The primary objective of T.I.M.E Stories is to successfully complete the mission's specific objectives as outlined in the scenario. This must be achieved before the temporal unit tracker reaches zero, or before any other mission failure conditions are triggered. If the mission is failed, players can restart the run, retaining certain knowledge or items, and attempt to complete it again.
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FromRON 219· 2 shops
official art · Space Cowboys
the rules in 60 seconds▶ auto · 1/6
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01
Setup
Place the base cards, mission cards, item deck, plan cards, and player receptacles on the table, setting the time marker and mission status according to the scenario.
The rules, step by step
Setup
To set up T.I.M.E Stories, begin by placing the base cards in the center of the playing area, which represent the starting point for all players. Arrange the mission cards, including success and failure conditions, above the base cards. The item deck is placed to the side. The plan cards, which form the map of the current world, are laid out, and a white marker indicates the party's current location. Each player selects a receptacle card, representing their character in the mission, and places their pawn on it. The time marker is set to the starting temporal unit specified by the scenario.
Objective
The primary objective of T.I.M.E Stories is to successfully complete the mission's specific objectives as outlined in the scenario. This must be achieved before the temporal unit tracker reaches zero, or before any other mission failure conditions are triggered. If the mission is failed, players can restart the run, retaining certain knowledge or items, and attempt to complete it again.
On your turn
A turn in T.I.M.E Stories consists of several phases. First, players collectively decide whether to move to a new location or explore the current one. Moving to a new location costs temporal units, determined by a dice roll, with additional costs if the location is marked in red. Once at a location, players place their pawns on specific cards within that location to explore. Some cards may require matching tokens to access. Players then secretly view the card they are on, deliberate with the team about what they've discovered (without reading the card verbatim), and choose an action: perform a characteristic roll (using their receptacle's stats), make a special roll (scenario-specific), or do nothing. If doing nothing while fighting, penalties may apply.
Scoring
T.I.M.E Stories does not feature a traditional scoring system. The game is cooperative, and success is measured solely by the completion of the mission objectives. There are no points to accumulate or compare between players or runs. The focus is on the narrative experience and the collective achievement of the mission.
Game end
A run concludes when either the mission's objectives are successfully met, leading to a mission successful card, or when the temporal unit tracker reaches zero, or other specific mission failed conditions are triggered. If a player's receptacle 'dies,' they are removed from the current run for a set number of temporal units. If there isn't enough time left for them to re-enter, they are out for the remainder of that run. Cards defeated in combat are permanently removed from the game for all future runs.
Tips
Effective communication is crucial; players should openly discuss their card discoveries and strategies without revealing exact text. Managing temporal units is key, as running out of time leads to mission failure. Pay attention to card symbols, as they indicate requirements for exploration or potential penalties. Remember that certain cards with a specific symbol can be kept between runs, offering an advantage in subsequent attempts at the mission.
🔬 game anatomy
Complexity2.6 / 5
BGG rating7.3 / 10
Vibe
Co-op
Language dependence
Unplayable in another language
Play time
90 min
Players
2–4
Recommended age
12+ yrs
BGG rank
#362
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The primary objective of T.I.M.E Stories is to successfully complete the mission's specific objectives as outlined in the scenario. This must be achieved before the temporal unit tracker reaches zero, or before any other mission failure conditions are triggered. If the mission is failed, players can restart the run, retaining certain knowledge or items, and attempt to complete it again.
Q2How do you set up the game?
To set up T.I.M.E Stories, begin by placing the base cards in the center of the playing area, which represent the starting point for all players. Arrange the mission cards, including success and failure conditions, above the base cards. The item deck is placed to the side. The plan cards, which form the map of the current world, are laid out, and a white marker indicates the party's current location. Each player selects a receptacle card, representing their character in the mission, and places their pawn on it. The time marker is set to the starting temporal unit specified by the scenario.
Q3How does a turn work?
A turn in T.I.M.E Stories consists of several phases. First, players collectively decide whether to move to a new location or explore the current one. Moving to a new location costs temporal units, determined by a dice roll, with additional costs if the location is marked in red. Once at a location, players place their pawns on specific cards within that location to explore. Some cards may require matching tokens to access. Players then secretly view the card they are on, deliberate with the team about what they've discovered (without reading the card verbatim), and choose an action: perform a characteristic roll (using their receptacle's stats), make a special roll (scenario-specific), or do nothing. If doing nothing while fighting, penalties may apply.
Q4How is scoring calculated?
T.I.M.E Stories does not feature a traditional scoring system. The game is cooperative, and success is measured solely by the completion of the mission objectives. There are no points to accumulate or compare between players or runs. The focus is on the narrative experience and the collective achievement of the mission.
Q5When and how does the game end?
A run concludes when either the mission's objectives are successfully met, leading to a mission successful card, or when the temporal unit tracker reaches zero, or other specific mission failed conditions are triggered. If a player's receptacle 'dies,' they are removed from the current run for a set number of temporal units. If there isn't enough time left for them to re-enter, they are out for the remainder of that run. Cards defeated in combat are permanently removed from the game for all future runs.
Q6What tips are there for beginners?
Effective communication is crucial; players should openly discuss their card discoveries and strategies without revealing exact text. Managing temporal units is key, as running out of time leads to mission failure. Pay attention to card symbols, as they indicate requirements for exploration or potential penalties. Remember that certain cards with a specific symbol can be kept between runs, offering an advantage in subsequent attempts at the mission.
Q7How much does T.I.M.E Stories cost?
T.I.M.E Stories costs between 219 and 250 RON across Romanian stores.
Q8Where can I buy T.I.M.E Stories cheapest?
The lowest price for T.I.M.E Stories right now is 219 RON at Regatul Jocurilor. The Prices tab lists every store currently tracking it.
Q9How do you play T.I.M.E Stories?
T.I.M.E Stories is a adventure game, for 2–4 players, taking ~90 minutes, featuring cooperative game. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about T.I.M.E Stories — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does T.I.M.E Stories support?
T.I.M.E Stories is played by 2–4 players.
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