How to play T I M E Stories Official Rules

By: Dennis B. B. Taylor

Contents

T.I.M.E Stories Game Rules

Welcome to the T.I.M.E Stories game – a thrilling and immersive time-travel adventure! In this game, you and your team will become temporal agents, tasked with traveling through time to solve mysteries and complete missions. It’s a game like no other, blending storytelling, role-playing, and strategic decision-making into an unforgettable experience. But before you embark on your first mission, let’s go over some important rules!

First and foremost, let’s talk about the game board. The board represents the different locations you’ll visit during your missions. Each location is represented by a card that contains information about the people, objects, and events you’ll encounter. As you explore each location, you’ll flip over these cards to reveal new information and advance the story.

Next, let’s discuss the game’s central mechanism – the T.I.M.E Stories system. This system uses a deck of cards and a set of plastic counters called “receptacles” to simulate your consciousness being sent back in time to inhabit a new body. Each player begins the game by choosing a receptacle, which corresponds to a specific character in the story. As you progress through the missions, you may need to switch receptacles to overcome certain challenges or access new abilities.

Now, let’s delve into the gameplay itself. Each mission is divided into a series of rounds, and during each round, you’ll be able to perform various actions. These actions include exploring new locations, interacting with characters, searching for clues, and completing tasks. As you take these actions, you’ll encounter obstacles and challenges that require you to make decisions and roll dice to determine the outcome. The choices you make and the results of your dice rolls will directly affect the course of the story.

It’s important to note that time is limited in the T.I.M.E Stories game. You’ll have a limited number of rounds to complete your objectives before you run out of time and have to start over. This creates a sense of urgency and forces you to think strategically about how you use your time and resources.

One of the most unique aspects of the T.I.M.E Stories game is the concept of “real-time debriefing”. After each mission, you and your team will gather together to discuss what happened and share your experiences. This debriefing session is a crucial part of the game, as it allows you to piece together the clues you’ve discovered and unravel the mysteries of the story.

In conclusion, the T.I.M.E Stories game is an exhilarating journey through time that combines storytelling, role-playing, and strategic decision-making. By immersing yourself in the game’s rich world and following the rules, you’ll have the opportunity to unravel mysteries, complete missions, and create unforgettable memories with your team. So grab your receptacle, prepare for adventure, and get ready to travel through time like never before!

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How to play T I M E Stories Official Rules UltraFoodMess

  • Game Board
  • 8 Agent Pawns
  • 1 Time Token
  • 1 Group Token
  • 1 Time Captain Die
  • 6 Action Dice
  • 40 Normal Shields / Skull Shields
  • 7 Time Shields
  • 7 Heart Shields
  • 7 Special Shields
  • 140 Resource Tokens
  • 30 Life Points (LP)
  • 24 State Tokens

Welcome to the Mission

So, you’re here at the T.I.M.E Agency base and I’ve got a mission briefing for you. Your objective is to complete this mission successfully, and it’s best if you can do it on your first attempt.

We call each attempt a “run.” A run is a full game where you use up all of your Temporal Units (TU).

Hey there! Welcome to the world of time travel. I’m here to tell you all about it and help you on your mission. It’s a pretty complicated process, but don’t worry, I’ll break it down for you.

My Mission

First things first, let me explain the purpose of this mission. I’m being sent to different time periods to complete a special task. It’s a really important job, and I only have a limited amount of time to do it. Once my time is up, I have to go back to base.

Getting Ready

Now, let’s talk about how we set everything up. It’s actually quite simple. Just follow the steps below:

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When it’s time to set up the game, here’s what you need to do:

First, make sure everyone can see the card panoramas by sitting on the same side of the game board. This helps with immersion and can give you important details from the artwork.

Now, let’s go through the steps:

1. Set up the game board so it’s facing the players.

2. Take half of the normal shields and place them with the skull side showing. Take the other half and place them with the white shield showing. Sort the remaining three kinds of shields by type.

3. Put the Life points and the resource tokens above the board.

4. Sort the 24 state tokens and place them to the left of the board.

5. Put the 6 action dice and the Time Captain die near the players.

Before we begin, let’s make sure we have everything we need to start the game. Gather the time token and group pawn, and place them near the players. Don’t forget to remember where they are, as this information will be given to you during the lecture at the base.

Each player chooses a main pawn of their preferred color, as well as the matching small pawn.

Breaking Down a Deck

Now that we have everything set up, let’s take a closer look at the deck and its cards. The scenario consists solely of the cards that make up the deck. There are different types of cards, and every deck includes these.

The Flash Cards

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This term comes from poker, where I don’t want to show you the card at the bottom of the deck.

The top flash card tells you the name of the scenario, while the bottom flash card prevents you from accidentally seeing the last card of the deck.

You don’t use these cards in the game, so you can set them aside. Some scenarios don’t have flash cards at all.

Now, let me explain how you set up a deck.

First, arrange the cards in the scenario based on the setup order and adventure start-up. The base is always at the top of the deck. Bob, Laura, and Sam will give you instructions on where and when to place each card.

When you open a deck, put it in the designated spot on the board, open the base (more on that later), and follow along. During the mission, you get to choose which locations to explore.

Lastly, let’s talk about resetting the deck.

If you need to reset your deck, like when you want to put it away or play with friends, the numbers on the backs of the cards can help you sort them back in order. Just make sure card #1 is on top, then card #2, and so on.

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The Two Sides: Front and Back

When it comes to a card, it has two sides – the front and the back. In this case, the back is the side with the numbering we just talked about. On the other hand, the front is the side opposite the back.

Starting at the Base

Every mission starts at the base. This is where you and the other players get to know what the mission is all about and learn any special rules that apply to the scenario.

The base is designed like a location. It’s a collection of cards that, when put together, create a panorama. This panorama gives you a visual representation of the scene you’re about to experience.

When opening the base, you need to place all of its cards on the board. But here’s the trick – make sure to place them in alphabetical order based on the letters shown on the back of the cards. You’ll start with letter A and go all the way to H, if there are cards with that letter.

But be careful: The base area works differently from the others. Unlike other parts of the game, you won’t need to spend TU or place tokens. Instead, you simply read the cards one by one, in the order they come.

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When you finish reading the Base cards, always keep them right next to the board. This way, you can easily refer to them during the game to double-check the rules or review the mission goal.

About Successful and Failed Mission Cards

If you successfully complete your mission, the game will guide you to the Mission Successful card.

However, if you use up all your TU (Time Units) before completing the mission, you’ll have to read the Mission Failed TU card.

There are other ways to fail a mission sometimes. If that happens, the scenario will ask you to read the Mission Failed card that corresponds to your specific failure.

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The 4 PLAN Cards

When it comes to exploring the world, you’ll need the help of the 4 PLAN cards. These cards are like a map that we use to find our way. They are placed on the board in a special spot just for them.

Once the cards are on the board, it’s time to put the group token on them. This is how we figure out where we are in the world we’re visiting.

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The Location Cards

Imagine this: a scenario unfolding before your very eyes, filled with intrigue and mystery. And at the heart of this captivating scene are the location cards. These cards are the building blocks that shape the world you’re about to explore.

Each location is meticulously crafted, comprising an assortment of two or three distinct card types. These cards establish the unique atmosphere and challenges you’ll encounter as you traverse the scenario.

Let’s delve deeper into the world of location cards and see how they contribute to the immersive experience.

The first card type you’ll encounter is the Exploration card. This card reveals hidden secrets and unknown treasures as you navigate through the scenario. It invites you to venture further into the unknown, igniting your curiosity and driving you towards new discoveries.

Next up, we have the Challenge card. This card poses obstacles and tests your wit and resilience. It presents you with perplexing riddles and mind-boggling puzzles that dare you to think outside the box. Overcoming these challenges not only brings a sense of accomplishment but also unlocks new possibilities within the scenario.

Lastly, we have the Event card. This card introduces unexpected twists and turns, injecting a burst of excitement into the unfolding plot. It can alter the course of your journey, shaping the narrative in unpredictable ways. Every event is a chance for you to adapt and make crucial decisions that will shape the outcome of the scenario.

As you traverse the locations, these cards interweave to create a tapestry of experiences. Each combination of cards offers a unique blend of exploration, challenges, and events, ensuring that every scenario you encounter is a fresh and engaging adventure.

So, the next time you embark on a scenario, remember the significance of these location cards. They are the foundation upon which your thrilling narrative unfolds, and they hold the key to unlocking a world of mystery and excitement.

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  • Hey there! Card A is like a storyteller. It tells you all about the place you’re checking out and the Time Captain reads it to you.
  • The rest of the cards create a sort of big picture that shows you what you’re seeing through the eyes of your receptacles.
  • Now, some of the cards are locked. You need to meet a certain condition to unlock them. Once you do, you can check out what’s on the other side.

Discover the World of Item Cards

Hey there! Have you ever wondered about the cool things you can find on your missions? Well, let me introduce you to the wonderful world of item cards!

Item cards are like hidden treasures waiting to be uncovered. They can be anything from objects to information or even people! Each card is given a number to keep its identity a mystery and make it easy to find in the special pack.

Imagine going on a quest and stumbling upon a mysterious item card. As you hold it in your hands, you can’t help but wonder what secrets it holds. Will it lead you to a hidden treasure? Or maybe it contains crucial information that will help you complete your mission.

The beauty of item cards is that they are full of surprises. You never know what you’ll find until you turn over that card. It’s like opening a door to a whole new world of possibilities.

So, the next time you embark on a mission, keep an eye out for those intriguing item cards. You never know what wonders await you!

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Receptacle Cards

A receptacle is a character that you control when your team goes on a mission. It’s like stepping into their shoes and having control over what they can do (and sometimes what they can’t do)..

There are different receptacles to choose from, and you can pick the one that inspires you the most or the one that seems perfect for the mission you’re on. And the best part is, for your next adventure, you can choose a different receptacle!

When you flip the card over, you’ll see an illustration that shows what the receptacle looks like and their name. On the front of the card, you’ll find important information like the number of action dice you can roll during tests, how much damage the receptacle can take, and any special “powers” they have that might change the rules of the game a bit.

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The receptacle’s data zone is split into two sections. On the left, you’ll find the number of dice you can roll based on the type of tests. On the right, you’ll see its resistance and the LP it starts with.

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In this incredible world of adventure, the characters I encounter have unique abilities that make them truly exceptional! It’s fascinating to observe the diverse talents they possess, each with their own strengths and weaknesses. As I explore the realm, I come across individuals like Eliza, who is a master with ranged weapons. Her precision and accuracy are unmatched, making her a formidable force on the battlefield. However, Eliza’s expertise in combat does not extend to the mystical arts. Magic is not her forte, but that doesn’t diminish her prowess with a bow and arrow.

On the other hand, there’s Altace, a character who wields magic with ease. His spells and incantations hold immense power and can turn the tides of any battle. Altace commands the forces of nature, bending them to his will. However, what sets him apart from Eliza is his lack of proficiency with ranged weapons. While he could conjure a bolt of lightning, hitting a target with a bow and arrow may not be his strong suit.

It’s captivating to witness how different characters possess unique skill sets, which add depth and excitement to the adventures we embark on together. The abilities they bring to the table are like puzzle pieces, fitting together to create a diverse and harmonious team. As I continue to explore the vast landscapes of this enchanting world, I eagerly anticipate encountering even more fascinating characters, each with their own set of extraordinary abilities.

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When playing the game, it’s important to keep in mind that a character’s Life Points (LP) cannot exceed the value written on the card.

Being the Time Captain

During the game, each player takes turns being the Time Captain, who is like the leader of the current location. The Time Captain has several responsibilities:

  • They read card A out loud for everyone.
  • They keep track of how the team spends TU (Time Units).
  • If there’s a tie about what action to take or where to go, the Time Captain makes the final decision.

How a Run Works

A run lasts for a certain number of TU, which are given at the start. The team starts at the base and then moves to a location. There are two phases that repeat until the time runs out:

    1. Introduction

    When you want to explore a new place, there are two important steps you need to keep in mind. These steps are known as the “Opening and Exploration of a Location” and “Location Change”. Let’s start with the first step.

    2. Opening and Exploration of a Location

    Firstly, I want to talk about the important things you should do when you arrive at a new place. It’s exciting to be in a new location, but it’s also important to be aware of your surroundings and take necessary precautions.

    When you first arrive at a new location, the first thing you need to do is open the location. This means checking for any signs or instructions about the rules and regulations of the place. It’s important to know what is allowed and what is not allowed in order to have a safe and enjoyable experience.

    Once you have opened the location, it’s time to explore! Take some time to walk around and familiarize yourself with the area. Look for interesting landmarks or points of interest that you would like to visit later. Pay attention to any safety signs or warnings to ensure your well-being.

    During your exploration, don’t be afraid to ask questions or seek help. If you’re unsure about something or need directions, don’t hesitate to approach someone for assistance. People are usually friendly and willing to help out a lost traveler.

    Remember to be respectful of the location and its inhabitants. Follow any rules or guidelines provided by the authorities and treat the place with care. It’s important to leave a positive impression wherever you go.

    To sum it up, the first step in exploring a new location is to open it and familiarize yourself with the area. By following these guidelines, you can ensure a safe and enjoyable experience. Now, let’s move on to the next step – Location Change.

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    As I embark on my journey as the Time Captain, I eagerly search through the deck to find the location my party has chosen to explore. It’s crucial that I don’t flip over the cards in the deck or peek at the card backs too often. This adds an element of mystery and keeps the adventure alive!

    To make my searches easier, I know that card A is always on top of the other cards from that location. The left side of the card even indicates the name of the location, giving me a clue about what to expect.

    To help me remember and keep track of all the cards that belong to a specific location, each location has a list of its cards on the back of card A. This ensures that I don’t miss any important details or forget any crucial items.

    Once I’ve found the cards from the chosen location, I arrange them on the board in alphabetical order. This creates a beautiful panorama of the scene we’re about to explore. The cards go from B to – possibly – H, all neatly arranged without revealing their contents. It’s like putting together a puzzle, building anticipation for what lies ahead.

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    How to play T I M E Stories Official Rules UltraFoodMess

    When I read card A out loud, I can’t help but become intrigued by the words written in bold. They hold the key to unraveling the mystery spread out before me.

    Now that the Time Captain has introduced the location, it’s time to dive in and unearth its secrets. And the best part? It doesn’t cost any Time Units (TU) to enter a location!

    Entering a location is as simple as placing your pawn on a space above the card that catches your eye. Each player gets to choose where they want to explore.

    When it comes to making decisions as a group, there’s always room for debate and argument. But ultimately, each player gets to choose what they want to do. However, if even one player decides to go somewhere, everyone else has to go too. It’s like when you and your friends are deciding what game to play – if one person suggests a game, everyone plays that game together. There’s no limit to how many people can join in on the fun!

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    So here’s the plan: Blue and Green are teaming up to investigate the same area in space, where they hope to uncover some fascinating secrets. Meanwhile, Pink and Yellow have decided to strike out on their own adventures.

    Cards That Hold Mysteries

    When you look closely at the back of a card, you’ll notice some intriguing markings. These markings hold the key to unlocking the secrets each card holds. But there’s a catch – you can only explore a card if you meet specific conditions. If you don’t meet these conditions, you won’t be able to place your pawn on the card or move above it. So, make sure you keep an eye out for those conditions!

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    Get Advice from a Card and Share Information

    Whenever I’m present on a space, I have the ability to consult the card that corresponds to it. I simply take the card and read what’s written on the front.

    If there are other people with me on the same space, we can read the card together or take turns reading it. It’s up to us.

    As an agent, I possess a unique power – telepathy. This allows me to explain to my fellow agents what is happening, share any information I’ve gathered, and discuss the choices we are faced with. However, to maintain a sense of storytelling and encourage conversation, there are two important rules we must abide by:

    • I must not show a card to someone who is not on the same space as me.
    • I shouldn’t read the entire card word for word. Instead, I should summarize, mention key points, and evoke the situation. In essence, I need to describe what we are experiencing.

    Exception: Before we dive in, let’s address something important. If you come across a card with game rules or technical explanations (a text box), make sure you read it carefully. You might even want to read it out loud to the team. It’s crucial that everyone understands what to do in that situation.

    Now, let’s move on to the exciting part. It’s time to take action! But before we do, we need to discuss as a group. After the discussion, the Time Captain will spend 1 Temporal Unit (TU) by moving the time token closer to 0. Then, each player gets to perform one action. Here’s the sequence:

    1. Discussion and debate.

    2. Spend 1 TU.

    3. Take actions.

    For just 1 TU, each player can choose one of the following 3 actions:

    1. Make A Characteristic Roll: This involves rolling a die and using your receptacle’s characteristics as a reference.

    • Move Your Pawn: You can move your pawn from one space to another, as long as you can access it (see sealed cards).
    • Don’t Do Anything: This action is very specific! Keep in mind that in combat, not doing anything is usually a bad idea.

    All for 1 TU!

    It’s important to note that there are no game turns in the traditional sense. Instead, all actions take place within a single TU. However, each player chooses the order in which they execute and resolve their actions.

    For 1 TU

    Green and Pink find themselves in the midst of a fierce battle. They each roll the appropriate number of dice for their respective receptacles, but unfortunately, fail to overcome their opponents.

    I decided that Green and Pink could use some extra assistance, so I joined them by moving to their location. Now I can offer my support in the upcoming battle. Meanwhile, Yellow took this opportunity to explore a new area since we don’t consider Yellow to be much of a fighter.

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    Just 1TU.

    Yellow is in the middle of a fight, trying to defeat his opponent. He rolls the dice but doesn’t manage to win the battle. Meanwhile, Pink and Blue have a different task at hand – they’re both working hard to finish a test. Blue goes first and successfully completes the test. Now it’s Pink’s turn, but she decides to wait and help Yellow on the next turn instead. As for Green, they’re not doing anything right now.

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    Important: When you land on a space, you can immediately check the corresponding card without using any extra TU.

    Special Rolls (no TU)

    Sometimes, you may need to roll a dice based on specific rules of a location. These rolls don’t cost any TU since they don’t depend on the characteristics of a container.

    Changing Your Location

    If you think you’ve seen everything there is to see or if you’re just looking for a change of scenery, you can move from one location to another. This is a simple process that involves five easy steps.

    Step 1: Leave Your Current Location

    To leave your current location, simply move your pawn to an adjacent space that is not diagonally connected.

    Step 2: Choose a New Location

    You can choose any location that is listed on the general PLAN as your new destination.

    Step 3: Make the Move

    Move your pawn onto the space that corresponds to your chosen location.

    Step 4: Resolve the New Location

    Once you’ve arrived at your new location, resolve it by following the instructions on the corresponding card.

    Step 5: Continue Exploring

    Now, you can continue your journey and explore the new location, discovering its unique secrets and surprises.

    Remember, changing your location gives you the opportunity to experience something different and uncover new challenges and rewards. So don’t be afraid to venture out and explore the unknown!

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    • The group token represents all of us. So, we can’t split up to go to multiple places at once.
    • You can go back to a place you’ve already been to.
    • Deciding where to go next is a group decision. If we can’t agree, we’ll vote. The Time Captain will break any ties.
    • We can’t just leave a place and go right back to it. We have to go somewhere else when we leave.

    I’m feeling like I’m done with the Day Room. I can choose any visible location on the PLAN to go next.

    Putting away my current Location

    Rolling the Time Captain Die

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    When I play the Time Captain game, I roll a die and get a result ranging from 1 to 3 Time Units (TU). These TU represent the time it takes for my group to change locations on the Time Line. If a card or an in-game effect instructs us to move to a new location, I roll the Time Captain die as usual. Here’s something special to consider: In certain scenarios, some locations have their names written in red. If we need to move from a red location to another location (regardless of its color), it will take an extra 2 TU. It’s important to note that the extra time is only incurred when leaving a red location, not when entering it. So, if the Time Captain die shows 2 TU, moving from the basement to the roof will actually take 4 TU in total.

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    Time Travel Master

    Trials and Rolling the Dice

    When I’m on a mission, I come across all sorts of situations. I might have to battle a strange creature, convince someone to help me, pick a lock, or even jump over a dangerous chasm. And you know what? I solve all of these challenges by rolling some action dice!

    Trials

    Picturing the Symbols

    Hey, did you know that each challenge has a difficulty level? They use these cool shield symbols in different colors to show how tough they are!

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    To prepare for a test, first, I need to place three shields on the board, starting from the left and going to the right. These shields will help me during the test. Once I have placed the shields, I am ready to begin. Before I start, I need to place my card face down on the board so that the other agents don’t see it. Now I can begin the test.

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    Cracking the Test Code

    If you want to ace a test, it’s essential to break through all the barriers it throws at you. The outcome of your hard work depends on the circumstances – it could be as simple as outsmarting your competition, or you might earn a reward like an item or a special status.

    Know Your Test Inside Out

    When the Time Captain uses Time Units (TUs) during a test, everyone involved gets a chance to roll the dice and make their mark on the outcome.

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    Me and you, we’re here on a card, getting ready for a skill challenge. We’re both gonna roll a pair of dice to see how well we do.

    Now, you’ve got a choice to make when the challenge starts. You can either jump right in or decide to part.

    Remember: If you decide to leave and go somewhere new, the challenge will reset and start again for you.

    Roll the Dice

    No matter what kind of challenge it is, there are always four steps in a dice roll, that won’t ever miss.

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    Roll

    Hits

    When you roll the dice, each hit (How to play T I M E Stories Official Rules UltraFoodMess) you get removes 1 shield from the test. If there are multiple types of shields, you always remove them from left to right. How to play T I M E Stories Official Rules UltraFoodMess

    For example, let’s say you roll 3 hits. You would first remove 2 shields from the left stack. Then, if the left stack is empty, you would remove 1 shield from the right stack.

    Riposte (skull shield)

    • If your resistance is equal to or greater than the number of skulls, nothing happens. You were able to brush it off.
    • If your resistance is lower than the number of skulls, you lose 1 Life Point (LP).

    Automatic Penalty

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    So, you’ve made it through the previous steps. Nice work! Now, there’s a chance that you still have some shields to deal with. No worries, though – I’ve got your back. Here’s what you need to do:

    First things first, take a close look at each remaining shield. Then, brace yourself because for every one of those pesky shields, you’ll lose 1 Life Point. Ouch, I know.

    But hey, you’ve come this far, right? Trust me, you’ve got what it takes to handle these shields. Keep pushing forward and stay determined. I believe in you!

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    I hear you’re looking for information about how shields work in the game. Well, let me break it down for you. When you have a shield, like the one mentioned in the previous paragraph, each time it’s used in battle, it will lose 1 TU, or time unit, as we like to call it. So, if you have multiple shields of the same type, each shield will lose 1 TU whenever it’s used. It’s important to keep this in mind when deciding how to use your shields strategically. Just remember, for every shield of this type that you have, you’ll lose 1 TU.

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    The special shield’s impact varies depending on the situation you’re in when playing the game. You’ll find out what those effects are when the scenario calls for it.

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    Lock

    When there’s a lock on a card, you have to pass a test (trap, combat, etc.) before you can leave the card. You can’t just walk away until you’ve successfully defeated whatever challenge is waiting for you.

    End of a Test

    A test continues turn by turn until:

    • You complete it (by getting rid of its last shield); or,
    • You choose to leave the area (if you’re allowed); or,
    • You die (by losing all your Life Points).

    Defeating An Opponent

    When you remove an opponent’s last shield, you defeat it and its card is taken out of the game until the next possible run. (Put its card next to the board so you can easily find it later).

    If you return to the same location during the current run, the enemy won’t be there anymore. Keep in mind that the scenery will look incomplete from this point on.

    Last Clarifications

    When multiple people are involved in a fight or a test, each person rolls their own dice and their roll has its own effect.

    For all rolls, we don’t count the blank sides of the dice.

    Remember, the order in which people take turns is not set. You get to choose the order in which people roll their dice or move during a given unit of time, which can be very important.

    If you destroy the final shield in a test, the test is immediately successfully completed.

    Important: If you choose to do nothing during a test (maybe because you don’t have the necessary ability) and that test has at least one shield with a skull on it, you automatically lose 1 Life Point.

    The heart, time, and special shields always have an effect, even if there are no shields with skulls.

    Death of a Life Container

    If you lose all your Life Points, you die, and I kick you out into the inter-temporal vortex. I’m the Agency, and I need some time to bring you back and put you in a new body. Once that’s done, here’s what happens:

    I take your main game piece off the board and put your small piece 7 TU away from where the time marker is. You can still talk and be part of the discussion, but you can’t do anything in the game anymore.

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    When you are removed from the game, you must place your pawn 7 TU away from the time marker.

    While you are wandering in the inter-temporal vortex, your possessions (items, tokens, etc.) can be used by the other agents until you return to your receptacle.

    Once the time marker reaches your small pawn, you can reintegrate your receptacle. In order to do this, you enter (for free) a space of the location currently being visited that contains at least one agent, and your receptacle becomes operational again. It will come back with all of its Life Points.

    If there are 7 TU or fewer left when your receptacle dies, you will not be able to reintegrate during this run.

    If all receptacles die at the same time, the run immediately ends, even if there are TU remaining (in which case, read the Failed Mission (TU) card).

    Items

    Welcome to the world of T.I.M.E Stories. Here’s what you need to know about the items you’ll come across.

    The items you find during your missions are objects. They may have special rules, but don’t worry, everything will be explained on the card.

    When it comes to carrying items, there’s no limit to how many a receptacle can hold. However, keep in mind that T.I.M.E Stories is a cooperative game, so it’s often better to share the items among all the players.

    If you want to give an item to another player, your pawns need to be on the same space or off the board completely. This is important especially when the group is moving between different locations.

    Remember, an item can only be used by one player during a game round. So you can’t have two different players using the same item at the same time.

    Some items have the Agency’s logo on them. These items can be kept by the players from one mission to another. This means you can start a new mission with a few advantages.

    How to play T I M E Stories Official Rules UltraFoodMess

    When playing the game, we have a specific way of talking about the different items we encounter. We refer to them by their number, which is shown in green. The font type used for the number changes depending on what’s happening in the game.

    How to play T I M E Stories Official Rules UltraFoodMess

    State Tokens

    When I play, the things I do, the places I go, the stuff I collect, and the information I find sometimes earn me a state token. When I get one, I have to put it on the special spot on the board.

    A state token is different from an item because it helps everyone on my team, not just me. It’s like a special advantage that we all get, unless it says otherwise. Even once I use it, I still get to keep it.

    How to Move When a Card is Covered

    If I have the state token that matches the symbol on a covered card, one or more of my team members can move to that spot and uncover the card.

    Uncovering a Covered Card

    When you come across a sealed card that needs to be revealed right away at your current location, you don’t need to take a state token. Instead, you simply replace the card that is already there with the new one and read it immediately. Essentially, it replaces the previous card without any extra time or effort required on your part.

    How to play T I M E Stories Official Rules UltraFoodMess

    How to play T I M E Stories Official Rules UltraFoodMess

    Hey there! On this space, the card with Pink and Blue agents has asked them to reveal the card. Instead of taking the corresponding state token, they get to place card D on the Pink and Blue agents space, and they can read it right away.

    That’s a Wrap!

    Mission Accomplished

    You’ve nailed your mission when the game explicitly tells you to read the Mission Accomplished card – no peeks beforehand!

    Mission Failed

    There are three ways to go wrong:

    • If the time marker hits the 0 space, you get whisked away and must read the Mission Failed (TU) card immediately.
    • If all agents kick the bucket, it’s Mission Failed (TU) card time.
    • I’d like you to start by understanding the following:

    The truth behind your failure

    It seems you’ve come across an obstacle in your path. Don’t panic! Determining the cause of your failure is vital in order to move forward. Allow me to explain the different possibilities that may have resulted in this outcome.

    • Scenario-specific failure: In certain cases, failure is triggered by a specific situation. The scenario you find yourself in will guide you to the appropriate Mission Failed card for further instructions.

    How to play T I M E Stories Official Rules UltraFoodMess

    When things go wrong and the mission doesn’t go as planned, keep the items in place, but reset everything else, like discarded cards, acquired items, tokens, and life points, back to where they started.

    Now it’s time to start:

    Congratulations! You’ve made it to the end of the rules and you’re ready to begin your first mission. When everyone is prepared, grab the N.T. 1921: Asylum deck and follow these instructions for setup:

    How to play T I M E Stories Official Rules UltraFoodMess

    Advice for explaining the rules: If you’re the only one who knows the rules and want to share them with others, don’t wait for the first location in the scenario. Instead, start by explaining the game’s main mechanics, like spending TU, entering a location, and moving. Once the Base cards are set up on the board, use them to illustrate the special rules, such as die rolls and LP loss. This way, when the scenario begins, everyone will be fully immersed in the adventure, with no interruptions or questions.

    Saving

    A T.I.M.E Stories scenario can take a while to complete. So, there may be times when you need to pause in the middle of a run for various reasons.

    Hey there! I’ve got some great tips for you on how to store your game and keep everything organized. Here’s what you can do:

    Step 1: Gather all the game pieces, cards, and instructions. Make sure nothing gets left behind!

    Step 2: Find a container that fits everything. You can use a box, a bin, or even a bag. Just make sure it’s big enough to hold all the game pieces.

    Step 3: Place all the game pieces in the container. You can sort them by type or keep them all together – it’s up to you!

    Step 4: Put the instruction manual on top of the game pieces. This way, it’ll be easy to find when you want to play.

    Step 5: Close the container tightly. You don’t want anything to fall out!

    Step 6: Store the container in a safe place. It could be on a shelf, in a closet, or under your bed. Just make sure it’s out of the way.

    Step 7: When you’re ready to play again, simply grab the container and open it up. Everything will be just as you left it!

    See? Storing your game is easy peasy. Now you can play whenever you want, without worrying about losing anything. Have fun!

    How to play T I M E Stories Official Rules UltraFoodMess

    If you finish your TU before you finish the mission, you have to read the Mission Failed (TU) card.

    Storing the Game

    We tried our best to plan for everything, but if your game gets interrupted, make sure you store the game box flat to keep your progress safe.

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