Time Control: Rules

Revised Rule Book  

©2003 Thompson Industries All rights reserved. www.thompsonindustry.com 
Designed by Anthony Thompson
Editorial assistance by Andrew Mayer www.makebettergames.com 

Illustration by Rob Arnow www.robarnow.com
 

Game Overview

Send your Agents back through time to battle against each other, and change the course of history. Changing the past causes problems in the present, and you must corrupt your opponents’ history, while attempting to repair you own. Acquire too many problems and your timeline is destroyed.

Components

Time Control contains the following components:
 
4 Timeline Boards: One for each player color 
72 Time Wave tokens: Each is 2 Sided. One side labeled "Create", the other "Solve"
31 Fate Cards: Values ranging from 15 to -15, and one FATE card
64 Problem Cards: 2 each of 32 unique problems
88 Time Control tokens: 22 in each color, values from 1-21 consecutively and 1 FATE token
48 Time Agents tokens: 12 in each color. 2 Agents, 2 Scientists, 2 Brawlers, 6 Historians  

Setup

Each player chooses a color and receives:
 
1 Timeline Board

22 Time Control tokens of their color
12 Time Agent tokens of their color

Place all the Agent tokens with the ALERT side up in the Today zone of your Timeline Board. Fate cards and Problem cards are grouped together to make

Fate deck and a Problem deck. Each is shuffled and placed face down in a location convenient to all.  

Playing Time Control 
Time Control is played in a series of Turns. Within each turn are a number of unique Phases.

Unlike most games, players do not "take turns". If one player can do something during that phase, then it is available for all players to do. 

During the Action Phase each player must announce their action before they take it. Other players can then announce their own actions, interrupt that action, and cancel it out. When players wish to take an action without interruption they must duel for Time Control.

Players use their Agents to create Time Waves in the past. These waves grow as they move forward in time, and become Problem Cards when they reach the present. Players may Cash Out, trading in their Agents, Time Control Tokens, and Problems, at any time during the game, except during a duel. This is not considered an action.

LOSING 
Each Problem Cards lists the types of problems that it causes: 
T (technological), C (cultural), and/or S (societal).

A player who collects enough cards to have 4 of any single type of problem is out of the game.
·       
All of the losing player’s agents are discarded
·       
All of her problems are shuffled back into the problem deck
·       
The player's Timeline board remains in play and may be invaded and moved about on as normal. Time Waves created on that board behave as normal but the tokens are discarded when they reach Today.

A single Problem Cardmay have up to 3 problemtypes listed on it. SomeProblems have none.  

WINNING
The last remaining player is the winner.
 

THE TIME AGENT TURN
Time Agents leave Today, and move into the past, crossing Time Zones, and Timelines. They duel each other, and attempt to create and destroy Time Waves. The Time Agent Turn is made up of the Launch Phase, the Alert Phase, and the Action Phase.
 

THE LAUNCH PHASE
Players may move any (or all) Alert Agents, one at a time, from Today to any other Time Zone on their own Timeline. The Launch Phase ends when no Alert Agents in any player's timeline can be legally launched from Today, or all players agree the phase is over.
 

THE ALERT PHASE
Each player flips over all the Busy Agents (both their own and their opponent's) in their Timeline Board from Busy to Alert. The Alert Phase ends when all Agents have been Alerted.
 

THE ACTION PHASE 
During this phase players may use their alert Agents to perform legal actions.

For each Agent action, the player announces the action and all the Agents involved in that action. If no one interrupts then the player resolves the action.  

Players may interrupt actions taken by other players by saying "Before you do that, I…". When the players end up in a stalemate (continuous interrupts) or an opposing player wishes to take an action without being interrupted, players must Duel for Time Control.

An interrupt cancels all previously announced actions.

A player who successfully takes Time Control may use their Agents to perform 1 legal action, and resolve it without interruption. They may instead force another player to take an action, rather than taking an action themselves. The player being forced to take an action must take any 1 legal action and resolve it without interruption. If they have no legal actions to take then Time Control is lost.

Any Alert Agent may do 1 of the following as an action:
Move
: Move an Alert Agent 1 Zone into the past. Agent remains Alert.
Agents can only move down the Timeline. They must Snap to return to Today.
 
Invade:
Move an Alert Agent to the same Time Zone in an opponent's Timeline Board. Agent remains Alert.
Snap:
Move an Alert Agent from any Timeline Board to the Today Time Zone of their own Timeline. Busy Agent.
Attack Agents:
Use an alert Agent to initiate an attack against another Agent in the same Time Zone of the same Timeline Board. Follow the Agent Duel rules below. Busy Agent.
Brawlers
have special abilities when attacking or being attacked.
Create Time Waves:
If there is no Time Wave in the current Zone, the Agent may place a Time Wave Token in the Agent's current Time Zone. Busy Agent.
Attack Time Waves:
If there is a Time Wave in the current Zone, the Agent may add or remove a Time Wave Token in the Agent's current Time Zone. Busy Agent.
Scientists
and Historians have special abilities when dealing with Time Waves.
Flip Time Waves:
If there is a Time Wave in the current Zone an alert Historian may flip one or two Time Wave tokens. Create Tokens become Solve Tokens and Solve Tokens become Create Tokens. Busy the Historian.  

If there is a Time Wave in the current Zone an alert Scientist may flip over an entire Time Wave. Create Tokens become Solve Tokens and Solve Tokens become Create Tokens. Busy the Scientist.

The Action Phase ends when there are no more Alert Agents in any player's timeline, or all players agree the phase is over. This is also the end of the Time Agent Turn.

THE TIME WAVE TURN 
Time Waves represent the re-ordering of reality based on new histories. After the Agents have finished taking their actions, the Time Waves move forward, creating Problems in the Today Zone of each player, attacking Agents in the past, and growing larger. The Time Wave Turn is made up of the Advance Phase, the Resolve Phase, the Time Wave Attack Phase, and the Grow Phase.
 

THE ADVANCE PHASE
All Time Waves move into the future, moving up each player's Timeline Board toward Today. Each player advances the Time Waves in her own Timeline. Starting with the Time Wave closest to Today and working down, move each Time Wave up one Time Zone. The Advance phase is complete when all Time Waves have been moved.
 

THE RESOLVE PHASE
Each Time Wave is represented by a stack of create and solve tokens. When these reach the Today Zone in the player's Timeline they must be resolved. Players may follow these rules and resolve their tokens and problems in any order.
 

Create
For each 2 create tokens in the Time Wave stack, the player draws a new problem card from the Problem deck, and discards the tokens. The rules on the Problem card now apply to this player, unless they choose to cash-out that card immediately. If after resolving all pairs, the Time Wave has a single create token left, the player discards it and draws a problem card from the Problem Deck. If a player draws a duplicate to an existing Problem they cancel each other out. Both problem cards are returned to the deck and the deck is shuffled.
 

Solve
For each two solve tokens in the Time Wave stack, the player discards a problem card of their choice. This card can be any problem currently on any player. It is placed on the bottom of the Problem Deck. The tokens are then discarded. If a pair of solve tokens reaches the Today Zone, and the player has no problems to solve, they must either take a new problem card from the problem deck, or discard a problem on another player. If none of the other player's have a problem card, then they must take a new problem card. If, after resolving all pairs, the Time Wave has a single solve token left, the player discards it and draws a problem card from the Problem Deck as if it were a single create token.

Single tokens will always create a new problem for the player.  

The Resolve Phase ends when all Time Waves in the Today Zone have been resolved.

THE TIME WAVE ATTACK PHASE
Any Agent in a Time Zone containing a Time Wave will be attacked by that Time Wave. Players should resolve the attacks on each Zone of the Timeline Boards from bottom to top. Use the Wave Attack Duel rules below. The Wave Attack Phase ends when all Time Wave Attacks in all Zones have been resolved.
 

THE GROW PHASE
As a Time Wave moves forward through time it re-orders reality, and its effects grow in magnitude. Each player should add a single Create token to any Zone that contains a Time Wave in her Timeline. The Grow Phase ends when all Time Waves have been grown. This ends the Time Wave turn; players go on to a new Time Agent turn.
 

Duels

A duel occurs whenever:
·       
A Player wants to take Time Control
·       
An Agent attacks an Agent
·       
A Time Wave attacks an Agent All duel types are similar, although each has special rules.  

TIME CONTROL DUEL
A player may take Time Control at any time simply by declaring “I have Time Control.” If one or more players object, then they must duel for it. Any player who wins the duel takes Time Control
 

DUEL VALUE
In each round all dueling players choose a Time Control token (or draw a Fate card as described below). Tokens are kept hidden and revealed simultaneously by all players. The value on these tokens are the Player's Duel Values. The values are compared, and the highest value wins the duel. The player should then place their tokens below their Timeline Board.

RE-DUEL ROUND
Duels are not necessarily won or lost in a single round. Once each duel a player may call for another round after any round they have lost. All participating players must participate in the Re-Duel round.

If there is a tie for highest value, there is an automatic Re-Duel round. All players in the Duel must participate.

If all players have called for a Re-Duel round, or no player chooses to call for a Re-Duel, then the Duel has ended.

The player who wins the final round is the winner of the Duel

When the Duel is over the players should look at the tokens below their Timeline Board and discard the highest value Time Control Token they have played. Fate tokens are never discarded. Fate cards are placed on the bottom of the fate deck.  

FATE
During any round a player may choose to play the Time Control Token labeled FATE.

For this and all remaining rounds in the duel, instead of using a Time Control token, the player must draw a card from the Fate Deck and use the number printed on the card. The Fate token is placed below the Timeline Board.

If a player draws the special FATE card, she automatically wins the duel. No re-duels are allowed, the card is placed back into the deck, and it is immediately reshuffled.

RESULTS 
The winner of the Duel takes Time Control.

AGENT DUEL 
When an Agent declares an attack against another Agent they must duel. The player initiating the duel is the attacker, the Agent being targeted is the defender.

Only 2 players may be directly involved in an Agent Duel, although other players with Agents in the same Zone may Render Aid, or Commit Sabotage (see below).  

AGENT STATUS
The Agent duel is the same as a Time Control duel, except that the Duel Values may be modified by the status of the Agents who are in the battle.
 

Agent Status modifiers are:
Busy:
All busy Agents (of any type) have their positive duel values halved and any negative duel values doubled.
Brawlers:
Alert Brawlers have their positive duel values doubled and their negative duel values halved. Brawlers aren't busied after they attack. (See Results below)

If the duel values are tied the attacking Agent wins.

If, at any time, either player draws the FATE card, they immediately win the duel, no re-duels are allowed. The results on the FATE card are applied immediately.

RESULTS
When the Duel is resolved, any attacking Agents (except Brawlers) are busied. All Agents rendering aid or committing sabotage (see below) are also busied.

The winner then draws a card from the Fate Deck. Fate cards list results for both attacker and defender victories.

Apply the results to the attacking and defending Agents as listed on the cards.

If a Fate Card reads "Move" the Agent is moved down that many Zones on the Timeline Board
If an Agent is moved below the Pre-History Zone that Agent is discarded.
 

RENDERING AID/COMMITTING SABOTAGE 
Although attacks occur only between individual Agents, other Alert Agents who are in the same Time Zone (on the same Timeline Board) can render aid or commit sabotage. These Agents may belong to any player.

The player announces her target and the aiding or sabotaging Agent is flipped over to Busy.

Players rendering aid or sabotage select a Time Control token or draw a Fate card.

When the Duel Values are revealed, the aiding Agent adds their Duel Value to the total of the Agent they're helping. The Duel Value of a sabotaging Agent is subtracted from the total of the Agent being sabotaged. Aiding and sabotaging Agents must participate in all re-duels.

Players that aid or sabotage with Time Control tokens may switch to Fate cards during re-duel rounds. Once Fate cards are chosen, they must be used in all further rounds of the current duel.

Time Control tokens used in aid or sabotage are not discarded, but should be placed below the Timeline Board.

If a player is aiding a duel using one of her own Agents, the Tokens should be placed below her attacking Agent's tokens. The Attacking player discards the attacking/defending Agent's token with the highest Duel Value. None of the Aiding/sabotaging tokens are discarded.

WAVE ATTACK DUEL 
During the Time Wave Turn, each Zone that contains both a Time Wave and 1 or more Agents triggers a Wave Attack.

In each zone where there is a Time Wave all the Agents in that Zone must either be given a Time Control token by their controlling player, or draw a Fate card. The Fate token cannot be used.

After the tokens are given to the Agents a player who is not involved in the duel (if possible) plays the role of the Time Wave and draws a 1 Fate card for each Time Wave. This becomes the Time Wave's Duel Value, and is used against all the Agents in the same Zone.

The Duel Value is increased by +1 for each token contained in the Time Wave.

If the Time Wave draws the FATE card for its Duel Value, all Agents attacked by that Wave are discarded and the attack is considered resolved.

The Time Wave's Duel Value is then compared to the Duel Value of each Agent under attack. No Re-Duel Rounds are allowed.

AGENT STATUS 
Duel Values in a Wave Attack Duel may be modified by the status of the Agents who are under attack

Agent Status modifiers are: 
Busy:
Any busy Agents have any positive duel values halved and any negative duel values doubled. 
Scientists:
Alert Scientists have their positive duel values doubled and their negative duel values halved.  

RESULTS
Agents must have a duel value higher then the Time Wave to win.

The Time Wave wins all ties.

Agents that win the duel are unaffected. Each Agent that loses the duel must draw a Fate card and suffer the “Attacker” results as listed under Defender Wins.

Players cannot recover the Time Control tokens and Fate cards used in the duels until all Time Wave attacks have been resolved.

Players may recover all Time Control tokens. Fate cards are returned to the bottom of the Fate Deck.

If the FATE card has been drawn, the deck must be shuffled when the cards are returned.

Cashing Out
Players may exchange Agents for Problem cards, Problems for Time Control tokens, or Time Control Tokens for Agents. Cashing Out is always voluntary and can take place at any time during any phase of any turn except during an Agent attack or a Time Wave attack.

Action

Result

Discard one Agent:

Retrieve Time Control tokens worth up to 20 Duel Points
Or 

Solve one problem for any player.

Discard Time Control tokens worth 20 or more Duel Points:

Retrieve one Agent 
Or 

Solve one problem for any player.

Draw one Problem for yourself:

Retrieve Time Control tokens worth up to 20 Duel Points
Or 

Retrieve one Agent.

CASHING OUT AGENTS 
Players who Cash Out may retrieve any Agent (belonging to any player) from discard. Retrieved Agents are placed in their owner’s TODAY and busied. Players may only discard their own Agents.
 

CASHING OUT TIME CONTROL TOKENS 
Duel Points are the values printed on the tokens. The FATE Token has no duel value and cannot be Cashed Out.

Other players may help the player who is cashing out by discarding their Time Control tokens and adding the points to the player's total. The player who is cashing out is always in control, and will decide which Agent to be retrieved or Problem that will be solved.

A player may retrieve his own Time Control tokens or the tokens of other players, as long as the total is 20 points or less. Tokens are distributed to their owners.

CASHING OUT PROBLEMS 
Players can solve problems for any player, but can only take new problems for themselves. If, while cashing out, a player draws a problem card that is the same as a problem she already has, she keeps both.
 

Solved problems are placed on the bottom of the Problem Deck.

About Agents 
Not all Agents are created equal. In addition to two generic Agents, players control Agents with the following specialties: Brawler, Historian, and Scientist. Note that no busy Agent may use its specialty. Duel Values are always halved for busy Agents.
 

AGENT TYPES
Brawler

Each player starts with 2 Brawlers. Brawlers are deadly assassins with the following abilities: Agent Duels: Positive duel values are doubled and negative duel values are halved when dueling Agents. This does not apply when rendering aid or committing sabotage.

Brawlers do not become busy when attacking Agents (Brawlers are busied as normal when rendering aid or committing sabotage).  

Historian

Each player starts with 6 Historians, one for each Time Zone other than TODAY.

Historians are highly specialized chroniclers, specially trained in the history of a particular Time Zone where the full force of their abilities may be felt.

Historians have the following abilities: 
Flip:
Active Historians can flip one or two tokens of a Time Wave in the same Time Zone.
Create:
Whenever an active Historian is in the Time Zone of their specialty they may attack, create or flip 1 or 2 Time Wave tokens of her choice. Taking any of these actions will busy the Historian.  

Scientist

Each player starts with two Scientists. Scientists are versed in the dangerous discipline of Time Control and the use of the mysterious Substance T.

Scientists have the following abilities:
Flip:
Active Scientists can flip an entire Time Waves in the same Time Zone. When they do this simply take the stack of Time Wave tokens and flip it over.
Wave Attack Duel:
Active Scientists have their positive Duel Values doubled and their negative Duel Values halved when dueling Time Waves.
Flipping time waves will busy the Scientist.

 

About Problem Cards

Most of the Problem cards a player receives have new rules printed on them. Those rules always supercede any of the basic rules. If two problems effect the same rules players must follow the card that has the greater penalty or restriction.

If, during the Resolve Phase only, the player draws a card identical to a problem card she already has, the problems cancel each other out. Both cards are returned to the Problem Deck and the deck is reshuffled. The player does not draw a replacement.

Problems are created by Time Waves during the Time Wave Turn, or by Cashing Out  

Some Problems have Effect Icons that help denote what types of rules are effected by those particular Problems.
Agent Effect                         These problems restrict the abilities of Agents.
Science Effect                      These problems restrict the abilities of players.
 

Examples Of Play

Our Example Players: Marshal (Green), Will (Purple), and Holly (Orange) 

EXAMPLE 1 – TIME CONTROL DUEL
Marshal, Will and Holly all have Agents in the Ancient Times zone of Holly's Timeline Board: In that Zone Holly has an Orange Brawler, Marshal has a Green Ancient Past Historian, and Will has a Purple Agent. Will is going to try and bring in his Ancient Times Historian from his board. Let’s see what happens…
 

Will: I move my Ancient Times historian from my Yesteryear to my Distant Past.
No one objects, so Will Moves his Historian one Zone down his Timeline

Will: I move my Ancient Times historian from my Distant Past to my Ancient Times.

Marshal: Before you do that I move my Brawler from my Ancient Past into Holly's Timeline.

Holly doesn't want her enemies ganging up on her brawler so:
Holly: Before you do that my Brawler attacks your Historian.

Marshal: Before you do that my Brawler moves into your Ancient Past.

Holly: Before you do that my Brawler attacks your Historian.

It's obvious that a stalemate has developed so:
Marshal: I'll take Time Control.

Holly: No way.

Will: Yeah, not today.

At this point all the players must select one of their Time Control Tokens and place it face down on the table. They flip them all over simultaneously and compare their Duel Values to figure out who has won the first Duel round.  

Marshal's Total Duel Value: 5
Holly's Total Duel Value: 7
Will's Total Duel Value: TBD
 

Marshal only has a 5, so Holly's 7 means he's already beaten.

However, Will has chosen the Fate token. He'll need to flip over the top card on the Fate Deck to figure out what his actual Duel Value is.

Will's Total Duel Value is -11

Holly’s 7 has triumphed.

Marshal: Let's Re-Duel

Holly and Marshal select their Time Control Tokens. Having used his Fate token Will must continue to use Fate Cards. He takes the top Fate card.

The players flip over their cards and tokens.
Marshal's Total Duel Value: 8
Holly's Total Duel Value: 12
Will's Total Duel Value: 10
 

Will gets a positive value this time, but it isn't enough to beat Holly's 12.

Marshal has the lowest Duel Value, but has already used his re-duel. Will also lost this round of dueling, but cannot declare a re-duel because he does not have the lowest value.

The next move is up to Holly, but the players need to finish up their current Duel first:

Marshal played a 5 and an 8 Time Control Token. He must discard the higher token, so he puts the 8 in his discard pile and keeps the 5.

Holly played a 7 and a 12, so she puts the 12 on her discard pile.

Will puts the -11 and 10 Fate cards on the bottom of the Fate deck and takes back his FATE token. He's lost nothing but the Duel.

EXAMPLE 2 - AGENT DUEL
Holly: I have Time Control! My Orange Brawler attacks your Green Historian.

At this point the duel is between Holly and Marshal. Will has an alert agent in the same location. He can choose to assist, but if he does the Agent will end up being busied. He decides it's worth it to get rid of Holly's Brawler.

Will: I'm going to Sabotage the Orange Brawler with my Purple Agent.

All the players choose their Time Wave Tokens. The players flip over their cards and tokens.  

Holly's Initial Duel Value: 28
Will's Sabotage Value: -16
Marshal's Total Duel Value:15
 

Holly's Brawler doubles her value to 28. After subtracting Will's 16 Holly’s final Duel Value is 12. That's lower then Marshal's 15 so Holly loses this round.

Holly: Let's Re-Duel.

All the players choose their Time Wave Tokens then flip them over.
Holly's Initial Duel Value: 30
Will's Sabotage Value: -5
Marshal's Total Duel Value:12
 

Holly's Brawler doubles her value to 30. She subtracts Will's 5, leaving her with an impressive final Duel Value of 25. High enough to beat anything Marshal could possibly play, including his 12. Holly has won the second round. Since Will is only sabotaging in this duel, he cannot call for a re-duel. But Marshal can.

Marshal: Doh! Re-Duel.

All the players choose their Time Wave Tokens. The players flip over their tokens.
Holly's Initial Duel Value: 22
Will's Sabotage Value: -14
Marshal's Total Duel Value:13
 

Holly is running out of high number tokens to play. Her Brawler doubles her value to give her a 22. After subtracting Will's 14 she has a final Duel Value of 8. Marshal wins the round with his 12. Since both players have already called for a Re-Duel, and Will can't (he's just sabotaging), Marshal has won the round and the Duel.

The duel is over. Holly doesn't have to Busy her Brawler because that's one of the Brawler's special powers, but Will must busy the Agent he used to sabotage. Holly and Marshal discard their highest played tokens; they both discard their 15. Will gets to keep all his tokens for next time. Will draws a Fate card to get the result of the Agent Duel.

Defender Wins
Attacker:
Busy; Move 2 if already Busy
Defender:
Busy  

Holly’s Brawler is busied, as is Marshal’s Historian (even though he was already busied). If, instead, Holly’s Brawler had been already Busy, she would have moved down 2 Time Zones. Since they were fighting in Ancient Times, this would have sent her careening off the beginning of the Timeline and onto the discard pile.

EXAMPLE 3 - CREATING A TIME WAVE 
The Agent Phase is nearly over, and Will wants to cause some trouble for Holly.

Will: I move my Ancient Times historian from my Distant Past to my Ancient Times

No one interrupts.

Will: I move my Ancient Times historian from my Ancient Times to Holly's Ancient Times
No one interrupts.

Will: I'm Creating a Time Wave in Holly's Ancient Times
Holly doesn't have any active Agents left, and Marshal has no reason to stop him, so no one interrupts him. He busies his Historian. Since the historian is in his Zone of expertise he can use him to create 2 Time Wave tokens. He puts them
Create side up, since he's not interested in helping Holly solve her problems.  

EXAMPLE 4 – TIME WAVE DUEL
The Agent Phase has ended. One of the Time Waves on Will's Timeline Board has advanced into his Recent Past and is now threatening the Agents in that Zone.
 

Will and Marshal each give their agent a Token.

The Active Scientist gets to double its value so it has a 16 (a special ability of Scientists). The Busy Scientist is halved (true for all busy Agents), and must defend itself with a Duel Value of 10.

Since Holly isn't directly involved with this Duel she'll play the time wave. She draws a Fate Card to find the value of the Time Wave. Holly has drawn an 11 for the Time Wave. The Wave gets to add +1 for each token in the Zone, so it's Duel Value is (11 + 4) 15. That means that Will's Purple Agent has lost and the Green Scientist has won.

Will draws a Fate Card and applies the “Attacker” results under the “Defender Wins” section. The busy scientist is sent hurtling back through time 2 Time Zones to the Distant Past.

Now that the duel is over, both Marshal and Will retrieve their Time Control tokens; tokens are never discarded when used in a Time Wave Duel.

Quick Reference

TIME AGENT TURN
LAUNCH PHASE 
Move Alert Agents in Today into any Time Zone of your Timeline 

ALERT PHASE
Turn all Agents in your Timeline Alert side up

ACTION PHASE
Players announce Actions for Alert Agents:

- Move (to 1 Time Zone lower)
- Snap (move to own TODAY and BUSY Agent)
- Invade (to same Time Zone in another Timeline)
- Attack Agents (and Aid/Sabotage)
- Flip Time Waves (Historians and Scientists)
- Create/Attack Time Waves (Add/remove tokens)
 

Players interrupt announcements or duel for Time Control to prevent interruptions

Busy Agents:
- Have no Specialties
- Have their positive duel values halved and negative duel values doubled
- Cannot perform any actions

TIME WAVE TURN
ADVANCE PHASE
Starting from the Pre-History Zone, move each Wave in your Timeline up

RESOLVE PHASE
Resolve any Wave in your Today:

- 2 Create Tokens = Take 1 Problem
- 2 Solve Tokens = Discard a Problem
- 1 Create Token Left = Take 1 Problem
- 1 Solve Token Left = Take 1 Problem

TIME WAVE ATTACK PHASE
- Time Waves attack Agents in same Zone:

- Agents are given a Time Control token or draw a Fate card 
- Draw 1 Fate card for the Time Wave Duel Value, +1 for each token contained in the Time Wave
- The Time Wave's Duel Value is compared to Duel Value of each Agent under attack
- Time Wave wins ties
- No Re-Duels allowed

GROW PHASE
Add a CREATE token to each Wave in your Timeline
 

CASHING OUT
DISCARD 20 or more Duel Points
=> RETRIEVE 1 Agent
OR SOLVE 1 Problem
DISCARD 1 Agent 
=> RETRIEVE up to 20 Duel Points
OR SOLVE 1 Problem
CREATE 1 Problem 

=> RETRIEVE up to 20 Duel Points
OR RETRIEVE 1 Agent

 

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