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	<updated>2026-09-16T06:12:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptimemasters&amp;diff=6721</id>
		<title>Gamehelptimemasters</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptimemasters&amp;diff=6721"/>
		<updated>2021-01-04T02:53:11Z</updated>

		<summary type="html">&lt;p&gt;Katlypto: grammar &amp;amp; spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Goal of the game:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Time masters is a deck building game, where the deck represents your knowledge. It has three card types: spells, focuses, and timers. &lt;br /&gt;
&lt;br /&gt;
All players start with an identical deck of cards, which has zero knowledge points. During the game you buy cards with knowledge points. When the game ends, the player with the &#039;&#039;&#039;most knowledge points (on their cards)&#039;&#039;&#039; wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cards:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three types of cards - timers, spells, and focuses. Spells use Ke when being cast, focuses recover your Ke. You start the game with 4 Ke. Timers are used to delay the execution of your spells. &lt;br /&gt;
&lt;br /&gt;
Example of a card: &lt;br /&gt;
&lt;br /&gt;
[[File:Card-EnergyLoop-withMarks.png]] &lt;br /&gt;
&lt;br /&gt;
Every card has a number in the top left corner (the number circled in green in the example), which tells you, how many points the card is worth and from which sphere of consciousness it can be bought. &lt;br /&gt;
&lt;br /&gt;
Spells also have a number on the top right corner (the number circled in red in the example), which tells you how many Ke it needs to be cast.  &lt;br /&gt;
&lt;br /&gt;
The text in the box tells you what happens when the card has been played. &lt;br /&gt;
&lt;br /&gt;
Focuses do not have the number circled in red and allow you to recover some of the Ke. &lt;br /&gt;
&lt;br /&gt;
Timers allow players to postpone spells for use later on (this or next turn). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phases of a player&#039;s turn:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) &#039;&#039;&#039;Timer phase&#039;&#039;&#039; - this phase occurs only if you have a full timer. You must choose to: &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;activate&#039;&#039;&#039; it: in which case the timer and all the cards used to delay it are discarded. The spells on it remain in the Timer area and you must play them until the end of turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;delay&#039;&#039;&#039; it: in which case you must place a card from your hand on that timer face down. At the end of the turn, when you replenish your hand cards, you draw as many cards as your hand limit minus the number of cards used to delay your timers. For example: if your hand size is 5 and you have used 2 cards to delay your full timers (in this and previous turns), you refill your hand to 3 cards. &lt;br /&gt;
&lt;br /&gt;
If at the start of your turn you have a timer that is full, and you want to pass the turn to replenish all your Ke, you must place a card on that timer to delay the full timer.&lt;br /&gt;
&lt;br /&gt;
2) &#039;&#039;&#039;Main phase&#039;&#039;&#039;:&lt;br /&gt;
You may play Spells, Focus or Timers and also Spells that are on active timers.&lt;br /&gt;
&lt;br /&gt;
3) &#039;&#039;&#039;Access spheres Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this phase you buy cards from the different Spheres of Consciousness. The cards you can buy depend on the number of spells you played during your turn - this determines the &amp;quot;access points&amp;quot;. The cards go directly into your hand when bought. You can&#039;t buy from the same sphere twice during the same turn. &lt;br /&gt;
&lt;br /&gt;
The top card from sphere 1 costs 1 access point, the top card from sphere 2 costs 2 access points, and so on. You can buy more cards during this phase as long as the sum of access points spent does not exceed the number of spells played during your turn. &lt;br /&gt;
&lt;br /&gt;
You can also buy the second card from a sphere of consciousness (hidden card), which costs one more access point. For example, to take the second card from the second level, you must play three spells.&lt;br /&gt;
&lt;br /&gt;
4) &#039;&#039;&#039;Cleanup Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Discard all your played spells and replenish your hand to your hand limit (normally 5 cards) - minus the number of cards used to delay your timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End of the game:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The game ends when at least 2 of the 5 spheres are empty, or more exactly at the end of turn of the player who draws the card that makes it happen. The players then count the knowledge points of their cards. In case of a tie, the player with the most Ke wins.&lt;/div&gt;</summary>
		<author><name>Katlypto</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4660</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4660"/>
		<updated>2020-06-08T08:15:04Z</updated>

		<summary type="html">&lt;p&gt;Katlypto: Grammar/spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If, as a result of taking the marble, two separated marbles or groups of marbles, in the same row, and of the same color collide when closing the gap, they &amp;quot;explode&amp;quot; and are also taken by the player.  This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles can be placed in the user&#039;s &amp;quot;hand&amp;quot; which is the rectangle above the flasks in the player&#039;s board. One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color).  &lt;br /&gt;
&lt;br /&gt;
At any time, you can activate a potion (the right-side-up potions in the row below your board).  These can be used for a number of effects described by the mouse hover description.&lt;br /&gt;
&lt;br /&gt;
Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game. You can drink these potions at any time during your turn, to activate their effect. (You can only drink each potion once, and it still scores points even after being drunk.)&lt;br /&gt;
&lt;br /&gt;
Once per turn you can ask the professor for a Little Help (in addition to your regular move): this costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion. As this does not trigger an explosion, this option should be used before the player&#039;s taking of a ingredient, if possible, to set up an explosion chain.&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
&lt;br /&gt;
;Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sands of Time: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Prismatic Joy: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Katlypto</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_seasons&amp;diff=4449</id>
		<title>Tips seasons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_seasons&amp;diff=4449"/>
		<updated>2020-05-23T07:18:17Z</updated>

		<summary type="html">&lt;p&gt;Katlypto: Grammar/spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use math :)&lt;br /&gt;
&lt;br /&gt;
The order you play cards in matters a lot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t rush; you can play all your cards in the last turn (if you can pull it off) and still win.&lt;br /&gt;
&lt;br /&gt;
Knowing your enemies&#039; cards is almost as crucial as knowing your own.&lt;br /&gt;
&lt;br /&gt;
The best strategies come from combining cards in the right order at the right time.&lt;br /&gt;
&lt;br /&gt;
While drafting at the beginning, balance your energy gaining cards and crystal generating ones.&lt;br /&gt;
&lt;br /&gt;
Sometimes a dice is better because an opponent won&#039;t get it - watch what your opponents need and take the right dice from them.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll suggest a few crucial OP cards you would like to get it first and appreciate more than other cards (including the expansions promo) :&lt;br /&gt;
&lt;br /&gt;
‣ Necrotic Kriss&lt;br /&gt;
&lt;br /&gt;
‣ Thieving Fairies&lt;br /&gt;
&lt;br /&gt;
‣ Hand of Fortune&lt;br /&gt;
&lt;br /&gt;
‣ Yjang Forgotten Vase&lt;br /&gt;
&lt;br /&gt;
‣ Temporal Boots (very important card to have,could be the only key to beat stronger opponent) + combo with Amsug Longneck&lt;br /&gt;
&lt;br /&gt;
‣ Crystal Titan (promo card,one of the few card that could counter Kriss)&lt;br /&gt;
&lt;br /&gt;
‣ Mesodae Lantern (90% first pick option,the lantern r just too strong)&lt;br /&gt;
&lt;br /&gt;
‣ Igramul the Banisher (my favorite card in the deck; could completely destroy the whole plan of your opponent. Use it wisely, and also always prepare for it)&lt;br /&gt;
&lt;br /&gt;
‣ Vampiric Crown&lt;br /&gt;
&lt;br /&gt;
‣ Horn of Plenty + BeggarHorn / Mirror of the Seasons / Heart of Argos (interesting strategy and makes it hard for opponents to do anything)&lt;br /&gt;
&lt;br /&gt;
‣ Chalice of Eternity&lt;/div&gt;</summary>
		<author><name>Katlypto</name></author>
	</entry>
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