Anachrony Essential Edition Rulebook Single Pages Websafe
Anachrony Essential Edition Rulebook Single Pages Websafe
COMPONENT LIST
1x Main board
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
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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!
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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
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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,
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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.
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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.
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
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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.
Example:
+ +
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.
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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
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
previous Era, unless another player took the respective work similarly to Hex spaces, with 3
Example:
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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
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.
Worker specifics
• Worker restrictions and/or bonuses of this Action are
the same as those of the copied Capital Action.
+1
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+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.
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
EVACUATION
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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
2
1
3
3
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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.
1 2 3 4
101 215 401 315
1
1 +1
8
1
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IMPACT
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.
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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.
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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
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
+
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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.
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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
CORNELLA
T/U/G from the supply, chosen randomly.
LIBRARIAN
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 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.
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
24
4 2 2 1
:1 :2 2
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
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!
27
ICONS EXPLAINED
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)
Superproject
! Attention
? Any
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