Contents
- 1 Loop Inc. Game Rules
- 1.1 The Objective:
- 1.2 Time Travel:
- 1.3 Agents:
- 1.4 Missions:
- 1.5 Resources:
- 1.6 Contracts:
- 1.7 Competitors:
- 1.8 Technology:
- 1.9 Strategic Decisions:
- 1.10 Progression:
- 1.11 Let’s get started!
- 1.12 What’s in the Box
- 1.13 Let’s Get Started!
- 1.14 Game Play
- 1.15 Playing a Day
- 1.16 During Your Turn
- 1.17 Choosing a New Action
- 1.18 Playing a Past Action
- 1.19 The Game’s Actions
- 1.20 The Game Ends
Loop Inc. Game Rules
Welcome to Loop Inc., a game that will challenge your strategic thinking and decision-making skills. In this game, I will guide you through the rules and provide you with some tips to help you succeed. Are you ready to dive into the world of Loop Inc.?
The Objective:
Your objective in Loop Inc. is to build a successful time travel corporation. You will be the CEO, making important decisions and managing resources to grow your company.
Time Travel:
Time travel is a complex process. To send your agents back in time, you need Chrono Energy. Managing your Chrono Energy is crucial, as it will determine how many actions you can take in a turn. Use it wisely!
Agents:
Your agents are your most valuable assets. They will help you complete missions, gather resources, and secure new contracts. Each agent has different abilities and strengths. Choose your team wisely and assign them to the tasks that best suit their skills.
Missions:
Missions are the heart of Loop Inc. Completing missions successfully will earn you money, reputation points, and new technologies. Plan your missions carefully, considering the risks and rewards. Remember, success in one mission can open up new opportunities for your company.
Resources:
Managing resources is essential for your company’s growth. Money is needed to hire new agents and fund missions. Reputation points will increase your company’s standing and unlock special abilities. And acquiring new technologies will give you an edge over your competitors.
Contracts:
Securing contracts is a key part of the game. Contracts will provide you with steady income and other benefits. Make sure to fulfill your contracts on time and meet the requirements to maintain your clients’ trust and loyalty.
Competitors:
Competition is fierce in the time travel industry. Keep an eye on your competitors and their actions. They might try to sabotage your missions or steal your contracts. Stay one step ahead and be prepared to defend your company.
Technology:
Investing in research and development is crucial for your company’s success. Acquiring new technologies will give you access to advanced tools and abilities that can greatly impact your gameplay. Stay up to date with the latest technological advancements to stay ahead of your competitors.
Strategic Decisions:
In Loop Inc., every decision matters. From hiring agents to selecting missions and managing resources, your choices will have consequences. Think strategically, analyze the risks and rewards, and make decisions that align with your long-term goals.
Progression:
As your company grows, new challenges and opportunities will arise. Your decisions and actions will shape the future of your corporation. Adapt to the changing landscape, learn from your mistakes, and strive for success.
Let’s get started!
Now that you are familiar with the rules of Loop Inc., it’s time to embark on your journey as the CEO of a time travel corporation. Make strategic decisions, overcome challenges, and build a thriving company. Are you ready to shape the course of history?
Hey there! So, here’s the deal: You and I, and a bunch of other folks, all work at Loop Incorporated. Now, you might think that’s the coolest gig in town, but truth be told, it’s not all sunshine and rainbows.
Loop Inc. is kind of a mess. It’s like that rundown restaurant you go to because it’s conveniently located, not because the food is any good. Mr. Loop, the big boss, is more interested in making a quick buck than in keeping the fabric of time intact. Not cool, right?
But hey, it’s not all bad. Working here has its perks. If you play your cards right and time your moves just so, you might even score a sweet bonus at the end of the day. Yeah, that’s right, we’ve got a time machine. And let me tell you, things can get pretty crazy when you start messing with the past and running into your own selves.
What’s in the Box
- You’ll find 16 Trip Cards
- 51 Action Cards
- 4 Player Boards
- A Score Board
- 60 Component Tokens
- 40 Time Machine tokens
- A Component Board
- 4 Score tokens
- 16 Tear tokens
- 12 Ad! tokens
- Instructions
Let’s Get Started!
- I’ve got my color. Now I need my Player Board, 6 Time Machine Tokens, 3 Ad! Tokens, and 1 Score Token in my color.
- Let’s put the ‘Tear’ tokens to the side, where we can easily reach them.
- The Component Board goes in the middle of the table.
- The Score Board goes to the right of the Component Board. Put our Score Tokens at ‘0’ on the Score Board.
When setting up the game, make sure to follow these steps:
1. Take one of each type of component for each player and put them on the corresponding space on the Component Board. For instance, if you’re playing a game with 3 players, the Shop should have 3 Nets and 3 Cameras. The Armory would have 3 Armors. Keep the extra component tiles aside for later in the game.
2. Underneath the Component Board, place a number of Action Cards face up. The number of cards should be equal to the number of components in the room, plus one. For example, if you’re playing a game with 3 players, the Garage should have 7 cards, and the Armory should have 4. Put these cards below their respective rooms on the Component Board.
3. Create separate piles for Trash, Exchange, Advertise, and Move cards. The number of cards in each pile should be equal to the number of players plus 1. Place these piles along the “row” formed by the other cards.
I’ll give you step-by-step instructions on how to set up the game of Trip. First, we need to shuffle the Trip cards. These cards are divided into different Eras, which are indicated by the different colored backs. For now, we will shuffle each Era separately to ensure a fair distribution.
Next, we will deal out a number of Trip cards and arrange them above the Component Board. The number of cards needed will depend on the number of players. If there are two players, we will deal out 3 AD cards and 2 BC cards. For three players, we will deal out 3 AD cards and 3 BC cards. And for four players, we will deal out 4 AD cards and 3 BC cards.
Once the cards are dealt out, it’s time to arrange them in a timeline on the opposite side of the action cards. Make sure to place the cards in chronological order, starting with the earliest date and ending with the latest. If you are playing with four players, you might need to stagger the cards based on the size of your playing area.
Lastly, we need to shuffle the Anomaly cards. These cards will add some unpredictability to the game. Place them face down next to the play area. We will use them later.
I hope this clarifies the setup process for Trip. Now you’re ready to dive into the game and explore different moments in history. Have fun!
- Shuffle each ‘Era’ of Trip cards separately (noted by different colored backs).
- A number of Trip cards are dealt out, arranged above the Component Board. The number of cards dealt out depends on the number of players:
- 2 players: 3 AD and 2 BC
- 3 players: 3 AD and 3 BC
- 4 players: 4 AD and 3 BC
- Arrange these cards in a timeline on the opposite side of the actions cards, going from the earliest date to the latest. If playing a 4-player game, you may need to stagger these cards based on table size.
- Shuffle the Anomaly cards and place them face down next to the play area. They will be used later.
Setup Diagram
Check out these awesome Trip cards! We’ve got a whole row of them just for you. And guess what? They’re perfect for playing with a friend. We’ve got cards for both BC and AD times, so you can travel through history like a time-traveling pro.
Game Play
When I play Loop, Inc., each game day is like a mini adventure that happens three times in a row. We call these days Day 1, Day 2, and Day 3. On Day 1, I can do three new things and send out my time machine.
But here’s the fun part – at the end of Day 1, I hop into my time machine and go back to the beginning to start the day all over again. The twist is that my past selves are still there, going about their business!
So, on Day 2, I get to do everything I did on Day 1, plus three more new things for Day 2. And guess what? I also have an extra time machine to send out! Things get even more exciting on Day 3 because there are three more new actions to play on top of the previous six. And, as if that wasn’t enough, I also get a third time machine to launch. It’s all about timing!
So, here we are, at the end of Day 3, you and I. It’s been quite a journey, hasn’t it? Time machines, tears in the space-time continuum – what an adventure! But now it’s time to find out who comes out on top, who gets the crown of the most profitable trips.
But hey, it’s not just about making money. We’ve got to be careful too. We don’t want to mess up the fabric of space and time. So, winning isn’t just about the profits, it’s about doing it the right way.
Now, I know you’re wondering, “How do I win this thing?” Well, my friend, it’s simple. You just have to complete the most profitable trips. The trips that make you the most money. Easy, right?
But here’s the catch – you can’t cause too many tears in the space-time continuum. We’ve got to keep things in order. So, it’s not just about making money, it’s also about preserving the delicate balance of the universe.
So, what do you think? Are you up for the challenge? Can you make those profitable trips without causing chaos? It’s all in your hands, my friend. It’s time to find out who’s the master of the time machines.
When I was being trained as an employee, Mr. Loop made it very clear that the time machine should only be used to take customers on trips. That was the rule, but Mr. Loop also said ‘Profit above safety,’ so maybe he wouldn’t mind if I used it for something else. Still, it’s probably best not to tell him.
Playing a Day
Playing a day involves multiple turns, each turn being the play of a card. Throughout the day, I must choose a new action three times. After the first day, I’ll also have turns to play cards from previous days.
So, on the first day, each player has three turns (three new cards). On the second day, there will be six turns for each player (three new cards plus the three cards from the previous day).
When the third day arrives, each player will have 9 turns to play. That’s because you will receive 3 new cards, on top of the previous two days’ 6 cards. To start each day, make sure you gather the necessary Time Machine tokens.
For the first day, you only need the Day 1 token for your Time Machine Mark I. Simply place this token on your Mark I time machine to show that it’s ready and hasn’t been used yet. Moving on to the second day, grab the Day 2 tokens for both your Time Machine Mark I and Mark II.
Once you reach the third day, you will need the Day 3 tokens for all three Time Machines – Marks I, II, and III. Make sure to attach these tokens to their respective time machines.
![]() (Here’s an example of a player getting ready for the 2nd Day) |
Hey there! Let’s talk about the time machine game. When you start the game, you can only use the Mark I time machine on the first day. On the second day, you can use both the Mark I and Mark II, and on the third day, you can use all three versions.
Now, let’s cover how the turns work. On the first day, the youngest player gets to go first. But on the second and third days, the player with the lowest score goes first. If there’s a tie, the turn goes to the tied player who is next in line, going clockwise from the current first player.
During Your Turn
Turns always proceed clockwise. When it’s your turn, you have two options:
- Choose a new action (you have to do this three times each day), or
- Play a past action (this is only available starting from the second round)
After taking one of these actions, you can then choose to launch a time machine if you want to.
Choosing a New Action
When you’re playing the game, start by selecting an action card from those face-up in the middle of the table. Once you’ve chosen a card, take the action described on it right away. Afterward, place the card at the end of your tableau, the area in front of you where you’ll be building your collection. If it’s the first card you’ve played on that day, then you’re just getting started with your tableau and don’t have any other cards there yet.
When you place new action cards in your tableau, tilt them slightly to one side. This shows that you’ve played them for the first time. It’s a helpful way to keep track of how many times you’ve used new actions, as there are certain limits.
Playing a Past Action
If you decide to play a past action, you must select the FIRST card in your hand and take the action listed on it. Once you’ve performed the action, place the card at the end of your tableau, just like with the new actions.
Past actions are placed straight, not tilted like the new actions. You can’t change the order of the cards in your hand, and you have to play them in the same order as the previous day.
Notes about Your Tableau
When you play cards, it’s crucial to keep them in the order they were played. This way, the next day, you can play them in the same order they’re needed.
To manage your Tableau correctly, you should place the cards on top of and to the right of the ones you played before. It’s also a good idea to play new cards at an angle, so that you don’t forget to collect and play the three required new cards each day.
Here’s an example of what happens on the 2nd day when you add to the Tableau:
Look at the crooked card, it’s something new for today. The next two plays to finish the day also need to be new cards. This way, I play all the cards from yesterday and get to play three fresh cards.
Remember, I can pick up and play the new cards at any time during the day, but I have to keep the order of the cards I play. This order stays the same for the next day.
The Game’s Actions
Every action in the game represents a workstation at Loop, Inc. So, the actions that I have available at the beginning of the game are pretty much the only ones I’ll have for the whole game.
When I go back in time, it doesn’t give me more space, it just makes things more crowded. Sometimes, I have to do things I don’t want to do, so I have to plan ahead.
But by the end of Day 1 or Day 2, more actions come up in the form of anomalies. This makes things a little less crowded, but more chaotic.
If I can’t complete an action, it creates a tear in the space-time continuum. You can read about how to fix this in the ‘Causing a Tear in the Space-Time Continuum Section’ section at the end of the action list.
Here is a general rule for actions: You can’t add, remove, or move components in a time machine that has already been launched.
These are the actions available:
Garage, Shop, or Armory
When you do this, grab something from the right place. You can choose what you want to take. For instance, from the Garage, you can take a Wheel or a Propeller. And from the Shop, you can take a Camera or a Net.
If the thing you want is gone, you have to choose the other thing or take a Tear. Put this thing into a time machine. But you can’t put it into a time machine that’s already been used.
Did you know that there’s actually a net available for your time machine? It may sound surprising, but according to the Breadbox Theory of time travel law, you’re allowed to bring back anything from the past as long as it’s no larger than a breadbox.
Physicists have even supported this theory, claiming that “Time is more robust than it looks.” Although, they insist that their growing collections of antique microscopes have nothing to do with it.
Here’s a fun fact: The first thing ever brought back from the past was actually a breadbox, because nobody in the present knew what one looked like.
The Exchange
So, when you choose to take this action, all you have to do is remove a component from one of your time machines and return it to the Component Board in its proper room. And don’t worry, once you’ve done that, you can select a different component from the Component Board to replace the one you took.
Hey there! Just a friendly reminder that once a time machine is launched, you can’t add or remove components from it. So be sure to plan ahead!
Move
Did you know you can move a component from one ship to another? Pretty cool, right? Just remember, you can’t move components onto or off of ships that have already been launched.
Advertise
Here’s a fun idea – why not advertise your trip? Grab one of your Ad! tokens and place it on a Trip of your choice. But hold on, there are a couple of rules. First, the Trip you choose must not have any other players on it today. Also, it can’t already have another Ad!.
Now, when you advertise a Trip, it means you have priority to go there this round. And anyone else who goes there has to take a Tear. Plus, if you visit the Trip you advertised, you’ll earn an extra point at the end of the game. How cool is that?
But here’s the catch – if you advertise a Trip and then don’t actually go there, you’ll get a penalty of ‘-3’. And remember, your budget for Ads is limited to just three.
So, Mr. Loop was never really a fan of spending money on advertising. He didn’t see the point in it. But then, something changed. He had an epiphany, you know? He realized that he could plaster his face on everything. And boy, did that stroke his ego!
Now, I have to admit, the ads he came up with are pretty terrible. Most of them show Mr. Loop scowling, which is not exactly inviting. But you know what? They somehow work. They actually manage to get people to come and pay for time travel excursions.
Let’s Talk Trash
Alright, let me tell you about one interesting aspect of this time travel business. It’s called “Trash”. And it’s exactly what it sounds like. Trash is when you take one or more components off your time machine that hasn’t even launched yet, and you just discard them from the game. But here’s the thing: doing this can actually be a good move. It saves you from unnecessary penalties for creating waste. So, keep that in mind.
Anomalies: The Weird Stuff
Now, let’s talk about something really cool – Anomalies. When you travel back in time, you’re gonna create these little anomalies. Don’t worry, they’re harmless. But here’s the exciting part – these anomalies actually allow you to perform special actions. Each anomaly card will explain what it does. But listen up – anomalies won’t show up until the second and third day. That’s when you really get to experience the fun stuff!
Causing a Tear in the Space-time Continuum
If you ever can’t finish something, you create a Tear in the space-time continuum. When that happens, you have to take a Tear token from the general supply and put it in your penalty box.
The penalties add up as you get more Tears. One Tear gives you ‘-1.’ Two Tears give you ‘-3.’ And, 3 Tears give you ‘-6.’
If you happen to get four Tears, you’re out of the game because you made yourself disappear. The penalties for Tears are shown on the tokens.
Here are some examples of causing a Tear:
- If there are no items in the shop when you try to shop.
- If you don’t have an unlaunched time machine to add a component to.
- If you don’t have two unlaunched time machines to move a component between.
- I apologize, but I’m currently out of Ad! tokens, so I can’t help you advertise at the moment.
When it comes to the stability of the space-time continuum, Mr. Loop isn’t much bothered. However, he does care about the hefty fine he has to pay whenever it gets disrupted.
And you can bet that he’s not interested in using his wages to cover that fine.
Go on a Time Travel Adventure (If You Want)
You can only launch a time machine once per day, and you can only launch one on each turn. If you haven’t launched a machine, make sure its token is still on it.
Every Trip card has two separate trips on it. Each trip is completely independent, even though they’re on the same card.
To launch a ship, take its token and place it on the Trip card you want, covering the image of the trip to show that it’s already been taken this turn. To do that, you must meet the following requirements:
- Your time machine needs to have the necessary components listed at the bottom of the Trip card.
Hey there! Let me break down the rules for you. You can’t use a time machine token from the past day, so it’ll be either above or below the trip, depending on the arrow.
- Only two players can visit the same trip in a day. The first player can go without any penalty, but the second player gets penalized for using the same time stream twice. You’ll be the second player if:
- Another player has already been to this trip today, or
- Another player has their Ad! token there.
If you’re the second player, you’ll have to take a Tear penalty token. Just put it in your penalty area. Easy peasy!
If you go to a location with your own Ad! token, you can move the Ad! token up or down the trip, depending on the arrow. When the game is over, you will earn an extra point for advertising and completing this trip.
Note: the ‘Ad!’ token is considered a player when counting the maximum of two players per trip. So if an Ad! token and another player’s time machine are on a trip, that trip cannot be visited again on the same day.
Can you believe it? Mr. Loop doesn’t even realize that you’re launching three ships on the last day, not just one. It’s like we all look the same to him!
But here’s the thing, if you try to go back in time more than three times, he’s bound to catch on. Even someone as indifferent as him has their limits.
Now, if you managed to successfully place your token on the trip, there’s a chance you might have made some extra waste. If there are any unnecessary components on your ship, they’ll be taken off and placed face down in your penalty box with a “-1” on them.
Once they’re in the penalty box, you can’t use them anymore, and they’ll count against you at the end of the game.
Mr. Loop despises waste more than any insult hurled at his mother. He finds it utterly unforgivable to add unnecessary elements to his time machines. In fact, he even went as far as firing his mother for this very reason.
Don’t forget to keep track of your points on the Score Board. When you start a journey, move your Score Token up the track by the corresponding number of spaces, but always remember to subtract any penalties you may incur. If you ever need to confirm your score, simply tally up the points from completed trips and deduct your penalties.
Let’s talk about ending the 1st and 2nd Day. Make sure you fully stock each room (Shop, Garage, and Armory) so that every slot is occupied by one component.
Whenever you place a time machine on a Trip card, make sure to position it above or below the card, as indicated by the arrow. This will indicate that the trip is free for the next round. And don’t forget to place the token next to the trip to remind yourself to score it at the end of the game.
If you haven’t launched any time machines during the day, you should remove the token from the machine. It becomes unusable until the next day. It’s important to keep all the components on the time machine until then.
If you have an Ad! token on a Trip card but fail to complete the task, it becomes a penalty. Move the token to the penalty box on your player board with the “-3” side facing up. Adjust your score accordingly.
Hey there! Did you know that when we travel back in time, it causes some crazy things to happen? These things are called anomalies, and they can really shake things up!
Here’s how it works: for each player, we’ll draw a number of anomaly cards equal to the number of players. These cards are placed face-up in the play area. Guess what? You can use these cards as actions in the days to come!
Now, you’ll pick up your tableau and hold it in your hand. And listen up: it’s super important that you keep the cards in the correct order!
When the next day comes around, you’ll need to play those actions in the same order. So pay attention and don’t mix things up!
Now, go ahead and play the day just like you did before. Make sure you choose a starting player and collect your time machine tokens as described at the beginning of the “Playing a Day” section.
When it’s time to start a new day, the player who has the fewest points gets to go first. If there are multiple players with the same amount of points, the title of first player moves clockwise to the next player with a lower score.
The Game Ends
Finishing the 3rd Day
If a player has an Ad! token on a Trip card but doesn’t complete it, they receive a penalty. The token goes in the penalty box on their player board with the “-3” side facing up.
The player with the highest total score wins! If there’s a tie, the player with the fewest penalty points wins.
Stretch Goal Expansions
Futures
(There are 5 Future Cards)
In this new expansion, you can send customers on trips to both the future and the past. While future trips may not be as profitable as those to the distant past, they offer valuable insights and help you make your day more efficient.
Customers always return from these trips with some juicy gossip about what’s to come.
Here’s how you set up the game with the futures expansion:
– For 2 players: Include 3 AD, 1 BC, and 1 FUTURE cards.
– For 3 players: Include 3 AD, 2 BC, and 2 FUTURE cards.
– For 4 players: Include 4 AD, 2 BC, and 2 FUTURE cards.
When you send a time machine on a future trip, you get to take a bonus action specified on the trip card. Usually, you take that action right away, but sometimes there may be exceptions.
Oh, and there’s more! We’ve added extra Anomaly Cards for even more excitement. Just shuffle them into the existing Anomaly deck and enjoy the increased variability for a truly winning experience!
Office Actions
(5 Office Action Cards)
These special cards replace the “Trash” action in the regular game. You have the same number of Office Action Cards as you have Trash cards (which is the number of players plus one).
The Office action is more advanced and gives you a chance to earn points by doing some boring office work during the day.
When you choose the Office action, you can get rid of one of those pesky “-1” penalties that you’ve collected. And at the end of the day, you’ll receive points based on how many Office actions you took.
But here’s the twist – the earlier in the day you take the Office action, the better! If you take it within the first three cards, you’ll score 2 points. If you take it in the second set of three cards, you’ll score 1 point. But if you wait until the last three cards, you won’t earn any additional points. However, you might still avoid a Tear card or remove a penalty.