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B3
T.I.M.E Stories
T.I.M.E Stories - Image 2
Home / Storytelling

T.I.M.E Stories

BGG Rank: 332
Players: 2 - 4, Recommended: 4+, Best: 4+
Playing Time: 90 minutes
Weight (Complexity): 2.59 / 5
Mechanisms: Cooperative Game, Dice Rolling, Move Through Deck, Narrative Choice / Paragraph, Storytelling, Variable Player Powers
Category: Adventure, Puzzle, Science Fiction
Family: Game: T.I.M.E Stories – White Cycle, Game: T.I.M.E Stories / TIME Stories, Misc: Limited Replayability, Theme: Time Travel
Designer: Peggy Chassenet, Manuel Rozoy
Artist: Ben Carre, Vincent Dutrait, David Lecossu, Pascal Quidault
Publisher: Space Cowboys, ADC Blackfire Entertainment, Asterion Press, CrowD Games, Delight, Gém Klub Kft., Hobby Japan, Rebel Sp. z o.o.
Category: Storytelling
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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 number 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. 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. 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. 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. --description from the publisher

Related

Average Playing Time

2-4 hours

Best Player Count

4 Best

Collection

Kevin

Difficulty

Standard

Played

Played

Recommended Player Count

2 Players, 3 Players, 4 Players

Expansion Image
Players: 2 - 4, Recommended: 4+, Best: 4
Playing Time: 240 minutes
Weight (Complexity): 2.80 / 5
Hoist the T.I.M.E Agency flag and ready yourselves to cross the high seas with Brotherhood of the Coast, the seventh T.I.M.E Stories expansion. Four seasoned T.I.M.E agents have been sent on a mission in the Caribbean in the 17th century, but contact has been cut off and their location remains a mystery. The receptacles in question are four well-known buccaneer brothers, and your help is needed to track them down. Rally your motley crew and ready yourselves for anything is possible in the waters that await you. —description from the publisher
Expansion Image
Players: 2 - 4, Recommended: 4+, Best: 4
Playing Time: 90 minutes
Weight (Complexity): 2.66 / 5
The Marcy Case is a thrilling scenario for T.I.M.E Stories that brings you to the United States in 1992. It is the first official expansion for T.I.M.E Stories.

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Expansion Image
Players: 2 - 4, Recommended: 4, Best: 4
Playing Time: 90 minutes
Weight (Complexity): 2.21 / 5
In Hollywood, the ghosts of the past never sleep! Embark on your next adventure into the past with Estrella Drive, the sixth expansion for T.I.M.E Stories. Like all T.I.M.E Stories adventures, you and your fellow players are members of the T.I.M.E Agency, sent to investigate a disruption to the Time Stream. This time, you and your fellow agents are sent to 1982 to investigate a temporal anomaly in a supposedly haunted Hollywood mansion. Please note that Estrella Drive is recommended for mature audiences as certain themes within this adventure may be objectionable to younger players. —description from the publisher

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