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	<updated>2026-09-16T07:30:07Z</updated>
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		<title>Gamehelpkairos</title>
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		<updated>2026-07-08T20:51:54Z</updated>

		<summary type="html">&lt;p&gt;OceanM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kairos â€” Time Travellers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kairos&#039;&#039;&#039; is a 1-4 player cooperative time-travel board game. Players are time-travelling agents recovering precious historical articles from 36 time locations scattered across a hexagonal grid â€” from ancient Egypt to the moons of Saturn. An AI antagonist called &#039;&#039;&#039;Kronos&#039;&#039;&#039; steals artifacts and bends the Main Line Timeline toward darkness. Work together to restore articles, protect artifacts, and shift the timeline back to the light!&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
Shift the &#039;&#039;&#039;Main Line Timeline (MLT)&#039;&#039;&#039; above zero AND clear all blots from at least one player&#039;s record before time runs out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Seats !! Agents per Player !! Starting TimeLords !! Starting Blots !! Max Rounds&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 12 || 4 || 10 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 2 || 9 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 1 || 9 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 1 || 8 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Kairos (â­):&#039;&#039;&#039; All players start with 0 Kairos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial State:&#039;&#039;&#039; MLT starts at &#039;&#039;&#039;-2&#039;&#039;&#039;, Paradoxes at &#039;&#039;&#039;2&#039;&#039;&#039;. All agents begin at their player&#039;s HQ.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Time Field&#039;&#039;&#039; is a hex grid of 37 tiles: 36 Time Locations across Rings 1-3, plus the &#039;&#039;&#039;Time Vortex&#039;&#039;&#039; at the centre (Ring 0). Articles start at their correct locations (artifacts and crystals) or scattered to random past-era locations (items). 12 random locations are designated as active &#039;&#039;&#039;Portals&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn, each of your agents may perform &#039;&#039;&#039;one action&#039;&#039;&#039;. When finished, press &#039;&#039;&#039;End Turn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Agent Actions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Who Can Do It !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time Travel || Any agent || Roll Travel Dice to move to a destination Time Location&lt;br /&gt;
|-&lt;br /&gt;
| Recover Article || Any agent at a location with an article || Roll Recovery Dice to secure the article&lt;br /&gt;
|-&lt;br /&gt;
| Pick Up Article || Any agent || Pick up a recovered item/crystal. Free at HQ; costs action elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| Recall to HQ || Any agent in the field || Return to HQ. Carried articles are auto-deposited&lt;br /&gt;
|-&lt;br /&gt;
| Empower Crystal || Any agent at HQ; owner&#039;s agents in the field || Empower a deposited crystal (+1â­). A TimeLord field-empowering at the paired artifact&#039;s TL attempts a nerf (TimeLord-only)&lt;br /&gt;
|-&lt;br /&gt;
| Attempt Vortex || TimeLord at Vortex only || Try to switch off the Time Vortex (2d6 check)&lt;br /&gt;
|-&lt;br /&gt;
| Intel / Recon || Any agent at a TL with another team&#039;s agent || Grant the other team an Intel Die (all-wild recovery die, one use)&lt;br /&gt;
|-&lt;br /&gt;
| Rescue from LIT || TimeLord at HQ only || Rescue an allied agent Lost in Time&lt;br /&gt;
|-&lt;br /&gt;
| Skip || Any agent || Take no action this turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Time Travel ==&lt;br /&gt;
&lt;br /&gt;
Select an agent and destination, then roll the &#039;&#039;&#039;Travel Dice&#039;&#039;&#039;. Up to &#039;&#039;&#039;4 rolls&#039;&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
=== Travel Dice ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Die !! Colour !! Faces !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| Ring || ðŸŸ  Orange || 6, 6, 7, 8, X, 0 || Match destination ring (6=R3, 7=R2, 8=R1). X = skull&lt;br /&gt;
|-&lt;br /&gt;
| Direction || âš« Black || 2, 2, 3, X, 0, â˜… || 2=past, 3=future (needed if crossing eras)&lt;br /&gt;
|-&lt;br /&gt;
| Base || ðŸŸ¢ Green || 1, 1, 1, 1, 0, â˜… || Always required (must show &amp;quot;1&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Portal || ðŸ”µ Blue || â˜…, â˜…, â˜…, â˜…, 0, X || Bonus die if destination is a portal&lt;br /&gt;
|-&lt;br /&gt;
| Planet || âšª White || 5, 5, 4, X, 0, â˜… || 5=Earth, 4=off-world (space/moon)&lt;br /&gt;
|-&lt;br /&gt;
| Adjacent || ðŸŸ¡ Yellow || !, !, â˜…, â˜…, 0, â˜… || Bonus die if destination is 1 hex away. &#039;&#039;!&#039;&#039; negates a skull&lt;br /&gt;
|-&lt;br /&gt;
| TimeLord || ðŸ• TL || â˜…, â˜…, â˜…, â˜…, 0, 0 || Bonus die for TimeLord agents only&lt;br /&gt;
|-&lt;br /&gt;
| Age || ðŸŸ£ Purple || +, âˆ’, 0, 0, 0, 0 || Always included; + = Ageing check, âˆ’ = Sickness check&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Faces ===&lt;br /&gt;
* &#039;&#039;&#039;â˜… (Wild):&#039;&#039;&#039; Can satisfy any requirement. Only assigned on the &#039;&#039;&#039;final roll&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;X (Skull):&#039;&#039;&#039; Auto-locks, cannot be unlocked. &#039;&#039;&#039;2+ skulls = instant failure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;! (Negate):&#039;&#039;&#039; Cancels one skull face (Adjacent die only)&lt;br /&gt;
* &#039;&#039;&#039;+ (Ageing):&#039;&#039;&#039; On the Age die â€” triggers an ageing check (see below)&lt;br /&gt;
* &#039;&#039;&#039;âˆ’ (Sickness):&#039;&#039;&#039; On the Age die â€” triggers a sickness check (see below)&lt;br /&gt;
* &#039;&#039;&#039;0 (Blank):&#039;&#039;&#039; No value&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
* &#039;&#039;&#039;Ring&#039;&#039;&#039; â€” always required&lt;br /&gt;
* &#039;&#039;&#039;Base &amp;quot;1&amp;quot;&#039;&#039;&#039; â€” always required&lt;br /&gt;
* &#039;&#039;&#039;Planet&#039;&#039;&#039; â€” always required (5 for Earth, 4 for off-world)&lt;br /&gt;
* &#039;&#039;&#039;Direction&#039;&#039;&#039; â€” required only when crossing eras (past â†” future)&lt;br /&gt;
&lt;br /&gt;
Skull faces may trigger a &#039;&#039;&#039;Travel Event&#039;&#039;&#039; card draw.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Time Travel Ageing ==&lt;br /&gt;
&lt;br /&gt;
Every travel roll includes an &#039;&#039;&#039;Age die&#039;&#039;&#039; reflecting the physical toll of time travel. It can cause your player avatar to age, rejuvenate, or suffer sickness.&lt;br /&gt;
&lt;br /&gt;
=== Ageing Check (+ face) ===&lt;br /&gt;
When the + face is rolled, a d6 determines the outcome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6 Result !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Age Up&#039;&#039;&#039; â€” avatar moves one step forward (e.g. Youth â†’ Adult)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;De-Age&#039;&#039;&#039; â€” avatar moves one step backward (e.g. Adult â†’ Youth)&lt;br /&gt;
|-&lt;br /&gt;
| 3â€“6 || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Age Steps ===&lt;br /&gt;
Child â†’ Youth â†’ Adult â†’ Old â†’ &#039;&#039;&#039;Zero Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All players begin as &#039;&#039;&#039;Youth&#039;&#039;&#039;. The avatar picture changes to reflect the current age.&lt;br /&gt;
&lt;br /&gt;
=== Zero Time ===&lt;br /&gt;
If ageing would push past Old (aging up) or below Child (de-aging), the player enters &#039;&#039;&#039;Zero Time&#039;&#039;&#039;:&lt;br /&gt;
* A dramatic popup shows the avatar transformation&lt;br /&gt;
* &#039;&#039;&#039;All remaining unspent agents are immediately marked as spent&#039;&#039;&#039;&lt;br /&gt;
* The player&#039;s turn ends immediately&lt;br /&gt;
* The avatar resets from Zero Time at the start of the next turn&lt;br /&gt;
&lt;br /&gt;
=== Sickness Check (âˆ’ face) ===&lt;br /&gt;
When the âˆ’ face is rolled, a d6 determines the outcome:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6 Result !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1â€“2 || &#039;&#039;&#039;Time Travel Sickness&#039;&#039;&#039; â€” the travelling agent misses their next turn&lt;br /&gt;
|-&lt;br /&gt;
| 3â€“6 || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The Age die is separate from the &#039;&#039;&#039;Hazard (Baal) die&#039;&#039;&#039;, which only appears when the timeline drops to âˆ’6 or below. Both can be in the travel pool simultaneously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Article Recovery ==&lt;br /&gt;
&lt;br /&gt;
When an agent is at a Time Location with an unclaimed article, roll the &#039;&#039;&#039;Recovery Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Recovery Dice ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Die !! Colour !! Faces&lt;br /&gt;
|-&lt;br /&gt;
| Red || ðŸ”´ || A, S, C, P, M, $&lt;br /&gt;
|-&lt;br /&gt;
| Blue || ðŸ”µ || A, S, C, P, $, H&lt;br /&gt;
|-&lt;br /&gt;
| Green || ðŸŸ¢ || A, S, C, P, â˜…, H&lt;br /&gt;
|-&lt;br /&gt;
| Black || âš« || â˜…, S, C, P, $, H&lt;br /&gt;
|-&lt;br /&gt;
| White || âšª || A, S, C, P, M, â˜…&lt;br /&gt;
|-&lt;br /&gt;
| TimeLord || ðŸ• TL || M, C, P, H, â˜…, â˜…&lt;br /&gt;
|-&lt;br /&gt;
| Intel || ðŸŸ£ In || â˜…, â˜…, â˜…, â˜…, â˜…, â˜… || Granted by Intel/Recon action; single use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialist Factors ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialist !! Description&lt;br /&gt;
|-&lt;br /&gt;
| A || Archivist || Archaeological and archival expertise&lt;br /&gt;
|-&lt;br /&gt;
| S || Security || Physical security and protection&lt;br /&gt;
|-&lt;br /&gt;
| C || Cryptohacker || Cyber security and code-breaking&lt;br /&gt;
|-&lt;br /&gt;
| P || Psychotronics || Psychic defence and mental warfare&lt;br /&gt;
|-&lt;br /&gt;
| M || Medical || Medical support and emergency care&lt;br /&gt;
|-&lt;br /&gt;
| H || Historian || Historical research and cultural knowledge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Up to &#039;&#039;&#039;4 rolls&#039;&#039;&#039;. &#039;&#039;&#039;$ faces&#039;&#039;&#039; trigger a &#039;&#039;&#039;Recovery Event&#039;&#039;&#039; card draw. Wilds count on the &#039;&#039;&#039;final roll&#039;&#039;&#039; only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Success:&#039;&#039;&#039; Items and Crystals are added to the agent&#039;s inventory. Artifacts are &#039;&#039;&#039;guarded&#039;&#039;&#039; at their location (stay on the tile but protected from Kronos).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Article Types ==&lt;br /&gt;
&lt;br /&gt;
=== Items (12 total) ===&lt;br /&gt;
Historical curiosities scattered to random past-era locations. Carry them back to HQ to &#039;&#039;&#039;restore&#039;&#039;&#039; them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restoring an item at HQ awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;â­ Kairos&#039;&#039;&#039; (typically 2-4)&lt;br /&gt;
* &#039;&#039;&#039;âˆ’âš« Blots&#039;&#039;&#039; removed (typically 1)&lt;br /&gt;
* &#039;&#039;&#039;âˆ’1 Paradox&#039;&#039;&#039; (vital for slowing time collapse)&lt;br /&gt;
&lt;br /&gt;
=== Crystals (12 total) ===&lt;br /&gt;
Precious gems from future time locations. Deposit at HQ for &#039;&#039;&#039;Crystal Light&#039;&#039;&#039; each Kronos phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depositing a crystal awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;â­ Kairos&#039;&#039;&#039; (typically 2-3)&lt;br /&gt;
* &#039;&#039;&#039;âˆ’âš« Blots&#039;&#039;&#039; removed (typically 1)&lt;br /&gt;
* &#039;&#039;&#039;Crystal Light&#039;&#039;&#039; each round (see Crystal Light section below)&lt;br /&gt;
&lt;br /&gt;
=== Artifacts (12 total) ===&lt;br /&gt;
Legendary relics of great power. Unlike items and crystals, artifacts are &#039;&#039;&#039;NOT carried&#039;&#039;&#039; â€” they are &#039;&#039;&#039;guarded&#039;&#039;&#039; at their location after recovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guarding an artifact awards:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;â­ Kairos&#039;&#039;&#039; (typically 2-4)&lt;br /&gt;
* Protection from Kronos theft (harder to steal when guarded)&lt;br /&gt;
&lt;br /&gt;
Each crystal is randomly &#039;&#039;&#039;paired&#039;&#039;&#039; with one artifact. A &#039;&#039;&#039;TimeLord&#039;&#039;&#039; empowering the crystal &#039;&#039;&#039;in the field at the paired artifact&#039;s time location&#039;&#039;&#039; (while Kronos holds it) attempts a &#039;&#039;&#039;nerf&#039;&#039;&#039; â€” only TimeLords can nerf. Roll 2d6 âˆ’ crystal depletion, success on 4+: the artifact gains &#039;&#039;&#039;+4 depletion&#039;&#039;&#039;, pushing it toward &#039;&#039;&#039;depleted&#039;&#039;&#039; â€” an inert state where it deals no timeline damage until it recovers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Intel / Recon ==&lt;br /&gt;
&lt;br /&gt;
When your agent is at a Time Location with an agent from another team, you can perform the &#039;&#039;&#039;Intel&#039;&#039;&#039; action to grant that team a one-use &#039;&#039;&#039;Intel Die&#039;&#039;&#039; (all wilds). The receiving team&#039;s agent shows a blue dot indicator. When the Intel Die is used in a recovery session, the indicator disappears.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== TimeLord Upgrades ==&lt;br /&gt;
&lt;br /&gt;
A regular agent upgrades to &#039;&#039;&#039;TimeLord&#039;&#039;&#039; when it accumulates &#039;&#039;&#039;8 or more Kairos (â­)&#039;&#039;&#039; (agent_kairos â‰¥ 8).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TimeLord Benefits:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extra TL die&#039;&#039;&#039; on travel and recovery rolls (mostly wilds!)&lt;br /&gt;
* &#039;&#039;&#039;Carry 3&#039;&#039;&#039; articles instead of 2&lt;br /&gt;
* &#039;&#039;&#039;Nerf artifacts&#039;&#039;&#039; â€” only TimeLords can attempt a nerf via field empowerment (-1âš« on success)&lt;br /&gt;
* &#039;&#039;&#039;Attempt Vortex&#039;&#039;&#039; â€” try to switch off the Time Vortex&lt;br /&gt;
* &#039;&#039;&#039;Rescue&#039;&#039;&#039; allied agents from Lost in Time&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Kronos Phase (End of Round) ==&lt;br /&gt;
&lt;br /&gt;
After all players and Automa act, &#039;&#039;&#039;Kronos&#039;&#039;&#039; executes these phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 â€” STEAL:&#039;&#039;&#039; Kronos targets ALL artifacts (portal and non-portal locations). Roll &#039;&#039;&#039;2d6 per artifact + modifiers&#039;&#039;&#039;, steal on &#039;&#039;&#039;9+&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Roll Adjustment&lt;br /&gt;
|-&lt;br /&gt;
| Non-portal location || âˆ’5&lt;br /&gt;
|-&lt;br /&gt;
| Ring-1 location (inner ring, adjacent to Vortex) || +2&lt;br /&gt;
|-&lt;br /&gt;
| Ring-2 location || +1&lt;br /&gt;
|-&lt;br /&gt;
| Difficulty (Hard / Easy) || +2 Hard, âˆ’2 Easy&lt;br /&gt;
|-&lt;br /&gt;
| Crystal excess (when positive) || + excess&lt;br /&gt;
|-&lt;br /&gt;
| Timeline tier (MLT Ã· 5, truncated toward zero) || Â± tier&lt;br /&gt;
|-&lt;br /&gt;
| Guarded (recovered) || âˆ’2&lt;br /&gt;
|-&lt;br /&gt;
| Protected (agent present) || âˆ’4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 â€” EMPOWER:&#039;&#039;&#039; For each non-depleted artifact Kronos holds, roll 2d6 + difficulty/timeline modifiers vs &#039;&#039;&#039;9+&#039;&#039;&#039; = empowered (deals more damage). Each rolling artifact gains +1 depletion (+2 if empowered); depleted artifacts skip the roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 â€” DARKNESS:&#039;&#039;&#039; Each non-depleted artifact Kronos holds damages the Timeline:&lt;br /&gt;
* Empowered artifact: âˆ’2 MLT&lt;br /&gt;
* Non-empowered: âˆ’1 MLT&lt;br /&gt;
* Depleted: no damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 â€” CRYSTAL LIGHT:&#039;&#039;&#039; Crystals contribute to the Timeline based on their location:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crystal Location !! Mechanic !! MLT Gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; (not empowered) || Flat (no roll) || +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; (empowered) || Flat (no roll) || +2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field at paired artifact&#039;s correct TL&#039;&#039;&#039; || Roll 2d6 + mods vs 9 || Hit: +2 (+3 if paired artifact depleted); Miss: +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field elsewhere&#039;&#039;&#039; (hq-activated) || Flat (no roll) || +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carried by agent&#039;&#039;&#039; || Does not contribute || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Field crystal roll modifiers: +3 if empowered, + crystal excess (HQ crystals âˆ’ Kronos artifacts, minimum 0).&lt;br /&gt;
&lt;br /&gt;
All contributing crystals accumulate &#039;&#039;&#039;depletion&#039;&#039;&#039; â€” eventually they deplete and stop contributing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5 â€” TIME COLLAPSE:&#039;&#039;&#039; Roll 2d6 (adjusted Â±3 at MLT extremes). If roll â‰¤ paradox count, &#039;&#039;&#039;max rounds decreases by 1&#039;&#039;&#039;. Locked if Vortex has been switched off. Cannot reduce below 6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6 â€” PORTAL ROTATION:&#039;&#039;&#039; Remove portals equal to player count, refill to 12. Pool resets every 5 rounds.&lt;br /&gt;
&lt;br /&gt;
All crystal &#039;&#039;&#039;empowered&#039;&#039;&#039; flags are cleared at end of round (re-empower each round). Depletion â€” on both crystals and artifacts â€” persists until recovered.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Special Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Time Vortex ===&lt;br /&gt;
Centre of the hex grid. Only &#039;&#039;&#039;TimeLords&#039;&#039;&#039; can attempt to switch it off:&lt;br /&gt;
&lt;br /&gt;
Roll: &#039;&#039;&#039;2d6 + HQ crystals âˆ’ Kronos artifacts + other TLs at Vortex + urgency modifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result !! Outcome&lt;br /&gt;
|-&lt;br /&gt;
| â‰¥ 9 || &#039;&#039;&#039;SUCCESS&#039;&#039;&#039; â€” +10â­, âˆ’3âš«, max rounds locked (time collapse disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || No effect&lt;br /&gt;
|-&lt;br /&gt;
| â‰¤ 4 || &#039;&#039;&#039;WIPE&#039;&#039;&#039; â€” agent destroyed permanently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
TimeLords arriving at the Vortex can make an &#039;&#039;&#039;urgent attempt&#039;&#039;&#039; as a bonus action, but with a &#039;&#039;&#039;âˆ’2 modifier&#039;&#039;&#039; (harder to succeed, easier to die). Or wait until next turn for a normal attempt.&lt;br /&gt;
&lt;br /&gt;
Max 3 agents at the Vortex simultaneously.&lt;br /&gt;
&lt;br /&gt;
=== Xanadu Jail ===&lt;br /&gt;
Agents sent here by event cards. Escape options (turns 1-2):&lt;br /&gt;
* Roll &#039;&#039;&#039;2d6 doubles&#039;&#039;&#039; (costs âˆ’2â­)&lt;br /&gt;
* &#039;&#039;&#039;Bribe&#039;&#039;&#039; â€” instant escape (costs âˆ’3â­, removes âˆ’1âš«)&lt;br /&gt;
* Play a &#039;&#039;&#039;KEEP â€“ JAIL&#039;&#039;&#039; or &#039;&#039;&#039;KEEP â€“ WILD&#039;&#039;&#039; card&lt;br /&gt;
* After &#039;&#039;&#039;3 turns&#039;&#039;&#039;: forced bribe release&lt;br /&gt;
&lt;br /&gt;
=== Lost in Time ===&lt;br /&gt;
Agents drifting through temporal space. Escape options (turns 1-2):&lt;br /&gt;
* Roll &#039;&#039;&#039;d6 â‰¥ 5&#039;&#039;&#039; (free)&lt;br /&gt;
* Play a &#039;&#039;&#039;KEEP â€“ LIT&#039;&#039;&#039; or &#039;&#039;&#039;KEEP â€“ WILD&#039;&#039;&#039; card&lt;br /&gt;
* &#039;&#039;&#039;TimeLord rescue&#039;&#039;&#039; from HQ (both agents consume their turn)&lt;br /&gt;
* After &#039;&#039;&#039;3 turns&#039;&#039;&#039;: forced release (+1âš«)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Event Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Travel Events (40 cards) ===&lt;br /&gt;
Drawn when skull faces appear during travel. Effects include: Send to Jail, Lost in Time, Add/Remove Blots, Miss Turn, Recall to HQ, Wiped Out, Upgrade to TimeLord. Some are &#039;&#039;&#039;KEEP&#039;&#039;&#039; cards held in hand for later use.&lt;br /&gt;
&lt;br /&gt;
=== Recovery Events (18 cards) ===&lt;br /&gt;
Drawn when &#039;&#039;&#039;$&#039;&#039;&#039; faces appear during recovery. Effects include: Add Blot, Add Requirement, Wipe Locked Dice, Mission Fail, Lose Inventory, Send to Jail, Recall to HQ.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Time-Travelling Dinosaurs (Optional) ==&lt;br /&gt;
&lt;br /&gt;
An optional game mode that can be enabled in game options. Dinosaurs are special entities that roam the time field and interact with agents and articles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Easter Egg Crystal (Optional) ==&lt;br /&gt;
&lt;br /&gt;
An optional hidden mechanic. When enabled, a secret Easter Egg crystal is placed somewhere in the time field. If discovered and brought to an HQ, it &#039;&#039;&#039;permanently activates&#039;&#039;&#039; that HQ as an Easter Egg location. Once activated, any agent at that HQ can perform an Easter Egg upgrade â€” even if the crystal is later moved away. The activation is permanent for the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning &amp;amp; Losing ==&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
* MLT is &#039;&#039;&#039;above 0&#039;&#039;&#039;, AND&lt;br /&gt;
* At least one player (human or Automa) has &#039;&#039;&#039;0 blots&#039;&#039;&#039;&lt;br /&gt;
* Checked &#039;&#039;&#039;twice per round&#039;&#039;&#039;: after player turns (before Kronos) and after Kronos phase&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
* Max rounds reached and MLT â‰¤ 0 â€” &#039;&#039;&#039;Kronos wins&#039;&#039;&#039;&lt;br /&gt;
* MLT &amp;gt; 0 but no player at 0 blots â€” &#039;&#039;&#039;Pyrrhic victory&#039;&#039;&#039; (light endures, no one ascends)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&#039;&#039;&#039;Final Score = Kairos (â­) âˆ’ Blots (âš«) + End Score Card bonus&#039;&#039;&#039; (minimum 0). Tiebreaker among winners.&lt;br /&gt;
&lt;br /&gt;
=== End Score Cards ===&lt;br /&gt;
Each player (and Automa) is dealt a &#039;&#039;&#039;secret End Score Card&#039;&#039;&#039; during setup â€” a personal combo objective with &#039;&#039;&#039;2â€“3 tiered goals&#039;&#039;&#039; based on tracked stats: crystals deposited, artifacts guarded, items restored, crystals empowered, dinos sent back, artifacts nerfed. At game end, the &#039;&#039;&#039;highest tier reached&#039;&#039;&#039; on each objective awards bonus kairos (tiers don&#039;t stack) â€” up to &#039;&#039;&#039;+9 to +15&#039;&#039;&#039; depending on the card. The two dinosaur cards (Dino Wrangler, Collector) are only in the deck when the Dinosaurs option is enabled.&lt;br /&gt;
&lt;br /&gt;
=== How to Clear Blots ===&lt;br /&gt;
* Restore items at HQ (âˆ’blots, âˆ’1 paradox each)&lt;br /&gt;
* Deposit crystals at HQ (âˆ’blots)&lt;br /&gt;
* Empower crystals when paired artifact in Kronos (âˆ’1 extra blot)&lt;br /&gt;
* Switch off the Vortex (âˆ’3 blots)&lt;br /&gt;
* Bribe escape from Jail (âˆ’1 blot)&lt;br /&gt;
* Certain event cards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Automa (AI Players) ==&lt;br /&gt;
&lt;br /&gt;
Automa fill empty seats (up to 4 total). They follow automated logic to travel, recover, deposit, guard, and empower. Automa &#039;&#039;&#039;can win the game&#039;&#039;&#039; â€” if an Automa clears its blots while MLT is positive, the team wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AutoAlpha:&#039;&#039;&#039; A stronger Automa variant that receives a bonus &#039;&#039;&#039;Purple (Alpha) die&#039;&#039;&#039; on all travel and recovery rolls (2 wilds, 4 blanks). Helps AutoAlpha agents keep pace with human players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baal Die:&#039;&#039;&#039; Certain conditions grant the &#039;&#039;&#039;Hazel (Baal) die&#039;&#039;&#039; (2 crosses, 4 blanks). Crosses have special effects.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Choices !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Difficulty || Easy / Medium / Hard || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Game Length || Short (âˆ’2 rounds) / Standard / Long (+2 rounds) || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Number of Automa || 0-3 AI players || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaurs || On / Off || Off&lt;br /&gt;
|-&lt;br /&gt;
| Easter Egg Crystal || On / Off || Off&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Starting MLT || âˆ’2&lt;br /&gt;
|-&lt;br /&gt;
| Starting Paradoxes || 2&lt;br /&gt;
|-&lt;br /&gt;
| Max MLT || 15&lt;br /&gt;
|-&lt;br /&gt;
| Agent carry capacity || 2 (regular) / 3 (TimeLord)&lt;br /&gt;
|-&lt;br /&gt;
| TimeLord upgrade threshold || Agent Kairos â‰¥ 8&lt;br /&gt;
|-&lt;br /&gt;
| Max dice rolls || 4 (travel and recovery)&lt;br /&gt;
|-&lt;br /&gt;
| Skulls to auto-fail travel || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Active portals || 12 (rotate each round)&lt;br /&gt;
|-&lt;br /&gt;
| Kronos steal threshold || 9+ on 2d6 per artifact&lt;br /&gt;
|-&lt;br /&gt;
| Non-portal steal modifier || âˆ’5&lt;br /&gt;
|-&lt;br /&gt;
| Guarded modifier || âˆ’2&lt;br /&gt;
|-&lt;br /&gt;
| Protected (agent present) modifier || âˆ’4&lt;br /&gt;
|-&lt;br /&gt;
| Kronos empower threshold || d6 â‰¥ 4&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Light (HQ) || +1 MLT flat (empowered: +2)&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Light (field at correct TL) || 2d6 vs 9: hit +2 MLT, miss +1 MLT&lt;br /&gt;
|-&lt;br /&gt;
| Empower crystal reward || +1â­ (and âˆ’1âš« if paired artifact in Kronos)&lt;br /&gt;
|-&lt;br /&gt;
| Vortex success || 2d6 + crystals âˆ’ Kronos + TL assist + urgency â‰¥ 9&lt;br /&gt;
|-&lt;br /&gt;
| Vortex wipe || â‰¤ 4&lt;br /&gt;
|-&lt;br /&gt;
| Vortex reward || +10â­, âˆ’3âš«&lt;br /&gt;
|-&lt;br /&gt;
| Jail: doubles escape || âˆ’2â­&lt;br /&gt;
|-&lt;br /&gt;
| Jail: bribe || âˆ’3â­, âˆ’1âš« (removes 1 blot)&lt;br /&gt;
|-&lt;br /&gt;
| Jail: forced after || 3 turns&lt;br /&gt;
|-&lt;br /&gt;
| LIT: escape threshold || d6 â‰¥ 5&lt;br /&gt;
|-&lt;br /&gt;
| LIT: forced after || 3 turns (+1âš«)&lt;br /&gt;
|-&lt;br /&gt;
| Item restore bonus || âˆ’1 Paradox per item&lt;br /&gt;
|-&lt;br /&gt;
| Collapse floor || 6 rounds minimum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wiki v1.4 â€” updated 8 July 2026 (nerf is TimeLord-only, flat +4 depletion)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>OceanM</name></author>
	</entry>
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