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MISSION

RETURN
The success of your mission depends on
the fulfillment of your objective, as well
as thoughtful management.

Agent Names
Assess your performance
at the end of the game:
0 = Legendary
1 = Perfect!
Number of 2 = Nicely done!
Updates 3 = Can do better
4 = Not great
5 or more = Pathetic

All the spent during


Updates are placed here.

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JENNIFER HURLEY AMY FOX


TERATOPHOBIA TAPHOPHOBIA
- FEAR OF MONSTERS - - FEAR OF BEING BURIED ALIVE -

4 4
3 1 2 2 2 3
2 1

Jennifer is a brilliant student and was voted


Amy’s father does not pay attention to her.
Prom Queen of her school two years in a
He is often under bad influence or missing
row. And yet, she is far from being confident
because… he is in jail. But his daughter loves
and she is not very popular because of her
him and often gets him out of trouble. Amy
father. He is notorious for scamming most
is very smart, resourceful, and confident.
of the local storekeepers… whose children
However, she is one of the worst students of
go to school with Jennifer. She did not really
the school... Classes bore her to death! Even
bond with Damien, but she gave him her
if she won't ever admit it, Amy secretly loves
notes to help him catch up the lessons. She
Anton. That is why she agreed to help him
kind of became fond of him and that's why
find his friend Damien.
she agreed to help Anton find him.

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MISSION
ORDER DAMIEN
P1216 – DAMIEN 1958 NT
PLANET EARTH - 1958 NT

SETTING
Damien Hammer, a young boy who just
arrived in Dundalk, has disappeared. OPEN THIS DECK
ONLY WHEN
DISTURBANCES INSTRUCTED.
It seems that the boy’s disappearance is
closely linked to recent temporal disorders.

OBJECTIVE
Figure out Damien’s chronological journey
through the different locations of Dundalk
and gather clues to understand what
happened to him. STORY
CARDS
Now, flip this card over.

DS2 DS 1/46

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AMY FOX JENNIFER HURLEY

TAPHOPHOBIA TERATOPHOBIA
- FEAR OF BEING BURIED ALIVE - - FEAR OF MONSTERS -
DS4 DS3

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ANTON CARNABY DOUG EVARG
ATYCHIPHOBIA KATAGELOPHOBIA
- FEAR OF FAILURE - - FEAR OF RIDICULE -

5 5
1 3 1 3 1 3
2 -

Doug was raised by his mother. He lives in


Anton is the son of the mayor of Dundalk, the lower-class district of the town and has
who is currently campaigning for re-election. been working hard in some stores to provide
This does not prevent Anton from being the for his family. Not long ago, he was the
school's scapegoat. To defend himself, he school's bully. Doug terrified his classmates,
always (reluctantly) tells his father the names especially Anton, the “little prick”. Following
of the kids who bully him. Local policemen the complaint of Andy, one of his victims, he
often pay a visit to his classmates’ parents. got nearly expelled. Now, he tries to make
This is why Anton has very few friends and amends to keep his chances to join the
was happy to get along with Damien who sports team in Harvard. He believes that by
had just arrived in Dundalk. helping find Damien, he will get Anton and
his father, the mayor of Dundalk, on his side.

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Damien Hammer, 14 years old, vanished


four days ago. Lucy Garner, one of his
classmates, reported his disappearance. The
Transfer... Mission order... Find the boy… young boy arrived in town a few weeks ago.
Dundalk, small town, north east of the United The discreet child didn’t make any friends
States. Monday, December 1st 1958. but Anton Carnaby, the mayor’s son.

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DOUG EVARG ANTON CARNABY

KATAGELOPHOBIA ATYCHIPHOBIA
- FEAR OF RIDICULE - - FEAR OF FAILURE -
DS6 DS5

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Take turns revealing and reading


out loud each card of this prologue,
starting with this one.

–A 8
DS8 PROLOGUE – B 9
DS9 DS7 PROLOGUEPROLOGUE
–C –A 8
DS8 PR

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Choose a Time Captain.
They stow this prologue and place 1 of their
on the Main Street location on the map.
Then, they take the Story deck, open
the Main Street location, and read
Anton managed to gather a small group of card A out loud.
children to look for the missing boy. You will
And so, the adventure begins.
embody them.

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ICON REFERENCE

- Attributes -
A biting wind freezes your cheeks.
Hanging on tightly on your bikes, you are
cycling up the main street of Dundalk.

Strength Confidence Dexterity Each agent secretly reads the SNAP


RECALL card of their receptacle.
- Other icOns -
Anton spotted Damien who
was hiding to take some
notes. When he noticed him,
Damien ripped the page
off his notebook, before
putting it in his pocket. Then,
they both worked on an
assignment for Mr. Gaunt.
Maybe you can make
Damien’s notes appear on

If you find ITEM 11 and


discover what Damien was
from the
Vortex and divide them
between all agents without
exceeding their starting level.
A mysterious assignment

hiding, take 4
the paper.

Personal Allows to leave


Then, the Time Captain reads out loud:
conflict a conflict
You examine the street.
- tOkens /crystAls - On the left, a car is parked
along the sidewalk.
A small notice is plastered
Coin Azrak over a street light.
A hobo is begging with his dog,
- test - in front of a restaurant.
Difficulty level (value) Attribute (color) A young newspaper seller is shouting
the news of today’s edition.
Result if the final value
is less than X.
X Result if the final value
is greater than X.

Result if the final value is equal to X (critical success).

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–C 10
DS10 PROLOGUEPROLOGUE
–D –B 9
DS9 PROLOGUE – C 10
DS10 PR

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GAME ROUND

-1-
MAIN STREET

MAIN STREET

TIME CAPTAIN PHASE


a) Choose a location
b) Display the location
c) Read card A

A
-2-
DISCOVERY PHASE
a) Location recon
b) Agent telepathy
c) Actions = Initiate a test / Explore / Stand by

-3-
BETWEEN LOCATIONS PHASE
a) Standard update
b) Swaps
c) Change of Time Captain

DS12
A-B-C-D-E
DS11

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There is no one inside. A newspaper and a
sheet of paper lie on a seat.

You can force the door open


[LOCKPICKING] if you want:
Damien’s missing notice hangs on a pole.

Take the paper


You can give it
another try. 4 (ITEM 10) OR the
newspaper (read
your Interaction card 7).
If you rip off this notice,
take ITEM 19.
Take ITEM 10 and read your
Interaction card 7.

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The hobo gently calls out to you:


“Please, d’you have a coin or something
to eat?” The newspaper seller turns into a terrifying
and armed clown!

If you have 1 , you can give it to


Take ITEM 4.
the hobo and stow it, then take ITEM 26.

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–B 14
DS14 MAIN STREET – C 15
DS15 DS13 MAIN STREET
MAIN– DSTREET – B 14
DS14 MA

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–D 16
DS16 MAIN STREET
MAIN– ESTREET – C 15
DS15 MAIN STREET – D 16
DS16 MA

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You know the school by heart.
On the left, the lockers.
One of them is Damien’s.
The staffroom is closed.
Mr. Gaunt’s class must have begun in
the classroom by now. You can still smell
his morning coffee in the hallway.
Lucy Garner hangs around.
She has been acting strangely
Damien’s locker is under seal.
since Damien disappeared.

You can force the locker open


[LOCKPICKING] if you want:

You can give it


another try. 3 Take ITEM 13.

Take ITEM 13 and 1 .

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Mr. Gaunt’s class must have begun by now:


If you wish to enter and disturb the class,
You are suddenly facing a terrifying shadow. AND if you have token C, take ITEM 17.
If you wish to enter but do NOT have
token C, take ITEM 15.
Otherwise, return this card
Take ITEM 20.
to the panorama.

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LAFAYETTE SCHOOL

LAFAYETTE SCHOOL
A
DS17
A-B-C-D-E
DS18 LAFAYETTE SCHOOL – B 19
DS19 LAFAYETTE SCHOOL – C

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OOL – C 20
DS20 LAFAYETTELAFAYETTE
SCHOOL – DSCHOOL – B 21
DS21 LAFAYETTELAFAYETTE
19
DS19 SCHOOL – ESCHOOL – C 20
DS20 LAFAY

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The diner is quite peaceful
at this time of the day.
Hannah, the waitress, is Andy’s sister, one
of your classmates. She is cleaning a table.
Near the counter, a payphone has been
hung on the wall for customers’ use.
A customer is reading a newspaper.
On the right, there is a silent jukebox.

“The guy who disappeared? I saw him


on Thursday morning, laughing in front of
the school, just before 8. I didn’t see him
in class, so I told Gaunt he was skipping.
I shouldn’t have?”

Take token S.

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You could get your hands on some coins here…

You can force the payphone open


[LOCKPICKING] if you want:
As you come closer to Hannah, you are
dazzled by a flash, then everything becomes
horrifying around you. Lose 2 and
remove this card. 4 Take 1 .

Take ITEM 24.


Take 2 .

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SERENDIPITY’S DINER

A SERENDIPITY’S DINER

DS22
A-B-C-D-E
LAFAYETTE SCHOOL – D 21
DS21 LAFAYETTE SCHOOL – E

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INER – B 24
DS24 SERENDIPITY’S DINER – C 25
DS25 SERENDIPITY’S
DS23 SERENDIPITY’S
DINER – D DINER – B 24
DS24 SEREND

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The closer your get to the jukebox, the weirder
your surroundings become. Colors become
flashy, faces take psychedelic shapes, and
“Sorry kids, but morning coffee is sacred. sound distorts before fading completely. You
Could you leave me alone?” are deaf!

If you insist on talking to him, read your


Take ITEM 7.
Interaction card 3.

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The General Store doorbell’s rings.


On the left, the candy section catches
your eye. You see a man walking around.
In an aisle, an old woman dropped
her groceries on the floor.
The manager’s office is closed. A “Do not
You are bewitched by the amazing quantity of
disturb” sign is hung on the doorknob.
candies surrounding you.
The prescription drugs section is not
self-service: everything is locked. An You can try to steal a pack of gum:
employee is sorting them out.
A cashier is very busy,
attending to customers.
Take ITEM 32.
3 Take ITEM 5.

OR
You can try to pick the customer’s pockets:

Take ITEM 32.


3 Take ITEM 27.

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NER – D 26
DS26 SERENDIPITY’S
SERENDIPITY’S
DINER – E DINER – C 25
DS25 SERENDIPITY’S DINER – D 26
DS26 SEREND

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GENERAL STORE

GENERAL STORE

A
DS27
A-B-C-D-E-F
DS28 GENERAL STORE – B 29
DS29 GENERAL STORE – C

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The door is locked, but you can hear the
As you come closer, the old lady turns into a manager inside. A newspaper is slipped
horrible ghost! under the door.

To take a look at it, read your


Take ITEM 9. Interaction card 7.

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The cashier is very busy and does not pay


The prescription drugs are locked up. attention to you.

If you have ITEM 10, you can remove


it to give it to the employee. If you have token O, take ITEM 1. If not,
the cashier totally ignores you.
If you do, take ITEM 12.

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RE – C 30
DS30 GENERAL STORE
GENERAL
– D STORE – B 31
DS31 29
DS29 GENERAL STORE
GENERAL
– E STORE – C 30
DS30 GENE

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RE – E 32
DS32 GENERAL
GENERAL STORE – F STORE – D 31
DS31 GENERAL STORE – E 32
DS32 GENE

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IMPORTANT: IF YOU DO NOT
HAVE TOKEN A, TAKE ITEM 31
BEFORE READING CARD A
OF THIS LOCATION.

You enter the police station.


The policemen are all busy. Some screams
from a cell drown out their conversations.
The detective offices are in the back.
On the left, two office doors are closed.
Policemen seem to be busy over a table.
Further away, you see an office door ajar.
You can find the cells at the far right When you enter Detective Ansel’s office, she
of the station. seems deeply lost in her thoughts. She looks
annoyed: “What are you doing here? You
were skipping class and a patrol picked you
up, right?”

To talk to Detective Ansel, read your


Interaction card 5.

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You just entered the office that Detective


The office is empty.
Yozor turns into a terrifying zombie about to
jump on you.

You can spend 1 to search the room,


but someone may notice you. If you do,
Take ITEM 8. take ITEM 3.

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POLICE STATION

POLICE STATION
A
DS33
A-B-C-D-E
DS34 POLICE STATION – B 35
DS35 POLICE STATION – C

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N–C 36
DS36 POLICE STATION
POLICE– D
STATION – B 37
DS37 35
DS35 POLICE STATION
POLICE– STATION
E –C 36
DS36 POLI

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You walk toward the end of a dark
path. From the huge decaying
mansion in front of you come
strange whispers: “Antooooon…”

Setup this location as depicted:

F G
A B C D E

Anton is white as a sheet


and looks exhausted.
As soon as you approach the cells, an inmate
runs toward you. He looks very upset.
Beginning with the Time Captain, take
“I haven’t done anything! I swear! It was
him! The ghost! I saw him vanish! Right in turns revealing and reading out loud each
front of me! Tell my daughter Amy I haven’t card of this location, starting with card B.
done anything!”

If you embody Amy, take token F and


place it on your Snap Recall card : you
recognized your father! If not, return this
card to the panorama.

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This is a gloomy mansion. It would look aban-


doned if it was not for this small faltering light
from the attic.
A scream breaks the silence.
Damien! It’s him! Damien is talking to you:
Anton collapses… then immediately jumps to “Anton! Save me! But come alone! Do you
his feet, straight as a ramrod. hear me? Alone!”

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LOCATION 13

A LOCATION 13

IMPORTANT: This location is to be


set up differently from the others.
Read card A before exploring
this location.

F-G
DS38
A-B-C-D-E
POLICE STATION – D 37
DS37 POLICE STATION – E

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–B 40
DS40 LOCATION 13 – C 41
DS41 DS39 LOCATION LOCATION
13 – D 13 – B 40
DS40 LOC

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08/04/2020 13:40

08/04/2020 13:40
pull her back with all their might. The feet

who seems to have an incredible strength


Anton disappears into the hedge surrounding

just on time, and to retain him somehow!

Everyone is driven to the mansion by Anton,


the mansion. Amy manages to catch his ankle

Jennifer and Doug decide to grab her and

of your receptacles slide in the muddy soil.

Two thunderbolts crack the darkening sky over the mansion. The atmosphere is
getting oppressive. The TIME Agency sends you a telepathic message:
“You found the origin of the temporal anomaly! You have to learn more about this
mansion. It is the key to everything. You are on your own, now… Good luck!”

42

44
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right now.
To be continued in the full adventure of TIME Stories Revolution
1958 NT: The Cavendish Mansion
Read the Mission Debriefing card.

13:40

13:40
08/04/2020

08/04/2020
a few millimeters above the ground. He is
attracted to the mansion… The agent who
embodies him seems to have lost control over
Anton is in a trance as if possessed. He floats
While trying to hold back the mayor’s son, the receptacles pass through a hole in
the fence that was hidden by the hedge. You are now in the garden of the mansion.
A chill runs down your spine.

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On a gravestone, you can read:
“Catherina CAVENDISH t 1848”
After a few moments, you hear Damien’s hoarse, worn out voice:

him.
“ANTON! I said ALONE! ALONE!”
–D 42
DS42 LOCATION LOCATION
13 – E 13 – C 41
DS41 LOCATION 13 – D 42
DS42 LO

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DS44

DS43
LOCATION 13 – G

LOCATION 13 – F

44 43

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MISSION
DEBRIEFING
DAMIEN
1958 NT

Damien Hammer has disappeared. This


should never have happened. The TIME
Agency has decided to use Damien’s
classmates as receptacles to investigate.
Damien is gifted with powers. The boy
willingly disappeared and left many clues
in Dundalk to help Anton, his only friend,
in tracking him down. The contribution
of Amy, Doug, and Jennifer annoyed
Damien, but he was unable to split the
group. Anton has finally reached his lair…
with his friends.

The receptacles have now entered the


Cavendish mansion. Will they find Damien?
What is the source of the temporal
anomalies that the TIME Agency detected?
Your mission continues in the “The Cavendish
Mansion, 1958 NT” scenario, to be published
in 2020.

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MISSION
DEBRIEFING

READ THIS CARD


ONLY WHEN
INSTRUCTED.

DS 46/46 DS45

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