONDITION CARDS

The player(s) with the most successful


The player(s) with the most Workers at
Time Travels at the end of the game
the end of the game receive(s) 3 VPs.
receive(s) 3 VPs.

23
COLLAPSING CAPITAL TILES Research

Collapsing Capital tile bonuses always apply in addition You may set an additional die to the face
to the respective standard Action. + of your choice when taking this Research
Action.
Construct

Reduce the total cost of this Construct


-1 Action by one additional T, U or G (of You receive 2 VPs in addition to this
2
your choice). Research Action.

Reduce the total cost of this Construct After taking this Research Action, you
-1
Action by one additional N. may take an additional Construct Action.
You may only construct a Superproject
with this Action. If you take it with a
If you Construct a building (not
? Genius, you may treat it as an Engineer
Superproject) with this Action on the
for the Construct Action.
1 2 3 first/second/third building spot of its
respective row, you receive 1/2/3 VPs.
You may return up to 2 Paradoxes
If you Construct a Superproject (not from your Player board to the supply in
building) with this Action, you receive an addition to this Research Action.
2
additional 2 VPs.

You may take an additional Research


+
You may take an additional Construct Action.
+
Action.

EVACUATION CONDITIONS
Recruit
Each Path has two different Evacuation conditions, and
You receive the Recruit bonus associated
each condition consists of two parts:
with your recruited Worker one additional
+ ! time. If you recruit a Genius, you may • The base condition describes what assets the player
choose a different bonus for the second needs to have in order to take the Eavcuation Action,
time. and how many VPs it is worth in itself (regardless of
the additional reward).
You receive a powered-up Exosuit in • The additional reward part addresses specific assets
addition to the recruited Worker. and a related Victory Point ratio. The player gets
A
additional VPs based on the amount of that asset held
by the player when the Evacuation Action is taken in
6 3 1
Gain 1 Morale in addition to the recruited addition to the base condition’s VP value.
Worker.
PATH OF HARMONY: 1 :2 2

Welfare and Prosperity


After recruiting the Worker, move all your
Workers from the Tired column to the Base condition: Have 3 Life Supports
Active column. in order to Evacuate (2 VPs).
Additional reward: Your Evacuation
3 2
Action is worth 3 additional VPs for
+ You may take an additional Recruit + 3 each Genius + Gold pair you have
Action. when you Evacuate. Tired and busy
Geniuses also count.

24
4 2 2 1
:1 :2 2

Nature’s Resurgence PATH OF SALVATION: 1 :3 1

Base condition: Have at least Overwhelming Power


6 occupied Building spots in order
Base condition: Have 3 Power
to Evacuate (2 VPs).
Plants in order to Evacuate (3 VPs).
2 B
Additional reward: Your Evacuation
Additional reward: Your Evacuation
Action is worth 3 additional VPs for 3
A ? + 3 3
Action 4is worth
each Building + Administrator pair 2 2 3 1additional VPs for
each Neutronium you have when
you have when you Evacuate. Tired 3
3 2 2 1 you Evacuate.
and busy Administrators also count. :1 :3 1

PATH OF DOMINANCE
:1 :2
Masters of Time
2
Base condition: Have at least 2
Industrial Revolution
Anomalies in order to Evacuate (4 VPs).
Base condition: Have 3 Factories in
Additional reward: Your Evacuation
order to Evacuate (5 VPs). 2 4
Action is worth 5 additional
B Additional reward: Your Evacuation VPs for each pair of two Time
3 5 2 5
Action is worth 2 additional VPs for Travel advances + two Uranium
+ 2 each Engineer
3 2 2 + 1Titanium pair you
Resources.
have when you Evacuate. Tired
and busy Engineers also count. ASYMMETRIC PLAYER BOARDS — “B” SIDE
:1 :2 2
While the “A” side of each Player board is identical, their
The Power of Unity
“B” side is slightly different for each Path to better reflect
Base condition: Have maximum their strengths and weaknesses. Before the player setup,
Morale in order to Evacuate (3 VPs). players can agree to use either only the “A”, or only the “B”
Additional reward: Your Evacuation sides of their Player boards.
3
Action is worth 1 additional VP for Below is a list of differences of the “B” side of each Player
A
1 each Worker you have when you board compared to its “A” side.
Evacuate. Tired and busy Workers
3 2 1 1
also count. PATH OF HARMONY

PATH OF PROGRESS: 1 Exosuit Hex Slots: On two of the three bottom slots, you
:2 2
may pay 3 Water instead of an Energy Core to power up
Technological Superiority an Exosuit. At the end of the Power Up phase, you receive
Base condition: Have 3 Labs in 2 Water for each remaining empty Hex slot. After the
order to Evacuate (6 VPs). Impact, the middle bottom slot is also destroyed.

Additional reward: Your Evacuation Morale & Supply: You start 1 step lower on the Morale
B3 6 track. Your Morale track ranges from -4 VP to 8 VP. When
Action is worth 4 additional VPs for
each set of one Breakthrough + you take the Supply Action and have maximum Morale,
2 4
3 2 1 1
two Scientists you have when you you receive 3 VPs instead of 2.
Evacuate. Tired and busy Scientists Building Costs: The first Factory and Life Support spots
also count.
:1 :2 2 cost 1 additional W each.
The Apex of Humanity Other: Whenever you would gain an Anomaly, you may
Base condition: Have at least 8 choose to lose one of your buildings instead. Return it to
Water in order to Evacuate (3 VPs). the bottom of its respective primary stack. If there was a
Worker on that building, set that Worker aside and place it
Additional reward: Your Evacuation in the Tired column at the end of the round.
8 3
Action is worth 5 additional VPs for
5
each Superproject you have when
you Evacuate.

25
PATH OF DOMINANCE CREDITS
Exosuit Hex Slots: At the end of the Power Up phase, you
do not receive Water for your remaining empty Hex slots.
GAME DESIGN
Morale & Supply: Supply is a Free Action and costs
Dávid Turczi
4/4/4/4/5/5/5 Water respectively. The lowest three steps
Viktor Peter (Game Design & Development)
on the Morale track are worth -3/-2/-1 VPs respectively.
Richard Amann (Game Development & Creative Direction)
Building Costs: The second Power Plant spot and the
third Factory spot cost 1 less G each. The second Life ARTWORK
Support spot cost 1 less U. Villő Farkas (Art Direction, Graphic Design)
Lacza Fejes (Board illustrations, Exosuit concepts, Card
Other: The last three steps on the Time Travel track are
illustrations)
worth 12 VPs each. You may build Superprojects on any
János Kiss (Card illustrations)
two adjacent empty building spots on your Player board.
Márton Gyula Kiss (Card illustrations)
László Szabados (Card illustrations)
PATH OF PROGRESS
Péter Meszlényi (Leader concepts)
Exosuit Hex Slots: On the three bottom slots, you may István Dányi (Leader art)
pay 1 T/U/G instead of an Energy Core to power up an Laszlo Forgach (3D artist)
Exosuit. Inngraphic (Path Capital concepts)
Morale & Supply: The final three steps on the Morale
RULEBOOK
track are worth 3/5/7 VPs each, but the Supply Action on
these steps cost 7/8/8 W respectively. An Administrator Written by
taking the Supply Action is not kept Motivated. Viktor Peter and Dávid Turczi

Building Costs: The first Power Plant spot costs 1 additional Edited by
G. The first Life Support spot costs 1 additional U. Villő Farkas, Juci Szakacs, Anna Radnóthy

Other: When you use Scientists to take Worker Actions Proofreading


on your Power Plants, Factories and Labs, they are kept Lutz Pietschker, Lars Frauenrath,
Motivated. You need one additional Paradox to gain an Fabien Allois, Jesús Sánchez López
Anomaly. The first three steps on the Time Travel track are ...and countless backers
worth 1/2/4 VPs each.
PLAYTESTERS
PATH OF SALVATION
Róbert Ámann, Anton Bendarjevskiy, Jesus Bracamonte,
Exosuit Hex Slots: You have to pay 1 T/U/G to power up Péter Csaba, Péter Csuka, Benedek Farkas, Róbert Fazakas,
an Exosuit on the two left slots. You have to pay 1 Energy Tom Francis, Géza Gálos, András Gyürefi, Balázs Hámori,
Core to power up an Exosuit on the two right slots. Mark Harris, Csaba Hegedűs, Ádám Jóna, Gábor Zoltán
Powering up Exosuits on the two middle slots is free. Kiss, Anna Kokavecz, Balázs Lenhardt, Charlotte Levy,
Morale & Supply: You start 1 step higher on the Morale Bijan Mehdinejad, Jared Russell, Frigyes Schőberl, Daniel
track. Your Morale track ranges from -8 VP to 4 VP. Somerville, Péter Somogyi, Zalán Szőgyi, Sándor Tabajdi,
Dániel Tóth-Szegő, Miklós Tuska, Dániel Illés Vágó, Kriszta
Building Costs: The second Power Plant spot costs 1 less
Vészi, Tamás Vida, Mihály Vincze, Róbert Zöldi-Kovács
G. The third Lab costs 1 N, 2 T and 2 W.
…and many more both in the UK and in Hungary.
Other: The last four steps on the Time Travel track are
worth 12/14/16/20 VPs each. You may place Anomalies Nearly 100 members of our PnP Beta Test group on Slack,
on any empty building spot on your Player board. with special thanks to Alex Kazik, Santi Jorde Martin, Chad
McCallum and Steven Scotherns
Everyone from Board Game Café and Anduril’s Flame
Club, and the pioneers who played the Tabletopia version
Copyright, 2021, Mindclash Games and its affiliates.
and gave us excellent feedback.
All rights reserved to their respective owners.

www.mindclashgames.com Essential Edition’s additional playtesting: Adrian & Sandie


info@mindclashgames.com Whipp, Adrian Schmidt, David Carlton, Jacob Baran, Jeff
Components may vary from those shown in this rulebook. Hartman, John Albertson, Mark Crouch, Michael Kindt
Dalzen, Nick Shaw, Sara Tippey, Victor Uriarte.
THIS ESSENTIAL EDITION IS ONLY THE BEGINNING

TAKE YOUR ANACHRONY EXPERIENCE TO A WHOLE NEW LEVEL


WITH A VARIETY OF EXPANSIONS AND MODULES!

CLASSIC EXPANSION PACK EXOSUIT MINIATURES SET


Includes 3 new gameplay modules that can be added to Includes 24 highly detailed, super-sized Exosuit miniatures,
the core game: the Doomsday module, which lets you 6 for each of the four Paths. No need for the cardboard
alter the time of Impact and manipulate the end of the Exosuit tiles any more — place your workers directly into the
game; Pioneers of New Earth, where you can upgrade your Exosuit miniatures for a much more immersive gameplay
Exosuits and send them out to face the perils of New Earth experience!
for valuable rewards; and the Guardians of the Council,
including 6 Guardian miniatures to help players prepare
for the Impact!

LOOKING FOR SOLO PLAY?

Download free to print components for the Chronobot solo mode from www.mindclashgames.com,
or look for the Fractures of Time expansion coming in 2020!

Expand your Anachrony gameplay experience even further with two groundbreaking
expansions: Fractures of Time and Future Imperfect are available!

For more details, visit www.mindclashgames.com.

27
ICONS EXPLAINED

Workers Actions Spend/Lose

Scientist Mine Resource Exosuit

Administrator Construct Retrieve Warp tile


(with setting Focus)
Engineer Recruit
Retrieve Warp tile
Genius (without setting Focus)
Research
Worker (any) Set Focus
Purify Water
Active Worker Game Phase number
Trade with Nomads
Tired Worker Endgame Condition
World Council
Lose a Worker
! Recruit bonus
Supply/Force
Worker remains Motivated when
Workers Hex Unavailable
retrieved
Evacuation
Worker dies when retrieved Building Spots

Resources
Player (in four colors)
Paradox
Titanium
All players
Anomaly
Gold
Breakthrough Condition
Uranium
Victory Point Not available
Neutronium
Set Die
Titanium or Gold or Uranium Exchange
Roll Die
Water ! Exosuit only
Impact (indicates effects
Energy Core after Impact)

Buildings Advance the Time


travel marker
Power Plant
Gain Morale
Factory
Lose Morale
Life Support
1 One-time effect
Lab
First player
? Any building

Superproject
! Attention

? Any

www.mindclashgames.com

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