Chrononauts Official Rules. Table of Contents. Executive Summary Getting Started Immediately: Starting Playing Winning; Detailed Overview Three Ways to . In Chrononauts, each player becomes a time traveler, with a unique identity and a secret mission. During the game, players travel backwards and forwards. Chrononauts» Forums» Rules. Subject: Memo card question · rss · New Thread · Printer Friendly; Subscribe sub options; Bookmark; Thread.
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Remember, history can only be altered at a few pivotal moments in time, i. One of the great design challenges of this game was the decision of which events to include.
The 32 timeline cards represent significant events in real history of two types: Back to the Future got a positive review from Jonathan H. Although a time machine allows you to travel backwards or forwards to any point in history you choose, history can only be changed in this game, anyway at 13 pivotal moments in recent history, times when the world changed overnight because of an event that a time traveler could easily reshape.
When Ripplepoints are turned over, they become Paradoxes.
When you play an Inverter, just discard it, flip the target Linchpin, and adjust all affected Ripplepoints as described above. To lock in the goal and win, the player must go back in time and stop Doc Brown from inventing time travel.
Chrononauts | Board Game | BoardGameGeek
Memos Can’t Stop Victory Itself: Choose one of your five cards and play it just as you would in the full game, except without drawing an extra card after playing a Patch. Since certain cards allow you to play more than one card in a row, it must be noted that a Memo only cancels the most recently played card.
Beware the 13th Paradox: Otherwise, play one of the following five types of cards, as follows:. Finally, Artifaxx is a great variation for the airplane or the lunch counter, where space for the entire TimeLine isn’t available.
The unholy trinity of ’60s assassinations are interconnected; changing the first event causes ripples through Time that change the other two. Retrieved March 25, The three Artifacts listed on your Mission are face up on the table in front of you when your turn ends.
While there should always be a TimeKeeper on duty making sure the TimeLine is configured properly, each player is encouraged to flip the cards on the TimeLine themselves whenever they play Inverters. Retrieved June 24, At least in theory. It is dependent on two events: It must be understood that Paradoxes are bad. Sort out all the Artifacts, Actions, Timewarps, and Missions. As you’ve probably already noticed, there’s a fair amount of maintenance work involved in keeping rles TimeLine up to date.
See detailed rules later in the booklet for a helpful example.
Whenever rkles Linchpin is flipped, you need to look ahead along the TimeLine to see what other changes may occur, flipping Ripplepoints one way or another, as needed. These stories are primarily about one of two things: Players take turns drawing one and playing one until someone achieves their secret Mission.
Chrononauts Official Rules
Shuffle the secret Mission cards and deal one to each player. OK, let’s assume someone has just changed history in this way.
To win by accomplishing your Mission, you must have the items in question on the table in front of you not in chronnauts hand so make sure you’ve played your Artifacts down on the table before revealing your secret Mission. Moreover, while your gaming group is doing that, you that’s right, you, the person who actually reads the rules might want to use the rest of the cards to play a game of Solonautsso that you can learn your way around the TimeLine and thus be ready to act as TimeKeeper see below when your group starts playing the full game.
To put it another way, if ever there are 13 open Paradoxes on the TimeLine at the same time, the universe is completely destroyed and all players lose.