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E STO R I ES
Rulebook
TEMPORAL AGENT: A HIGH-RISK CAREER,
EXTRAORDINARY LIVES
Youre looking for an exciting job with limitless career options that provides
the opportunity to visit a vast number of realities and eras?
You want to preserve temporal continuity, the formidable prosperity of our century,
and the infinite travel perspectives offered by the Tachyon Insertion technique?
You are insightful and motivated, and you like to work in a team environment? You arent afraid of anything?
2
THE CONCEPT BEHIND T.I.M.E STORIES
1.0 LE CONCEPT DE TIME STORIES
Lide de ce jeu est de fournir un support central commun toute une srie
The idea behind
daventures. Une the
foisgame is to offer
ces rgles a shared
gnrales central framework
assimiles, vous serezfor an entire
mme de
range of
prendre enadventures. Once youve
main nimporte learned scnario
quel nouveau these general
et derules, you will
dmarrer unebenouvelle
ready
to handle a new scenario and begin asans
aventure new accrocs.
adventure without any issues.
3
INTRODUCTION OF THE MATERIALS
DECK MANIPULATION
Since the story, the receptacles, the items, and the riddles of a mission are
contained in the cards of a single deck, its extremely important that you
learn to manipulate the cards with care while precisely following the given Heres a brief introduction to all of the components:
directives. Otherwise, you might deprive yourself of some of the essential
aspects that give the game all of its flavor: the surprise, the discovery, and 8 AGENT PAWNS
the resolution of riddles. During a game, each agent has a pawn that allows them to indicate
their position in a scene, as well as a small pawn used as a reminder
PLAYING WITH TWO PLAYERS of their color.
You can play a T.I.M.E Stories game with two players. With two players,
1 TIME TOKEN
each player chooses and controls two receptacles.
The time token moves along the Time Line and indicates the number of
Temporal Units (TU) that remain to achieve the mission.
24 STATE TOKENS
You gain these tokens throughout the mission. They show that youve com-
pleted a certain action, obtained certain information, etc. This token then
gives you access to new cards or information...
4
The set-up of all scenarios remains the same. Simply follow the
SET-UP numbers below step-by-step.
As much as possible, sit on the same side of the game board so that everyone This aids immersion and also helps in your missions as some details from the
can clearly see the card panoramas during the game. artwork can turn out to be vital
1> S
et up the game board facing 2> Place half of the normal shields with the skull side 3> P
lace the Life points as well as the resource
the players. showing and other half with the white shield showing. tokens above the board.
Sort the other three kinds of shields by type.
4> S
ort the 24 state tokens
and place them to the left
of the board. ITEMS CARDS
MISSION SUCCESSFUL/
FAILED CARDS
PLAN CARDS
5> P
lace the 6 action dice 6> P
lace the time token and the group pawn near 7> E
ach player takes one of the main
and the Time Captain die the players. Their starting position is given to pawns of the color of their choice,
near the players. you at the beginning of the scenario, during the as well as the small one of
lecture at the base. the matching color.
5
OBJECT OF THE GAME THE BASE CARDS
All missions start at the base. This is where the players learn the nature of the
mission, as well as any rules specific to the scenario.
The base is constructed like a location, that is, a set of cards whose backs
At the beginning of the scenario, you are at the T.I.M.E Agency base and form a panorama that illustrates the scene which opens before you.
you receive your mission briefing. Its then a question of you successfully com- Opening the base means placing all of its cards on the board in the
pleting that mission, ideally in a minimum number of attempts. An attempt is alphabetical order of the letters shown on the back of the cards (from A
commonly called a run. A run equals a complete game, meaning the use to at most H).
of all of the Temporal Units (TU) at your disposal.
Be careful: This area works differently from the others. There are no TU to
Sending you into your receptacles, wherever they might be at the four spend, no tokens to place. Simply read the cards in order, one after another.
corners of time and space, has an enormous energy cost, and because of DONNEES:CREAENCOURS:SPACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
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that you have only a limited time in the field to successfully complete your
mission, after which youll be recalled to base.
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Once read, the Base cards are always kept next to the board.
As you now know, a scenario is comprised only of the cards that make the This way, they are available throughout the game to allow confirmation of
deck. There are many types of cards, of which these are the main types, rule points, to check the mission goal, etc.
BASE DONNEES:C
reveal the card at the bottom of the deck. The upper flash
.T.
BASE
BA
BA SE F
BA SE
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D
card gives the name of the scenario, while the lower flash
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If you successfully complete your mission, the game sends you to the
SET-UP OF A DECK
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Starting from the top, the cards of a scenario are sorted by set-up order If you end up using all of your TU before completing the mission, you must
and adventure start-up. The base is therefore always found at the top read the Mission Failed TU card.
of the deck. Bob, Laura, and Sam will let you know where and when to There are sometimes other ways of failing your mission. If this happens, the
place which cards. scenario will then direct you to the Mission Failed card matching your failure.
When you open a deck, place it on the space for it on the board, open
5:49 DONNEES:CREAENCOURS:SPACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:042-046_US_MISSIONS_V_ASYLUM.INDD MJLE15JUIN20155:49
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the base (see further), and let yourself be guided. During the mission, The TU token You can read this
its up to you to discover the locations that most interest you. reaches 0? card once you have
Immediately read successfully completed
RESETTING THE DECK this card. your mission.
If you must reset your deck (to put it away, to play it with friends, or after 43
MISSION FAILE
D (TU)
42
MISSION SUCCESSFUL
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sort them in their original order. Card #1 must be on the top, followed by THE 4 PLAN CARDS
card #2, etc. The 4 PLAN cards are placed on the board on their reserved space to form
a map of the area. On this map, you will place the group token in order to
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7
A
Name of the location alter the games rules slightly.
On the left is the number of dice that can be rolled depending on the nature of
A
the tests; on the right, its resistance and the LP that it has at the start of the game.
Elizia Dor 3
Altace The Elder 4
3 4 players players
60 61 players players Inventory:
Inventory:
Paladin Mage
84 6
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3 94 7 3
players players
: limine 4 sur
72
Explosion
rpartir(sort de
sur votre combat)
case
ITEM CARDS
avant le changement de Time Captain,
In combat,vous pouvez soigner 1 unHer resistance
agent In combat, His resistance
et les ventuelles cases adjacentes.
Item is a generic term that represents all sorts of things youll discover, she rolls 3 dice.
(y compris vous-mme) au prix de 1is 3.. he 1rolls
31 die. : limine 3
Tlportation
sur votre
is 1. case.
Imposition des mains 4 :Au
limine
moins 3 4: vous sur
permetvotre case.
encounter, or receive during your mission: objects, information, people, Une fois par changement de lieu, juste Au moins 5 le :groupe
de tlporter limine 7 ).
entre deux
salles afchant un pentacle (
etc. Each item is designated by a number in order to keep its nature secret During a avant
deftnessletest, SheTime
changement de beginsCaptain,
the game During adeftness
rpartir test,sur votre case He starts
she rolls
vous2 dice.
pouvez soigner 1 with 6 un
Life agent
Points. he rolls 2 dice.
et les ventuelles cases withadjacentes.
3 Life Points.
and so that you can easily find it in the dedicated pack of cards.
(y compris vous-mme) au prix de 1 . Tlportation
Au moins 3 : vous permet
The receptacles thus have varying levels of abilities and not necessarily the
de tlporter le groupe entre deux
9 27
7
1
1 9 7 27
chant un ).
weapon, but does not use magic, while in Altaces case, the opposite
is true.
16 34
The Life Points (LP) of a character may not exceed the written value
on the receptacle card.
ITEM ITEM
ITEM ITEM
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7
TIME CAPTAIN To enter a location, all thats required is that each player place their pawn
on a space above the card that interests them.
As with any other decision of the party, you can debate and argue as much as
In order to prevent anyone from staying in the background during you want, but in the end each player does as they wish. However, if at least
the game, the players each take on, in turn, the role of the Time Captain, one agent decides to enter a location, all of them must do so as well. (Theo-
the chief of the current location. Various tasks are given to that player: retically, after reading card A, the group might decide to change locations.)
- They read card A of that location out loud. There are no restrictions on the number of agents allowed on a single card.
- That player is responsible for TU expenditure (as detailed later).
- That player breaks ties if the team cant reach a clear majority regarding
an action or a location change.
OVERVIEW OF A RUN
Blue and Green have decided to go to the same space to explore the cor-
A run lasts for a certain number of TU, which will be allocated in the base. responding card, while Pink and Yellow have decided to go on their own.
The team is then transferred to a first location. Two phases then succeed
one another until the allocated time runs out: Sealed Cards
The marks found on the back of a card indicate the conditions needed to
1 OPENING AND EXPLORATION OF A LOCATION;
be able to see the card (and/or place yourself above the corresponding
2 LOCATION CHANGE.
card). If you do not fulfill these conditions, you cannot place or move your
OPENING AND EXPLORATION OF A LOCATION pawn above this card, and therefore check it (as detailed later).
You must follow these guidelines:
DAY ROOM
A
Opening of the location
The Time Captain searches through the deck for the location Here, your team needs to own the state
DAY ROOM
A
the party has decided to explore. The player must never flip token indicated.
over the cards in the deck and should look at the card backs
as little as possible. To aid your searches, card A is on top of DAY
ROOM
-
DAY RO
C
OM - D PROMENADE- E
the others from that location, and the name of the location is
58 71
-E
A
-B 59
DAY ROOM
ROOMB OM - C F
DAY DAY ROROOM -D E
DAY C ROOM - E D 60 DAY ROOM - F
DAY
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To ensure that you dont miss or forget the cards that make A F (except for any who are currently dead) must
B E
up a location, they are all listed on the back of card A. C D move to the corresponding space.
56
LOCATION 17 - C
The Time Captain then places the cards on the board in alphabetical
123
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A
+ +
LOCATION 14 - E
107
A F
B E Madeleine
C D du Tilleul
Y
56
Reading of card A
lling the place with sweet music. The low sun
Y themselves on the space above it).
ou nd yourself in the day room of an
illuminates
The roomall withwith a an amber light.
asylum. Its the end of the afternoon.
is calm, gramophone Madeleine
du Tilleul
lling the place with sweet music. The low sun
54
54
on
Sittinghis chessboard.
in a corner of the room,
a man gives you a slight wave.
50 48
8
A few example of specific icons Marie performs a combat roll.
Since she refers to the number of dice that are given
to her (in this case 1), this a characteristic roll.
This pictogram indicates that players cannot Marie
Bertholet
,
3 2 2
SCRIPTARIUM
them to do so. that youre allowed to access it (see sealed cards). Marie is convinced that the people who
62
come up to her are madly in love with her,
but dont dare let her know.
Over time, shes gained a real talent
Dont do anything.
for convincing the people to whom shes
speaking to fall under her charm.
At least one agent must place themselves on not doing anything is often a very bad idea.
the corresponding card as soon as the location
is opened. Livre_D01_US_Asylum_TS_080615.indb 48 17/06/2015 13:29
61
SCRIPTARIUM
9
Special rolls (no TU)
Some die rolls result from rules specific to a location and cost no TU as they The Time Captain die indicates 2 TU, so going from the base-
do not refer to a receptacles characteristics. ment to the roof costs 2 extra TU (for a total of 4 TU).
LOCATION CHANGE
If you feel that youve explored everything or if you simply want a change
of scenery, you can leave one location for another. This happens in five
easy steps.
You feel like youre done with the Day Room. You can change locations by
choosing any location available, meaning any location that is visible on
the PLAN.
Special situation: Depending on the scenario, its possible that the names
of some locations are written in red. To go from a location with a red name
to another location (no matter what its color) costs 2 extra TU. Note that
leaving a red location, and not entering it, is what costs 2 extra TU.
10
Madeleine
du Tilleul
To face a test, place on the board below the card as many shields as indicated 1. Roll 2. Hits 3. Riposte 4. Automatic penalty
Livre_D01_US_Asylum_TS_080615.indb 50 17/06/2015 13:29
(there are three spaces for this), following the left-to-right order!
After you refuse the young womans invitation,
Youre
a man innowa whiteready
robe andto start
hood theintotest but before you do, return your card to
rushes 1. Roll
the room and shouts at you:
the board face down. (The agents who arent with you dont get to see it.)
But you cant refuse this historical moment! Youre
The agent rolls a number of dice corresponding to their receptacles charac-
nothing but nutcases, youre good for nothing else! teristic related to the test.
You recognize the voice of Doctor Hyacinthe,
who now charges at you.
2. Hits
3 3
Fight, Each hit ( ) obtained on the dice eliminates 1 shield from the test. When
then reveal . there are many types of shields, they are always removed from left to right.
Succeeding at a test
To succeed at a test, you must eliminate all of its shields. The reward (if any)
depends on the situation: sometimes you simply defeat your opponent,
sometimes you win an item, sometimes a state token, etc.
In this example, the 3 hits obtained first remove 2 shields from the left stack.
Overview of a test Then, since that stack is empty, 1 shield from the right stack is removed.
For each TU spent by the Time Captain, all agents present on the space
corresponding to the test can roll their quota of dice to take part in the effort. 3.Riposte (skull shield)
After having applied the hits, the question of the riposte needs to be considered.
If you rolled at least 1 skull on the dice and the test still contains at least
1 skull shield, this causes a riposte.
Add the skulls showing on your dice to those present on the shields to deter-
mine the strength of the riposte. Compare this result to your resistance and
resolve the consequences:
- If your resistance is equal to or greater than the number of skulls,
nothing happens; you brushed it off.
- If your resistance is lower than the number of skulls, you lose 1 Life
Point (LP).
11
4. Automatic penalty Lock
Once you have resolved the previous steps, it is possible that 1 or more When a lock is present on a card, you must pass this test
specific shields remain on the test. In that case, resolve the following steps: (trap, combat, etc.). You cannot leave the card before youve
successfully defeated it.
For each remaining shield of this type, you lose 1 Life Point.
End of a test
As soon as you free him, the man stares at you, then
a disquieting grin twists his features:
2 normal shields eliminated. Important: If you decide to do nothing during a test (because,
4 1 skull shield eliminated. for example, you do not have the required characteristic) and that
Riposte of strength 3
test has at least one skull shield, your receptacle automatically
(1 die + 2 shields).
Total: no damage. loses 1 Life Point. The heart, time, and special shields always take
effect, even when no skull shields are present.
12
DEATH OF A RECEPTACLE ITEMS
Some of the items you will find are objects. Below are listed a few general
If a receptacle loses their last Life Point, they die and the agent possessing clarifications about them. If their use differs from normal, everything will be
them is expelled into the inter-temporal vortex. The Agency requires time explained on the card.
to recover them and reinsert them back into their receptacle. From that
point on, play proceeds as follows: There are no limits to the number of items a receptacle can carry. However,
The agents main pawn is removed from the board and their small pawn is dont forget that T.I.M.E Stories is a cooperative game, and its often smarter
placed 7 TU away from the time markers current position. The agent can (not to mention friendly) to divide items between all receptacles.
take part during discussion, but is no longer part of the action. You can hand an item to another agent, but your pawns must be on the same
space or off the board completely (while the group moves from one location
7 TU
to another).
An item cannot be used by two different receptacles during the same TU.
Some elements bear the Agencys logo. They remain in the possession of the
receptacles from one run to the next. You will therefore be able to start the
mission again with a few advantages.
A large key
6
They are removed from the game and must place their pawn 7 TU from the
time marker.
As soon as the time marker reaches the agents small pawn, that agent can
reintegrate their receptacle. To do this, they enter (for free) a space of the In the game, we often refer to the items using only their number, as written
location currently being visited that contains at least one agent, and their in green. The font type changes depending on the scenario.
receptacle is once again operational. It comes back with all of its Life Points.
If 7 TU or fewer are left when the receptacle dies, the agent will not be able
to be reintegrated during this run.
21 A key 59 18
If all receptacles are dead at the same time, the run immediately ends, even if
TU remains (in which case, read the Failed Mission (TU) card).
13
STATE TOKENS
Your actions, your path, the items you accumulate, and the information you
gather will sometimes earn you a state token, which you will then have to
place on the board on the space designated for this.
Unlike with items, which are personal and held by only one receptacle, all
of the members of your team will gain an advantage from a state token,
unless otherwise noted. A state token is kept, even after use.
Here, the card on the space with Pink and Blue has instructed them to reveal the
card. The corresponding state token is not taken, instead card D is placed
on the space with the Pink and Blue agents, and they can read it immediately.
MISSION SUCCESS
Youll have succeeded in your mission once the game clearly
indicates that you should read the Mission Successful card
and never before!
MISSION FAILURE
There are three ways of failing the mission:
The time marker reaches the 0 space. You are immediately transferred
and must read the Mission Failed (TU) card.
All agents are dead, in which case you must immediately read the
Mission Failed (TU) card.
A specific situation causes your failure. In that case, the scenario will indi-
cate which Mission Failed card you must read.
When the mission fails, leave the ITEMs stamped in place, but reset the
other game elements (discarded cards, acquired ITEMs, tokens, life points,
etc.) to their starting places and initial values.
14
AND YOURE READY TO START!
Youve now reached the end of the rules and can start your first mission. When all players are ready, pull out the N.T. 1921:
Asylum deck and perform the following set-up:
(1) B
reak the deck out of its
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BASE
(2) S
et aside the flash cards
from the top and bottom,
taking care to not look at
the other cards.
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ASYLUM
1921 N.T.
(4) P
lace the rest of the deck in (5) S
elect a player at random to read (6) A
nd this is how
DO NOT OPEN BEFORE
READING THE RULES.
the indicated space. the Bases card A out loud, then, the adventure begins!
in turn, each player reads one of
the following cards.
Livre_D01_US_Asylum_TS_080615.indb 1 17/06/2015 12:05
Advice for how to explain the rules: If you are the only one who knows the rules and you want to explain them to other players, instead of waiting for a
scenarios first location, you should explain the games main mechanisms (spending TU, entering a location, moving, ) by way of the Base cards once they are
installed on the board. For special rules (die rolls, LP loss, etc.), use the images from these rules for support. In this way, you will be, just like your fellow players,
totally immersed in the adventure as soon as the scenario opens, without being interrupted by questions or explanations.
15
SAVING
A T.I.M.E
Vous Stories
voici au boutscenario canVous
des rgles. last for quiteentamer
pouvez some time. Considering
votre that, weLorsque
premire mission. can imagine thatjoueurs
tous les you will need
sont to stop
prts, in le
sortez thedeck
middle
N.T.of1921
a run:for various
Asylum reasons.
et effectuez
Everything
la mise en place suivante : has been planned so that you can put it away, then bring the game back out without losing anything. Proceed thusly:
ICONO
Next to their own pawn,
(1) in the Enlevez
space provided for this du deck.
la Cellophane
purpose, each player can put
(2) away cartez
their ownles flash cards.
receptacle and
(3) the items in theirles
Installez possession.
cartes Base de votre scnario en respectant les lettres prsentes au dos des cartes.
(4) Placez le reste du deck lemplacement indiqu.
Place the Life Points and
(5) Choisissez au hasard un premier Time Captain. Il sempare du d Time Captain et lit la carte A de la base voix haute. resource tokens held by
Place the cards from the current each player next to the
(6) location,
Et cest ainsi
as well quePLAN
as the laventure commence !
main pawn for that player.
cards, in the LOG space.
Place discovered
state tokens.
Return undiscovered
state tokens.
If you reach the end of your TU before completing the mission, you must read the Mission Failed (TU) card.
Storage
While everything has been thought through as best we could, in the case of an interrupted
game, take care to store your game box flat in order to preserve your saved game.
16
ICONOGRAPHY
Time shield
Indicates any type of resource token.
Shield that causes the loss of Temporal Units.
Special shield
Shield whose effect varies depending Gain 3 TU.
on the scenario played.
Immediately eliminate an opponent. You cannot access this card until you are authorized to do so.
Temporal Unit lost by the entire group If no agents move to this card when the location is opened,
(during which no one can perform actions). it is discarded.
Temporal Unit lost by an agent At least one agent must move onto this card when the location
(during which the other agents can act normally). is opened.
17
RULES YOU MAY FORGET
Leaving a location that has a name in red for another location (no matter what When a reference is made to a sealed card that you can or must reveal imme-
its color) costs 2 extra TU. diately at the same location, do not take the corresponding state token; instead,
the card in question simply replaces the one where you are and you can read it
immediately. In practice, it overwrites the previous card. This doesnt cost any TU.
If you leave behind an uncompleted test and change location, it is automatically reset.
If you decide to do nothing during a test (because, for example, you do not
When you eliminate an opponents last shield, it is vanquished and its card is removed from have the required characteristic) and that test has at least one skull shield,
the game until a possible future run. If you return later during the same run, it will therefore your receptacle automatically loses 1 Life Point. The heart, time, and special
no longer be there. Note that the panorama will be visually incomplete from that point on. shields always take effect, even when no skull shields are present.
Some elements bear the Agencys logo. They remain in place from one run to the next. Entering a location or reading a card doesnt cost you any TU.
THANKS
The author would like to thank all of the playtesters who have stalked through the corridors of time since 2011: Anthony Baillard; Alex Barbe; Eric Barras;
Antoine Bauza; Emmanuel Beltrando; Farid Ben Salem; Erwan Berthou; Gaetan Bsieux; Mathieu Blayo; Regis Bonnesse; Anna Borrel; Jean-Baptiste Bouleau;
Gowen Bourban; Arnaud Bracchetti; Malcolm Braff; Sebastien Braun; Olivia Braun; Vincent Cavallino; Baptiste Cazes; Sbastien Chareyre; Peggy Chassenet;
Aurelien Chiron; Oriol Comas I Coma; Fabien Conus; Franois Decamp; Olivier Derouetteau; Christine Deschamps; Natacha Deshayes; Vanessa Desjardin;
Fred, Basile, and Anselme Dominski; Dr Mops; Toma Duboc; Willy Dupont; Gabriel Durnerin; Vincent Dutrait; Sbastien Duvned; Dominique Ehrhard; Laurent
& Martin Escoffier; Bruno Faidutti; David Fallot; Patrick Fautr; Mathieu Ferin; Sabrina Ferlisi; Selen Ferrari; Jonathan Franklin; Ludovic Gaillard; Julien Gaillet;
Jim Gaudin; Sylvain Gourgeon; Didier Guiserix; Marc Jouannetaud; Tamara Kaiser; Mava Kosmic; Kristel & Olf; Corentin Lebrat; Julian Lemonier; Delphine
Lelivre; Laurent Maerten; Ulric Maes; Sebastien Maklouf; Les Mamelles de Nurgle; Kilian Marlve; Herv Marly; W. Eric Martin; Christian Martinez; Ludovic
Maublanc; Boback Mehdi-Souzani; Antonin Merieux; Guillaume Montiage; Mr Phal; Olivia & Sam Nicosia; Nico Normandon; Nico Oury; Pat Pain; Ludovic
Papas; Patcho; Cat & Salom Pauchon; Adle Perch; Etienne Prin; Vincent Pessel; Pier; Thomas Provoost; Renaud Romagnan; Pierre Rosenthal; Mahyar
Shakeri; Maud Tailleur; Sebastien Theilot; Julien Vial; Martin Vidberg; Sophie & Dominique Viger; Oliver Vuillamy; Iris Yassur; Brian & Dale Yu; the players
from the Ludopathiques; the players from Cossieux; the players from Vevey; the players from Studio Ubisoft-Paris; and all those who, inevitably, I forgot to name.
And of course, thanks to the Space Cowboys for having made this story possible, and specifically Sbastien Are we playing or what? Pauchon, without
whom T.I.M.E Stories would not be what it is.
This game is dedicated to my son, Gaby Rozoy.
Translation: Eric Harlaux / Revision: W. Eric Martin. Space Cowboys would like to thank Paul Grogan, from Gaming Rules! for his precious advice and unofficial FAQ.
18
BIOGRAPHIES
At the dawn of the 21st century, Manuel Rozoy revealed Benjamin Carr is a digital artist who works in many
the existence of the T.I.M.E Agency. After having ex- domains. Mainly known for his hundreds of images
plored a number of parallel gaming space-times from for novel covers (sci-fi, fantasy) or comics (Star Wars,
head editor of defunct Games on a Board, to being the Mass Effect, Lantern City, Blade Runner). He is also a
head of the Boardgame Creator contest, while work- comic book writer (Smoke City and Vampires). At the
ing for fifteen years of directing theatrical productions same time, Benjamin also works as a concept artist for
or even teaching the history of games he has finally videogames (Alone in The Dark 4, Cold Fear, I Am
returned to Earth, in 2015, where he now works as Alive, Star Wars Journey, Heroes of Might and Magic,
Senior Game Designer for the Ubisoft-Paris game studio. This cover Rage of Bahamut, Speed Racer) and cinema (Transformers 4, Prey, Walled
allows him to work in tight collaboration with Bob the instructor and the In). Finally, you can find his work in a number of roleplaying games and
delicate Laura in order to grrrhzzz... soundly defeat bzzzzzs... enemy boardgames (Nephilim, Retrofutur, Libertalia, T.I.M.E Stories, Divinare).
of the consortium ffffffffffff connection lost... TRANSFER!
PASCAL QUIDAULT
Theres a problem working with the Space Cowboys, and
its a big one at that!
Imagine: We illustrate the cards, the boards, and the
covers. We stack the various worlds, the styles. We
share, we joke, we write e-mails we could have never
thought about writing a colleague (Ill let you imagine
those) and were paid to do that! How am I supposed
to return to work for the socio-cultural center from
St-John of Middle of Nowhere for their annual celebrations of Nothing of
Importance after that? Huh? Im not thanking you, sirs from Space Cowboys.
19
T.I.M.E STORIES IS PUBLISHED BY JD DITIONS - SPACE COWBOYS
238, RUE DES FRRES FARMAN, 78530 BUC - FRANCE
2015 SPACE COWBOYS. ALL RIGHTS RESERVED
FIND ALL THE NEWS ABOUT T.I.M.E STORIES AND SPACE COWBOYS
ON WWW.SPACECOWBOYS.FR, ON AND ON .