Professional Documents
Culture Documents
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
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4 4
3 1 2 2 2 3
2 1
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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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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 -
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DOUG EVARG ANTON CARNABY
KATAGELOPHOBIA ATYCHIPHOBIA
- FEAR OF RIDICULE - - FEAR OF FAILURE -
DS6 DS5
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–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.
hiding, take 4
the paper.
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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
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.
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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.
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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.
Take token S.
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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!
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OR
You can try to pick the customer’s pockets:
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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.
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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.
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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…”
F G
A B C D E
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LOCATION 13
A LOCATION 13
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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pull her back with all their might. The feet
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
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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
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MISSION
DEBRIEFING
DS 46/46 DS45
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