Rating: 8.7 Excellent
Popularity:49
Difficulty:Easy
Year:2015
Players: 2-4 players
Playing time: 90 minutes
Age:12+

Official Site: T.I.M.E. Stories - Space Cowboys official website


Created by: Peggy Chassenet, Manuel Rozoy, Ben Carre, Vincent Dutrait, David Lecossu, Pascal Quidault

Published by: Space Cowboys, Asmodee, Asterion Press

Alternate Names: Time Stories

Description:

The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe.

As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required.

T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.

At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the amount of players.

Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience.

The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario's obstacles.

The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which - Asylum - is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers.

You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding?

Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time...

In the box, an insert allows players to "save" the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc.

Prices:
Retail Price:$65
Amazon:$41
Ebay:$124
Expansions:
Batman: Year One (Fan Expansion to T.I.M.E Stories)
Deutscher Spielepreis 2016 Goodie Box
Pariah Missouri (fan expansion to T.I.M.E Stories)
Switching Gears (fan expansion to T.I.M.E Stories)
More (6)
Awards:
UK Games Expo Best General Game Winner 2016
Kennerspiel des Jahres Nominee 2016
International Gamers Award - General Strategy: Multi-player Nominee 2016
As d'Or - Jeu de l'Année Expert Nominee 2016
More (6)

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Components

  • 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

Object of the Game

At the beginning of the scenario, you are at the T.I.M.E Agency base and you receive your mission briefing. It's then a question of you successfully completing that mission, ideally in a minimum number of attempts.

An attempt is commonly called a "run". A run equals a complete game, meaning the use of all of the Temporal Units (TU) at your disposal. …



The idea behind the game is to offer a shared central framework for an entire range of adventures. Once you've learned these general rules, you will be ready to handle a new scenario and begin a new adventure without any issues.

Roleplaying Game or Boardgame

Neither one or the other - or rather both! Our first desire was to capture the feeling of the roleplaying games of our youth, but in a more compact and less time-consuming format as the era of self-contained campaigns in bomb shelters is unfortunately over ... …



An agent cannot leave such a card before resolving the test.

Neutral Shield

Difficulty of a test.

Skull Shield

Shield that can trigger a riposte during a test.

Time Shield

Shield that causes the loss of Temporal Units.

Heart Shield

Shield that causes the loss of Life Points.

Special Shield

Shield whose effect varies depending on the scenario played.

Grey Shield

Indicates any type of shield.

Immediately eliminate an opponent.

Temporal Unit lost by the entire group (during which no one can perform actions). …




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