Contents
- 1 The Fascinating World of Anachrony
- 1.1 What is Anachrony?
- 1.2 The Basics
- 1.3 Temporal Paradoxes
- 1.4 The Four Paths
- 1.5 Conclusion
- 1.6 What’s Included
- 1.7 Setup
- 1.8 Player Setup
- 1.9 Understanding the Game Concepts
- 1.10 How the Game Works
- 1.11 Step 2: Paradox Phase
- 1.12 3. Power Up Phase
- 1.13 4. Warp Phase
- 1.14 Phase 6: Tidying Up
- 1.14.1 Main Board Actions
- 1.14.2 Construct
- 1.14.3 Join
- 1.14.4 Research
- 1.14.5 The World Council
- 1.14.6 Get Resources at the Mine
- 1.14.7 Cleanse the Water
- 1.14.8 Trade With Nomads
- 1.14.9 Evacuation
- 1.14.10 Force Workers
- 1.14.11 Power Plant Buildings: Unlocking the Secrets of Time
- 1.14.12 Anomalies
- 1.14.13 Other Structures And Special Projects
- 1.14.14 Big Effect
- 1.15 End of the Game: A Race Against Time
The Fascinating World of Anachrony
Welcome to the exciting realm of Anachrony! In this game, time travel is not only possible but also crucial to your success. So, how does it all work? Well, let me explain!
What is Anachrony?
Anachrony is a captivating board game that combines futuristic technology with intricate strategies. It’s a game where you get to control and manage an advanced society on the brink of collapse. But fear not, because you have the power to alter your fate through time travel!
The Basics
In Anachrony, you take on the role of a faction leader in a post-apocalyptic world. Your objective is to secure resources, build structures, and complete missions to ensure the survival of your faction. But here’s the catch – you can recruit workers from the future by borrowing them using exosuits.
These exosuits are the key to time travel in Anachrony. They allow you to borrow resources and abilities from future generations, helping you overcome challenges and forge a brighter future. However, be careful not to abuse this power, as it may have consequences known as temporal paradoxes.
Temporal Paradoxes
Temporal paradoxes are the side effects of time travel in Anachrony. Every time you borrow resources from the future, you create a paradox that needs to be resolved. Failing to do so can lead to severe penalties, hindering your progress in the game.
Resolving paradoxes requires careful planning and resource management. You need to send your workers back in time to fix the discrepancies caused by your time-travel exploits. This balancing act of using future resources while mitigating paradoxes adds an exciting layer of strategy to Anachrony.
The Four Paths
In Anachrony, there are different paths you can take to achieve victory. You can pursue the Path of Dominance, focusing on military power and conquering territories. Alternatively, you can choose the Path of Progress, building advanced technologies and scientific discoveries.
If you prefer a more diplomatic approach, the Path of Harmony allows you to form alliances and negotiate with other factions. Lastly, the Path of Exodus offers the opportunity to leave the decaying Earth behind and establish a new civilization on an off-world colony.
Conclusion
Anachrony is a thought-provoking game that tests your strategic thinking and decision-making skills. With its unique time-travel mechanic and multiple paths to victory, it offers endless possibilities and hours of exciting gameplay.
So, step into the world of Anachrony, and let your imagination soar as you explore the boundless opportunities that time travel presents. The fate of your faction is in your hands, and only you can shape the future!

In Anachrony, I’m the Leader of one of New Earth’s ideological Paths: Harmony, Dominance, Progress, and Salvation. My ultimate goal is to prepare for an asteroid about to hit Earth, protect my people’s future, and establish my Path as the dominant ideology shaping humanity’s destiny.
The game consists of up to seven rounds, known as Eras, each representing several years. Once the fourth Era concludes, the asteroid strikes, altering the dynamics of the following Eras and initiating the countdown to the game’s conclusion.
What’s Included

Hey there! Are you ready to embark on an incredible adventure? Well, let me tell you about this amazing game called “Eclipse: Second Dawn for the Galaxy.” It’s an epic strategy board game that will challenge your mind and keep you on the edge of your seat. In this game, you will explore the vast reaches of space, colonize new planets, and engage in thrilling battles. But before we dive into the details, let me give you a rundown of what you’ll find in the box:
- 1 Main Board and 4 Player Boards
- 80 Workers and 80 Resource Tokens
- 24 Energy Core Tokens and 66 Victory Point Tokens
- 4 Dual-Sided Path Boards
- 24 Hex-Shaped Exosuit Markers
- 8 Leader Cards and 4 Dual-Sided Player Aid Cards
- 4 Player Banners with Plastic Standee
- 8 Time Travel and Morale Markers
- 32 Path Markers and 30 Water Tokens
- 60 Building tiles and 36 Warp Tiles
- 11 Mine Pool Cards and 11 Recruit Pool Cards
- 1 Impact Tile and 12 Dual-Sided Timeline Tiles
- 18 Superproject tiles and 15 Collapsing Capital Tiles
- 1 Paradox Die and 2 Research Dice
- 1 Dual-Sided Evacuation Action Tile
- 45 Breakthrough and 12 Anomaly Tiles
- 9 Hex Unavailable Tiles
Pretty impressive, right? But wait, there’s more! In “Eclipse: Second Dawn for the Galaxy,” you’ll have the opportunity to create your own unique civilization and lead it to victory. You’ll have to carefully manage resources, build an impressive fleet of spaceships, and make strategic decisions to outwit your opponents. The game offers a deep and immersive experience that will keep you coming back for more.
So if you’re a fan of space exploration, strategy games, and epic battles, then “Eclipse: Second Dawn for the Galaxy” is the game for you. Get ready to embark on a thrilling journey through the cosmos and conquer the galaxy. Are you up for the challenge? Grab your copy of “Eclipse: Second Dawn for the Galaxy” now and start building your interstellar empire!
I’m feeling great and ready to help you out with this task! Let me dive into it and provide you with a fresh, engaging version of the content.
When it comes to the game Robinson Crusoe: Adventures on the Cursed Island, it’s important to have a good understanding of its various components. In this article, I’ll guide you through the setup process and introduce you to the different items you’ll find in the base game, Doomsday Module, and Chronobot expansions. Are you ready for an adventure?
Base Game Components
Let’s start with the essentials. The base game of Robinson Crusoe: Adventures on the Cursed Island contains the following items:
- 1 Rulebook
- 1 Adventure Sheet
- 10 Characters
- 56 Invention Cards
- 73 Mystery Cards
- 4 Starting Invention Cards
- 8 Character Cards
- 8 Character Tokens
- 73 Event Cards
- 16 Weather Cards
- 8 Event Tiles
- 20 Items
- 30 Building Tiles
- 2 Active Invention Tiles
- 1 Active Character Token
- 1 Active Event Tile
- 1 Active Puzzle Tile
- 43 Adventure Tokens
- 30 Small Cubes
- 10 Dismantling Tokens
- 8 Endgame Condition and 16 Starting Asset Cards
- 16 Paradox Tokens and 1 Scoring Pad
Doomsday Module Components
If you’re looking for an extra challenge, the Doomsday Module expansion adds the following components:
- 1 Doomsday Board (151 x 361 x 2.2 mm)
- 10 Level 1 Experiments and 10 Level 2 Experiments
- 1 Endgame Condition Card
- 2 Trajectory Dice
- 1 ‘Save Earth’ Tracker Token
- 1 ‘Seal Fate’ Tracker Token
Chronobot Components
And if you like to have a robotic adversary, then you’ll love the Chronobot expansion, which includes:
- 1 Chronobot Board and 1 Chronobot Banner
- 6 Hex-Shaped Exosuit Markers
- 8 Chronobot Warp Tiles and 6 Chronobot Tokens
- 1 Chronobot Die
Setup
First, let’s set up the game board. Place the main board in the center of the table. If there are only 2 or 3 players, use the side of the board with two hexagonal slots for Research, Recruit, and Construct.
Next, put the two Research dice on the spots indicated on the main board.
Now, take the evacuation action tile and place it on the corresponding space on the main board. Make sure the intact side is facing up.
Take the 11 Recruit pool cards and the 11 mine pool cards and shuffle them to create two face-down decks. Put these decks next to the main board.
Separate the buildings into four stacks based on their type: Power Plants, Factories, Life Supports, and Labs. Shuffle each stack separately. These will be the main stacks. Put them face up next to the main board. The top building from each main stack will be available for construction during the game.
Here’s what you need to do:
6 First, put the anomalies face-up in a stack. Then, place the Paradox die and Paradox tokens beside the anomalies.
7 Next, put all the Resources on the top-right side of the board. Put all the Water on the top left. Then, place the Workers, energy Cores, and breakthroughs next to the Main board, on the opposite side of the buildings. To make things easier, you can organize the Workers by type and the Breakthroughs by shape. Lastly, keep the Victory Point tokens within easy reach.
8 Finally, line up the timeline tiles in a straight row below the Main board, from left to right. This row is called the Timeline. Make sure to place the Impact tile between the fourth and fifth Timeline tiles.
Alright, here’s what we need to do to get started:
First things first, let’s shuffle all the superprojects and randomly assign one to each of the seven Timeline tiles. We’ll put the first superproject face up, and the rest face down. Oh, and make sure not to place a superproject above the Impact tile. Any extra superprojects can be put back in the box for now.
Next, we’ll need to place each player’s Path marker below the leftmost Timeline tile. These will act as their Focus markers. Cool, right?
Lastly, we can put away the “Most Completed Experiments” Endgame Condition card, since we won’t be using it this time. Then, let’s randomly select 5 endgame Condition cards and place them face up above the Main board. We’re all set!
Player Setup
When we start playing, each of us picks a Path to follow. We each get a Player board that corresponds to our Path. We can choose to use either side A or side B of the board, but we all have to agree on which side to use. We also get components in our Path color – 6 exosuits, 9 Warp tiles, 10 Path markers, and markers for morale and time travel.
Next, we place our chosen Path board in front of us. We randomly choose which side to use. Each side has a different Evacuation condition printed on it. When we take the Evacuation Action, we score points based on the condition listed on our side of the board.
When we start playing our game, we need to make sure that each player has everything they need to get started. This includes resources like Water and energy Cores, as well as any special items from their chosen Path board. The Path of Progress even gets a random Breakthrough right from the beginning. We also need to put the Workers in the Active column, unless the Path board tells us otherwise. Lastly, we set the Morale and Time Travel markers to their starting positions.
Next, each player gets to choose a leader card from the two options available to their Path. This is an important decision, as the chosen leader will go on the designated spot on the Path board.
Now it’s time to give each player their Player banners, which they can put in front of them. The player who most recently experienced a “deja vu” will be the First Player. We place their Banner next to the World Council Action spaces. After that, the other players receive Water in a clockwise order, starting from the First Player. The amounts are 0/1/1/2 Water, respectively.
Understanding the Game Concepts
Let’s talk about Anachrony, a game that revolves around three main ideas: using Exosuits, taking Actions with Workers, and using Time Travel.
Now, I’ll give you a brief rundown of these concepts:

Exosuits
Hey there! Let’s dive into the world of Exosuits. At the start of every Era, you have the option to amp up to 6 Exosuits. Keep in mind that this might require Energy Cores.
Your Exosuits are like a shield, guarding your Workers as they step beyond the safety of your Path’s Capital. They also dictate how many Actions you can perform on the Main board. So, the more Exosuits you have, the more opportunities you’ll have to make things happen!

Taking Actions With Workers:
The Action rounds phase is the most important part of each Era. This is when you and the other players take turns choosing what actions you want to do using your workers.
You can use a worker on your player board by itself, or you can put it into an exosuit on the main board.
Normally, when you use a worker to take an action during the Action Rounds phase, they get tired at the end of the Era.
Time Travel:

Hey there! Thanks to the amazing Time Rifts, we humans now have the ability to travel through time and make our progress even better. How cool is that? At the start of each Era, during the Warp phase, we can actually get resources and people from the future. It’s like getting a little boost from our future self!
But here’s the catch: we have to send those resources and people back to the past to close the loop. We use Power Plant buildings to do this. These buildings power up our Time Rift and allow us to focus on a past Era. The longer it takes to send these assets back, the higher the chance of causing temporal Paradoxes and even Anomalies. Pretty crazy, right?
Alright, here’s the thing: the game ends with a Victory Point scoring after the World Capital collapses because of an asteroid impact. So, make sure you’re prepared for that!
There are a bunch of ways to earn Victory Points, and the most important ones are building stuff and doing epic projects, making scientific discoveries, time traveling, boosting morale, and getting out of dodge when the world starts falling apart.
How the Game Works
Every round has these steps, in this order:
- Getting Ready – Show the next epic project, move the building stacks around, and make sure there are enough workers and resources for this round.
- Dealing with Time Paradoxes – If you’ve messed with time too much, you might have to deal with some wibbly-wobbly consequences. This step doesn’t happen in the first round.
- Powering Up – You can give your workers fancy exosuits, which let them do cool stuff on the main board.
In the game, there are three main phases: the Warp phase, the Action rounds phase, and the Clean up phase. Let me break them down for you.
In the Warp phase, you can bring assets from the future to the present by placing Warp tiles on the current Timeline tile. It’s like time-travel!
Next up is the Action rounds phase. Each player takes turns performing Actions on their Player boards and the Main board. This continues until everyone decides to pass. Take your time and strategize your moves!
Finally, we have the Clean up phase. Here, you retrieve Workers and Exosuits from the Action spaces. Don’t forget to check for any Impact and see if the game is coming to an end. Then, set your Focus marker on the next Era.
Now, let me explain the first phase, the Preparation Phase.
During this phase, you’ll reveal a superproject. Flip the Superproject above the next Timeline tile face up. It’s time to see what awaits you in the future!
These phases make the game flow smoothly and keep things exciting. So, are you ready to immerse yourself in this time-traveling adventure? The choice is yours!


When it comes to building, here’s what you need to do: Take the top building from each primary stack and put it face up next to the stack. This creates a secondary stack for each building type. If there are already buildings in the secondary stack, just place the new one on top, covering the previous top one.
During the Action Rounds phase, you can use the top buildings from both the primary and secondary stacks to Construct.
Now let’s talk about the available Workers: First, remove any remaining Workers from the Recruit pool. Then, draw the top card from the Recruit pool deck. This card will show four Workers. Place these Workers in the respective Recruit pool slots next to the Recruit Action. If there are Workers of the same type, stack them on top of each other.
First Step: Determine Available Resources
To begin, I need to remove any remaining resources from the Mine pool. Then, I draw a card from the Mine pool deck and place the five resources shown on the card in the Mine pool slots to the left of the Mine Action. Lastly, I put one Uranium, one Gold, and one Titanium on their corresponding slots next to each Mine Hex space.
Important Note: Once the Impact happens, I don’t use the topmost resource on the drawn card. Instead, I place a Neutronium on the top slot every time.
Step 2: Paradox Phase
It’s important to know that the Paradox phase only becomes relevant from the second Era onwards. For now, it’s best to skip this phase when learning the rules and playing the game. Wait until you are familiar with Warping (Phase 4) and Time Travel.
Paradox Rolls
When I start checking the Timeline tiles from the left, I look for any tile that has at least one Warp tile on it. I focus on those tiles first. If there are multiple players with Warp tiles on a tile, we have a tie, and we all have to roll the Paradox die.
When I roll the Paradox die, I can get either 0, 1, or 2 Paradox tokens, depending on the number that comes up. The players who rolled the highest number of Warp tiles on the tile get the Paradox tokens.
Now, let me tell you about Anomalies.
Anomalies are strange faults in the fabric of time. They are dangerous and cover building spots, but they don’t count as buildings themselves. It’s important to note that each Anomaly that is still on a Timeline tile at the end of the game will cost me 3 Victory Points. So I need to be careful about them!

When you collect three Paradox tokens, something interesting happens. You’re hit with an Anomaly, and here’s what happens:
- You stop rolling for Paradoxes if you still have rolls left.
- You return all your Paradox tokens to the supply, even if you have more than three tokens.
- You can choose to take one of your Warp tiles from any Timeline tile and put it back in your personal supply. But you can only do this after all players have finished resolving their Paradox rolls.
- You grab an Anomaly tile from the stack and put it on the leftmost empty building spot on your Player board. If there are multiple rows available, you get to choose which row you want.
Just a little tip: if you still have an Anomaly tile on your Player board when the game ends, it’ll cost you 3 Victory Points. So, try to avoid that if you can! Good luck!
Note: If you like knowing what to expect, you can choose not to use the Paradox die. Instead, whenever you would roll it, you just receive 1 Paradox.
Playing with a Paradox die can be both thrilling and mysterious. The idea of introducing uncertainty into the game adds a new level of excitement and anticipation. When I think about it, I wonder why anyone wouldn’t want to try it. The Paradox die brings a sense of unpredictability that keeps me on my toes, never knowing what might happen next. It’s like a little burst of magic, injecting a bit of chaos and wonder into every roll. But I can understand that it might not be for everyone. Some people prefer things to be more straightforward and consistent. They want to know what to expect, no surprises. And that’s okay too. It’s all about personal preference. So, if you’re someone who likes the thrill of the unknown, the Paradox die might be just what you’re looking for. It adds a touch of mystery and excitement to your gameplay. But if you prefer things to be more predictable, you can simply choose not to use the Paradox die. Instead, you’ll receive 1 Paradox whenever you would have rolled it. It’s all about finding what works best for you and your gaming style. So go ahead and give it a try. You might just discover a new way to elevate your gaming experience.
Note: If you don’t have any free spots to build, just put the Anomaly on top of one of your buildings. That building won’t be available until the Anomaly is removed.
Note: Some abilities in the game might let you have more than three Paradoxes.
3. Power Up Phase
Now it’s time to power up your Exosuits! They will protect your Workers as they brave the tough conditions of New Earth and take Actions on the Main board.
Here’s what you do during this phase:
1. Put up to 6 Exosuits on the Hex slots of your Player board, one per slot. For each Exosuit you place on the bottom three slots, you need to spend 1 energy Core.
2. You’ll get 1 Water for each empty hex slot that’s left.
Important Note for a Faster Game: Instead of taking turns, players can choose to power up their Exosuits simultaneously.
Important Note about Hex Slots: Following the Impact (explained on Page 18), two of the top three Hex slots will be covered and unavailable. You cannot place Exosuits there, and they do not generate any Water income.
4. Warp Phase
Thanks to the Neutronium that was brought to Earth during the original catastrophe, Time Travel has become possible. This means that in each Era, players have the option to receive something from the future.
All it takes is a decision, and the desired item will instantly appear. However, this doesn’t come without a cost – a few Eras later, players must fulfill their promise to their past selves and send the item back. Failing to do so risks causing disruptions in the fabric of time and space.
Hey there! Let’s dive into the game of Warp Tiles, shall we? Here’s how it works:
First, I need to mention that Warp Tiles have some hidden tricks up their sleeves. Each player gets to keep 0-2 Warp tiles a secret. Shh, don’t let others know what you have! Place those hidden tiles on the Timeline tile at the same time as everyone else. The order you place them in doesn’t matter, so no need to stress about that.
Now, here’s where the fun begins. As we go around, each player gets to claim the assets shown on the Warp tiles they selected. It’s like finding secret treasure! Just make sure you grab what you want before someone else does.
Oh, and here’s a handy tip: don’t worry about losing your Warp tiles. You can always recover them later and use them again. They have a handy recharge feature, you see.

I want to talk to you today about an interesting concept known as “warped assets”. It’s important to understand what this means and how it affects the game. Warped assets are special items that are taken from the common supply. These items can be workers or exosuits, and they have unique properties that can greatly impact gameplay.
So let’s break it down. When you want to warp in a worker, you need to pay 1 Water. This is because sending people through the Time Rift strains them, so they need some extra care. If you don’t pay the Water cost, you won’t be able to choose that Warp tile. However, if you pay the Water cost, you can warp the worker in together with the Water. The warped workers are then placed in your Active column, ready to be used.
On the other hand, warped exosuits are a bit different. They are placed on one of the Hex slots on your Player board. This means that you can even place them on an Exosuit Hex Unavailable tile. The warped exosuits give you special abilities and advantages during the game, so it’s important to strategically place them.
Now, let’s move on to the Action Rounds. This is the main phase of the game where all the action happens. The rounds go in a clockwise order, starting from the First Player. On your turn, you can perform any number of Free actions, which are actions that don’t cost you anything. After that, you can choose to do one more action from a list of options.
By understanding and utilizing warped assets effectively, you can gain an edge in the game and make strategic decisions that can lead you to victory. So remember, when it comes to warped assets, it’s about using them wisely and taking advantage of their unique properties.
Now that you have a better understanding of warped assets, I hope you’re excited to try out this game and explore all the possibilities it offers. Happy gaming!
I’m gonna tell you how this game works. There are three actions you can take on your turn. First, you can place a worker on one of your buildings, superprojects, or anomalies to perform its action. Second, you can place a worker with an exosuit on a hex space or hex pool space on the main board to perform its action. Finally, you can pass and not place any more workers for the era. Once everyone has passed, it’s time for the clean up phase. Simple, right?
Here’s Something Important to Remember
There’s something called Free Actions that you can do. You can do each Free Action once in each Era, and it doesn’t matter whose turn it is when you do it. Once you’ve used a Free Action, you’ll see a Path marker on the spot where you did it to remind you not to do it again.
Don’t worry about your turn ending when you use a Free Action. You can also place a Worker or pass in the same turn. Just remember, if you run out of Path markers, you can’t do any more Free Actions for that Era.
You’ll usually find Free Actions on buildings and Superprojects, but you can also find them on Force Workers and some Leader Abilities. Keep an eye out for those!
Phase 6: Tidying Up
In this phase, I need to take care of some housekeeping. First, I gather all of my workers. I retrieve every single worker from every Exosuit on the Main board as well as any workers that I’ve placed on my Player board’s Worker spaces.
Next, I need to decide what to do with these hard-working individuals. If a worker was previously marked as motivated, indicating that they were given some extra push, I’ll place them in my Active column, which is located to the right of the Supply Action space. On the other hand, if a worker wasn’t motivated and they’re feeling tired, I’ll place them in my Tired column, which is to the left of the Supply Action space.

I’m gonna make sure everyone gets an empty Exosuit from the Main board and puts it in their own supply. Don’t put it on the Hexes on the Player boards – those suits gotta get powered-up again. If there are any suits left on the E layer boards’ Hexes, put them back in the personal supply too.
Oh, and real quick, after the Impact, if an Exosuit comes from a Collapsing Capital Hex space, flip it over to its Hex Unavailable side.
To wrap things up, all players gotta take back their Path markers from the Free Action slots so they can use ’em again next time.
Now, onto the next step.
If the current Timeline tile is followed by the Impact tile, there’s gonna be an Impact. We’re gonna need to follow the Impact rules (check out Page 18) to handle it, and then we can keep going.
By the way, in the core game, Impact always happens after the fourth Era.
Now, let’s move on to the next step.
It’s time to check if the game is gonna end.
If any of these conditions are true, the game will end right away. We will then follow the rules for final scoring, which you can find under “Ending the Game.” Here are the conditions:
1. The infrastructure of the Capital has collapsed. In this case, all Collapsing Capital Actions will be flipped to their Hex Unavailable side.
2. It is already the 7th Era.
Now let’s move on to the next Era. To do that, we will advance each player’s Focus markers to the right along the Timeline. Each Era starts with the Timeline tile in Focus for every player. We will then continue with the next Era. The First Player will still be the one who most recently took the respective World Council Action.
Now, let’s talk about Actions in the game. Specifically, let’s look at the Workers and Action Spaces.
Hey there! Let me break down the different types of Workers in Anachrony for you. We’ve got Engineers, Scientists, Administrators, and Geniuses. These Workers are pretty important because they help us take Actions throughout the game. We can place them on different Action spaces, whether it’s on the Main board with Exosuits or on our own boards.
Each type of Worker has its strengths and weaknesses. For example, Engineers are really good at certain Actions, but they can’t perform others. Same goes for Scientists, Administrators, and Geniuses. They all have their own specialties.
So, when you’re strategizing and deciding which Actions to take, you’ll want to consider which type of Worker is best suited for the job. Engineers might be perfect for one Action, while you’ll need a Genius for another. It’s all about playing to their strengths and making the most of their abilities.
Keep in mind that the game is all about balancing your Workers and making smart choices. You’ll want to use each type of Worker strategically to maximize your chances of success. By understanding the different abilities and limitations of each type, you’ll be well on your way to mastering Anachrony. Good luck!
Hey there! I want to talk to you about a special worker called the Genius. The Genius is super cool because it can be used as any kind of worker when you place it.
Listen up: The Genius can’t be used instead of other workers when you need to pay for something or when you want to get Warp tiles through Time Travel.
Your worker is called Active when it’s in the Active column on your Player board. This means it’s ready to go and can be used to perform actions or to get Warp tiles through Time Travel. But don’t worry, both Active and Tired workers can be used to pay for things, especially Superprojects.
In the game, there are three types of action spaces. Here they are:
Hex spaces: The Action spaces on the Main board are shaped like hexagons because Workers need to be placed on them in powered-up Exosuits. Once a Worker is placed on a Hex space, that space cannot be used again for the rest of the Era. It doesn’t matter in which order you occupy different Hex spaces associated with the same Action.- +Hex Pool spaces: Hex Pool spaces function similarly to Hex spaces, except that they are always available, and you can place any number of Workers (in Exosuits) on them.

Hey there! Let’s talk about worker spaces in this game. You know, those places on the player boards where you can send your workers to do cool stuff. Well, in each era of the game, you can only use each worker space once. And the best part is, you don’t even need exosuits to send your workers there!
Now, these worker spaces have some additional features that make them even more interesting. Check these out:
- Some worker spaces have restrictions, meaning only certain types of workers (or geniuses) can be placed on them.
- Placing a specific type of worker (or a genius) on certain worker spaces gives you extra benefits. How cool is that?
- And here’s the thing – some worker spaces require you to spend resources or water in order to place a worker on them. It’s like an entry fee!
- Oh, and one more thing – workers placed on these spaces stay active even during the Retrieve Workers phase. They’re motivated, you see!
Main Board Actions
About Capital Actions: In Anachrony, there are three Capital Actions: Construct, Recruit, and Research. These actions are essential for progress and development. After the Impact, Capital Action spaces are transformed into special areas with enhanced features, but the usual restrictions and benefits still apply to the workers. Additionally, the World Council Action can copy Capital Actions.
Each Capital Action has three hex spaces to choose from:
- The upper space, which doesn’t have any modifiers.
- The middle space, which requires the payment of 1 Water.
- The lower space, which requires the payment of 2 Water. This space is only available in 4-player games.
Construct
Standard action: You have two options to choose from:

Hey there! Let’s talk about how you can choose and place buildings in the game. It’s pretty simple, but there are a few things you need to keep in mind.
- First, you’ll need to select a face-up building from any of the 8 building stacks. These stacks are divided into primary and secondary stacks for each building type. Once you’ve chosen a building, you can move on to the next step.
- Note: If there are no empty spots left for a particular building type, you won’t be able to build any more buildings of that type. So choose wisely!
- If you selected a building from the primary stack, the building that was underneath it becomes available for selection.
- If you selected a building from the secondary stack, and there was a building underneath it, that building also becomes available for selection once again.
That’s it! You’ve successfully chosen a building and placed it on the leftmost empty spot of its respective row on your Player board, paying the cost specified on that spot. Keep in mind the rules about available spots and the different building stacks, and you’ll be well on your way to victory!

Now, let’s talk about Workers:
- Workers can’t be activated by a Scientist.
- If you’re activating a Worker with an Engineer, you can only choose a Scientist, an Engineer, or an Administrator. Genius Workers are not available for selection in this case.
Join
Hey there! Have you ever wondered how to join in on the fun and excitement of playing Anachrony? Well, let me break it down for you. Today, we’re going to talk about how to join the game and get started on your thrilling journey through time.
First things first, to join in on the action, you’ll need to gather your fellow time travelers. Anachrony is best enjoyed with a group of curious and adventurous friends who are ready to explore the unknown. So, invite your pals, gather round, and let’s dive in together.
Once you have your crew assembled, it’s time to set up the game board. Anachrony takes place in a world full of wonders and mysteries, and the game board is where it all unfolds. Lay out the tiles, arrange the buildings, and make sure everything is in its right place. Just imagine the possibilities that lie before you.
Now that the board is all set, it’s time to choose your faction. Each faction in Anachrony has its own unique abilities and strategies, so choose wisely. Will you be the bold Pathfinders, the brilliant Innovators, or perhaps the cunning Guardians? The choice is yours, and it will shape your journey through time.
With your faction chosen, it’s time to build your headquarters. This is your home base, your center of operations. Customize it to fit your needs, upgrade it with advanced technology, and make it a true marvel of the ages.
Now, my friend, it’s time to embark on your journey through time. Explore ancient ruins, discover lost technologies, and uncover the secrets of the past. Keep an eye on the Time Rift, as it holds great power and mystery. Use your resources wisely, manage your workers efficiently, and make the most of every opportunity that comes your way.
Remember, throughout your adventures, you’ll encounter unexpected challenges and obstacles. But fear not, for you are a time traveler, and with every setback comes a chance for greatness. Adapt, learn, and overcome, for the fate of humanity rests in your hands.
So, are you ready to join the ranks of the time travelers? Are you prepared to shape the future by delving into the past? If so, gather your friends, choose your faction, and embark on the thrilling journey that is Anachrony. Your destiny awaits, my friend, and it’s time to seize it. Good luck, and may the tides of time be ever in your favor.

When I’m ready to take action in the game, I can choose a Worker from the pool of available recruits and add them to my team. This is an important decision because the type of Worker I choose will give me a special bonus. Let me break it down for you:
- If I choose a Scientist, I’ll receive 2 units of Water.
- If I choose an Engineer, I’ll get 1 Energy Core.
- If I go with an Administrator, I’ll earn 1 Victory Point.
- And if I choose a Genius, I can pick any one of the three bonuses mentioned above.
But there are some specific rules that apply to Workers:
- An Administrator cannot activate a Worker.
- If I activate an Engineer, the total cost of the action is reduced by 1 Titanium.
Research
Normal Procedure: I pick one Research die and set it to the result I want. Then, I roll the other Research die. I get a Breakthrough tile that matches the results of the dice. The “?” face on the icon die means I can choose any icon. But I can’t set the icon die to its “?” face.
Note: If, by some small chance, the remarkable Breakthrough card is not accessible, simply roll one of the dice again to select another number.
Here’s the scoop on workers:
Only a Scientist can activate them. So, if you’re not a Scientist, sorry, but you’re out of luck.
The World Council
Hey there! You have the ability to select a Capital action – that could be Construct, Recruit, or Research – even when there are no more available spaces for it! And guess what? You can still perform the action, just like that.
When you place a Worker on the World Council, all the restrictions and benefits associated with the copied Capital Action apply to that Worker. But remember, any space-related features like Water costs and bonuses from the Collapsing Capital tile won’t affect your chosen action.
Hey there!
Just a quick note before we dive in – did you know that becoming the first player in a game can give you a big advantage? Well, it can! And I’m here to tell you how you can do just that in the wonderful game called “World Council.”
Worker specifics:
Now, let’s talk about the workers in this game. They have some special stuff going on. Specifically, when it comes to the World Council action, the worker restrictions and bonuses are the same as those of the Capital Action you copied.
The World Council has two available hex spaces:
- Left space – In order to become the first player, all you have to do is place one of your workers here. Pretty simple, right? And the best part is, you can do this even if there are still worker spaces available in all the other Capital Actions! This will make you the first player, but you won’t get to perform an action.
- Right space – If you go for this spot, you’ll have to pay 1 Water.
Note: Even after the disaster, you can still use the World Council to copy standard Capital Actions. This means that even if all the spaces are occupied by Exosuits or covered by Hex Unavailable tiles, you can still copy a Capital Action.
Get Resources at the Mine
Choose 1 Resource from the Mine pool.
Worker details:
If an Engineer activates this action, they will remain Motivated.
You can use a Mine Resource in 3 different hex spaces:

- First, I want to start by taking a Uranium and another Resource from the Mine pool in the Upper space.
- Next, I’ll grab a Gold and an additional Resource from the Mine pool in the Middle space.
- In the Lower space, I’ll take a Titanium and one more Resource from the Mine pool.
Cleanse the Water
Let’s get 3 Water from the supply.
Here’s something interesting:
If you have a Scientist with you, we can get an extra Water.
The Water purification process happens in a special Hex Pool space, where we can place as many Workers as we need.
Trade With Nomads

Hey there! So, here are a few options you can choose from when it comes to trading resources:
Option 1: Exchange 3 units of water for 1 energy core, or vice versa.
Option 2: Exchange 1 energy core for 1 neutronium, or vice versa.
Option 3: Exchange 1 neutronium for 2 units of titanium, uranium, or gold, or vice versa.
Option 4: Exchange any 2 units of titanium, uranium, or gold for 3 units of water, or vice versa.
Now, let’s talk about some specifics when it comes to workers:
If you have an administrator who activated it, you can choose two options from the ones mentioned above, back-to-back.
When it comes to trading with nomads, you have a special hex pool space where you can place as many workers as you want.
Evacuation
Now, here’s something interesting. The evacuation action space will only be available after the impact. Each player can only take it once per game, and only if they meet the condition mentioned on their path board.
When you take part in the game, you need to put your Path marker on the top slot of the tile. This will earn you Victory Points according to the Evacuation condition on your Path board. But be aware, if you put your marker on the spot with the -3 Victory Points marker, your Victory Points for the Evacuation will be reduced by 3 (but never go below 0).
The Path board is here to guide us and give us a sense of direction in the game. It shows us which assets are important and how many Victory Points we can earn based on those assets. When we take the Evacuation Action, the amount of assets we have determines the number of Victory Points we receive. Don’t worry, we get to keep those assets even after scoring!
Now, let’s talk about the Workers. Anyone can take the Evacuation Action, so it’s open to everyone. There’s a special space called the Hex Pool where we can place as many Workers as we want. But remember, each player can only take this Action once throughout the game. So choose wisely when to use it!
Moving on, we have the Player Board Actions. There are two types of spaces on the Player boards: Worker spaces and Free actions. The great thing is that we don’t need exosuits to activate the Free actions. They’re available for us to use whenever we want!
Lastly, let’s check out the Supply. Take a look at the image below to see what it looks like.
Did you know that the Supply Action is right there on your Player board? It’s nestled between the Active and Tired columns, just waiting for you to use it. When you take this action, you’ll need to spend some Water. The amount of Water you spend is equal to the number shown on the Water symbol below your current position on the Morale track. Don’t worry, it’s easy to find.
Once you’ve spent the Water, something cool happens. All of your Workers that were in the tired column get moved over to the active column. They’re ready to be used in later Action rounds of the same Era. It’s like they get a burst of energy!
Oh, and there’s one more thing. By taking the Supply Action, you also get to move one step on the morale track to the right. It’s a small victory, but every little bit helps, right?
But wait! What if you’re already at maximum Morale? Well, don’t you worry. If that’s the case, you won’t move on the morale track. Instead, you’ll receive a number of VPs that are indicated at the right end of the Morale track. It’s a pretty sweet deal!
Worker specifics:
If I’m activated by an Administrator, I’m kept Motivated.
Force Workers
The Force Workers Action is written on every Player board right between the Active and Tired columns. Force Workers is a Free action, and it doesn’t need any Worker.
First, put one of your Path markers on slot 1, then move all of your Workers from the tired column to the active column 2 (they’ll be ready to be used in later Action rounds of the same Era).
Finally, I fall back one step on the morale track 3 (to the left). If I’m already at the minimum Morale, you lose a Worker of your choice instead of falling back on the Morale track.

Power Plant Buildings: Unlocking the Secrets of Time
Hey there! Did you know that power plant buildings have the incredible ability to manipulate time? It’s true! By harnessing their energy, you can actually travel back in time and alter the course of history. Pretty mind-blowing stuff, right?
Here’s how it works: power plant buildings have a special feature called the Time Rift, which can be activated to shift the focus to a specific moment in the past. Each power plant has its own unique strength and complexity, which determines how far back in time you can go. It’s like having a time machine right at your fingertips!
So, when you activate your power plant, there are a few steps you need to follow. First, you’ll want to determine the range of your power plant, which is basically how many tiles you can travel back in time. The higher the range, the further back you can go.
Once you’ve got your range all figured out, it’s time to make your move. Activate the power plant and watch as the Time Rift comes to life. The energy surges through the building, and you can feel the power coursing through your veins. It’s a pretty exhilarating experience, let me tell you.
Now that the Time Rift is active, you can shift the focus to the specific timeline tile you want to explore. Imagine being able to witness historical events firsthand or change the outcome of a pivotal moment. The possibilities are endless!
As you delve deeper into the mysteries of time travel, you’ll discover that each power plant has its own set of rules and limitations. Some may require extra resources or have cooldown periods between activations. It’s all part of the challenge and excitement.
So, my friend, if you’re ready to embark on an extraordinary journey through time, power plant buildings are your key. Activate them, manipulate the Time Rift, and unlock the secrets of the past. Who knows what wonders and surprises await you?
When it comes to the game, I need to move my Focus marker onto any past Timeline tile, but not too far to the left. The maximum distance I can go is determined by the range of the Power Plant, which is measured from the current Era’s Timeline tile. But I do have the option to keep my Focus marker on the same past Timeline, as long as it’s within the Power Plant’s range.
If I choose to, I can also send some assets back through the time Rift. This means I select one of my own Warp tiles that is already on the Timeline where my Focus marker is set, and spend the relevant Resource, Water, Worker, or Exosuit indicated on that specific Warp tile. Once I’ve spent the assets, I remove the corresponding Warp tile from the Focused Timeline tile and put it back into my personal supply.
Note: When we send assets back in time, we are essentially using the same goods we received in the past, as if they were given to us “for free”.
Important: To make use of time travel, we need to use workers from the Active column, as well as having a powered-up Exosuit sent back from one of the Hexes on the Player board.
3 If you complete both steps 1 and 2, your time travel marker on the Player board will move one step to the right. Each step on the Time Travel track will earn you Victory Points at the end of the game, representing the progress made by the Path in harnessing Time Travel technology.
Hey there! Just a heads up: if you remove a Warp tile in any way other than using an Anomaly or a building’s retrieve ability, the Time Travel marker won’t budge.
Fun fact: You can actually construct Superprojects from earlier Eras using the Construct Action, as long as they’re in Focus.
Anomalies
Sometimes, you’ll come across an anomaly covering a building spot. Cool, right? Here’s what you can do: place a Worker on the Anomaly and spend either 2 Titanium, Uranium, or Gold plus 2 Water, or 1 Neutronium plus 2 Water to seal it tight.
Once you’ve sealed it, say goodbye to the Anomaly and your Worker – they go back to their respective supplies. But here’s the interesting part: you might notice some empty spaces on your Player board. Don’t worry! You can use those spaces to build new buildings or even Superprojects later on.

Worker details:
When a Worker is placed on the Anomaly, it is immediately returned to my supply, removing it from play.
Other Structures And Special Projects
Once I place a building or Special Project on my Player board, I can use it. These structures and projects provide different advantages:
1 Worker actions work just like any other Worker space on my Player board. Some actions may have restrictions, benefits, or costs. They can also keep my Worker motivated.
2 Free actions can be performed once per Era, during any of my turns in the Action Rounds phase. After using a free action, I should cover it with a Path marker so I know it has been used.
In the world of gaming, there are two types of abilities that can greatly impact your strategy and overall success. These abilities are known as passive abilities and one-time abilities, and they play a crucial role in the game.
Passive abilities are special powers or advantages that remain active throughout the entire game. They can enhance your gameplay, boost your score, and give you a competitive edge over your opponents. These abilities are like a secret weapon that you can use to your advantage, silently working in the background to give you an upper hand.
On the other hand, one-time abilities are different. As the name suggests, they can only be activated once, usually when you build a building or complete a Superproject. These abilities provide a burst of power or advantage that can be used strategically to make a big move or turn the tide of the game in your favor.
Both types of abilities have their own unique advantages and should be used strategically. The key is to understand the strengths and limitations of each ability and decide when and how to use them to maximize their impact.
So, whether you’re a casual gamer or a seasoned pro, mastering these abilities is essential for success. When you have these powers at your disposal, you can take your gameplay to the next level and outwit your opponents with ease.
Big Effect
Wow, wait until you hear what I’m about to tell you. This thing called “impact” has a mighty power. It can transform a situation and make a big change. You might be wondering, what exactly is impact? Well, sit back and let me explain.
Imagine a ripple in a pond. When you throw a rock into the water, you see those little waves radiating outwards, right? That’s impact. It’s like a powerful force that spreads its influence far and wide.
In the game Anachrony, impact is everything. It’s what happens when you use an action that affects another action. It’s like a chain reaction. When you do something, it sets off a whole series of events. It’s like dominos falling, one after another.
Now, let’s talk about how impact works in the game. You see, each action you take has a certain number of impact points. These points can be used to activate other actions or trigger special abilities. It’s like a currency that allows you to do more.
But here’s the thing – you have to be strategic about it. You can’t just go around using up all your impact points without thinking. You have to plan ahead and consider the consequences. It’s like playing a game of chess, where every move counts.
So, when you’re playing Anachrony, remember the power of impact. Every action you take has the potential to create a ripple effect. It’s like a superpower that can change the game. Just imagine the possibilities. Are you ready to make an impact?

So, here’s the deal. The 4th Era is about to come to an end, and things are about to get real messy. You see, there’s this asteroid that’s about to crash into Earth, and when it hits, it’s going to cause all kinds of chaos. The Capital is gonna be destroyed, and we’re running out of time to do something about it.
The Big Escape
Alright, listen up. We gotta act fast if we want to survive this. First things first, we need to flip the Evacuation Action tile so it shows the “B” side. This will give us the power to start the evacuation process. Oh, and depending on how many players are in the game, we’ll need to place the “-3 Victory Points” marker in the second, third, or fourth spot from the top.

Collapsed City Tiles: The Aftermath of Destruction
As the dust settles after the catastrophic impact, the once mighty structures of the capital start to crumble. It’s a devastating sight, but it also presents an intriguing dilemma. You see, the collapse of these buildings will have a profound effect on the remaining actions we can take in this game. We need to adapt and strategize accordingly.
Now, to understand this new reality, we must first deal with the Collapsed City tiles. These tiles are divided into three distinct piles based on their actions: Construct, Recruit, and Research. Each pile contains a mix of different tiles, adding an element of randomness to the process.
Here’s the plan: for a game with 2 or 3 players, we’ll need to randomly select two tiles from each of the piles. If we have 4 players, we’ll need three tiles from each pile. These selected tiles will be placed on the respective Capital Action Hexes, revealing their available side for all to see.
Now, what do these Collapsed City tiles actually do? Well, they offer a glimmer of hope amid the chaos. You see, they provide enhanced versions of the standard Capital actions, but with some limitations due to the workers’ restrictions. In other words, they come with a special bonus that can give us an edge in this post-apocalyptic landscape. So, when you take a regular Capital Action, you also get to enjoy the additional bonus depicted on the tile you’ve chosen.

During the Retrieve Workers step of the Clean up phase, I need to flip each Collapsing Capital tile to its unavailable side if I retrieve an Exosuit from it.
Just a friendly reminder: Once we flip the last Collapsing Capital tile this way, the game will end at the end of the current Era.
Hey, here’s something important to keep in mind: Even after the Collapsing Capital tile is flipped, you can still use the World Council spots to take standard Capital Actions. You just have to ignore any bonuses from the Collapsing Capital tile.
Now, let’s talk about Hex Unavailable Tiles.
While the Paths’ capitals have done their best to prepare for the Impact, some damage is inevitable. So, on each Player board, I’ll cover two of the three exosuit hex spaces in the top row with a Hex Unavailable tile. This means you can no longer power up Exosuits on these tiles, and you won’t receive any Water income for them.

Neutronium: The Power of the Impact
During post-Impact Eras, the Impact event intensifies the presence of Neutronium on Earth. In these eras, the topmost Resource on a drawn Mine pool card is disregarded, and a Neutronium is instead placed on the topmost slot.
End of the Game: A Race Against Time
The game comes to an end either when the last available Capital Action space becomes unavailable or when the final Era, the 7th Era, is completed.
Untangle The Continuum: Resolving Timeline Issues
At this stage, it is imperative for players to address any unresolved Warp tiles in the Timeline. All outstanding Warp tiles must be fulfilled and removed.
However, it’s important to note that returning workers from the Active column and powering up an Exosuit to facilitate the removal of Warp tiles does not count as Time Travel. No Power Plants are used, no points are scored, and the Time Travel marker does not advance.
In the game, each Warp tile that I cannot remove from the Timeline makes me lose 2 Victory Points. It’s a bummer, but I have to work around it.
Here’s how you score at the end of the game:
First, I look at the five Endgame Condition cards above the Main board. If I meet any of these conditions, I get 3 Victory Points for each one. If there’s a tie, everyone in the tie gets the full amount of points. It’s nice to share!
Now it’s time for the final scoring:
I tally up my points from buildings, Anomalies, Superprojects, Time Travel, Morale, Victory Point tokens, Timeline penalties, and Endgame Conditions. I use the scoring pad that’s provided to keep track of everything. Each individual Breakthrough I’ve made is worth 1 Victory Point. But here’s a cool bonus: if I have a set of three Breakthroughs with different shapes (like a Circle, Triangle, and Square), I get an extra 2 Victory Points per set. The shapes don’t need to match, so I can mix it up!

If I manage to collect the most Victory Points, my Path Capital will become the esteemed seat of the World Council, bringing me a sweet victory in this challenging game. But what if there’s a tie? Well, fear not! We have a fair solution. First, we look at the amount of Water each player has accumulated. The one with the most Water takes the lead. But let’s say that’s still not enough to determine a winner. In that case, we move on to the total Resources gathered by each player. The individual with the highest tally becomes the ultimate victor. But wait, what if even that doesn’t settle the score? Not to worry, my friend! In the spirit of camaraderie, we will have a shared victory. The World Council will graciously rotate among the tied players, giving everyone a chance to bask in the glory. So, let’s aim for victory but remember, even in a fierce competition, unity and cooperation can sometimes be the best path to success. Let’s play!