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(Added note to the top that this document is incorrect and needs to be redone.)
(Creation of the good how to play.)
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5/31/2026 - THE FOLLOWING SUMMARY DOES NOT REFLECT THE CURRENT GAME AND RULEBOOK AND SHOULD BE REDONE BY SOMEONE WHO KNOWS THE GAME WELL


== Core Mechanisms ==
= 🎴 TIME SPLICERS β€” How to Play =
* '''Time Manipulation:''' Abilities to alter the timeline, retrieve cards from the discard pile, or affect opponents' turns.
* '''Splicing:''' Placing cards in a chronological sequence to trigger powerful chain reactions.
* '''Paradox Management:''' Balancing powerful artifacts with the risk of timeline instability (avoiding penalties).


== Card Abilities by Era ==
== πŸ•’ Objective ==
Each era focuses on a specific strategic advantage triggered upon play:
Your goal is to collect '''7 Time Crystals''' before your opponents.


* '''Ancient (Blue) – Stability:'''
Time Crystals are earned by causing '''Timeline Collapses'''.
** ''Protection:'' Prevents opponents from messing with your timeline.
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** ''Archive:'' Allows you to save hand cards for future rounds.
* '''Medieval (Green) – Resources:'''
** ''Harvest:'' Generates extra energy or allows free card draws.
** ''Alliance:'' Copies the effect of another green card already in your timeline.
* '''Industrial (Red) – Expansion:'''
** ''Steam:'' Grants a 3rd action for your next turn but often generates a Paradox.
** ''Production:'' Converts low-value artifacts into victory points.
* '''Future (Yellow) – Manipulation:'''
** ''Time Warp:'' Look at and reorder the top cards of the deck.
** ''Replication:'' Play a card directly from the discard pile.


== Turn Structure ==
= 🧩 Setup =
You have **2 actions** per turn. You may perform the same action twice:


# '''Explore:''' Draw 2 cards (deck or market). Keep one, discard the other.
* Each player receives:
# '''Splicing (Play):''' Place an artifact into your timeline.
** 1 Meeple
#* Check '''Requirements''' (energy cost or discarding cards).
** 2 '''Time Jump''' tokens
#* Trigger: Check if icons on the new card activate abilities of existing cards.
** 2 '''Time Freeze''' markers
# '''Stabilize:''' Discard 2 hand cards to remove one Paradox marker.
* Each player draws '''4 cards'''.
# '''Activate:''' Use a "once per turn" ability of a card already in your timeline.
* Reveal one card to create the first '''Timeline'''.
* Place all meeples on this starting card.


== Paradoxes & Risks ==
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* A '''Paradox''' is triggered by specific card effects or high-instability combos.
* '''Penalty:''' The slot is blocked. Each remaining Paradox at the end of the game is '''-3 points'''.


== End of Game & Scoring ==
= πŸ”„ Turn Structure =
Triggered when the deck is empty or a player fills their timeline (8-10 cards).
On your turn, you must perform '''ONE main action''':
* '''Points:''' Sum of all values on artifact cards.
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* '''Set Bonus:''' Extra points for each complete set of 4 different eras (+5 points).
== 1️⃣ Move to an Adjacent Card ==
* '''Deductions:''' Subtract points for remaining Paradox markers and unpaid time costs.
Move your meeple:
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* to an adjacent card in the same Timeline;
* OR to a card with the same number in a different Timeline.
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➑️ Then draw 1 card.
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== 2️⃣ Use the Time Portal ==
The Time Portal allows you to teleport anywhere.
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=== First Turn: ===
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* Move to the Time Portal.
* Draw 2 cards.
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=== Next Turn: ===
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* Move from the Portal to any card in play.
* OR place a card and move onto it.
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----
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== 3️⃣ Place a Card and Move Onto It ==
You may place either:
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=== ➀ An Adjacent Card ===
The card must:
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* be the same Timeline color;
* follow the Timeline’s numerical order.
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Cards may be shifted to make room for an inserted value.
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=== ➀ A Parallel Card ===
You may create a new Timeline using:
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* a different color;
* but the same number (Era).
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----
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= ⏳ Fixed Points in Time =
Whenever there are:
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* 3 cards of the same Era β†’ gain 1 Time Jump token.
* 4 cards of the same Era β†’ gain another Time Jump token.
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----
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= βœ‹ Hand Limits =
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== Minimum Hand Size: 4 Cards ==
At the end of your turn:
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* if you have fewer than 4 cards, draw until you have 4.
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== Maximum Hand Size: 7 Cards ==
If you ever exceed 7 cards:
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# Discard your entire hand.
# Lose 1 Time Jump token.
# Draw 4 new cards.
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⚠️ If you cannot pay the penalty:
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you are eliminated from the game.
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= ✨ Special Cards =
Special cards may be played at the beginning of your turn as a free action.
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== πŸŒ€ Quantum Tunnel ==
Move to any card in play before taking your normal action.
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== ⚑ Time Jump ==
Move to any other card within the same Timeline.
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A Time Jump token may also be used to:
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* discard your hand;
* draw 4 new cards.
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----
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== ❄️ Time Freeze ==
Place this card at the end of a Timeline before leaving it to prevent that Timeline from collapsing when empty.
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When you return to that Timeline:
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* discard your Time Freeze card;
* recover your marker.
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⚠️ Time Freeze does NOT prevent:
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* Partial Timeline Collapses;
* Complete Timeline Collapses.
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----
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= πŸ’Ž Earning Time Crystals =
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== 🧨 1. Empty Timeline Collapse ==
When you leave a Timeline:
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* with no other players remaining;
* and no Time Freeze card protecting it,
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the Timeline collapses.
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➑️ If it contained at least 3 cards:
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gain 1 Time Crystal.
----
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== πŸ”» 2. Partial Timeline Collapse ==
When you create a sequence of 3 consecutive cards:
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* 1-2-3
* 4-5-6
* etc.
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➑️ The sequence is discarded.
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Meeples on those cards move to the nearest remaining card on the left.
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➑️ Gain 1 Time Crystal.
----
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== ☒️ 3. Complete Timeline Collapse ==
If a Timeline containing a '''Singularity (13)''' reaches 5 cards:
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➑️ The entire Timeline is discarded.
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Meeples are moved to another Timeline.
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➑️ Gain 2 Time Crystals.
----
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= πŸ† End of the Game =
The game ends immediately when a player collects their '''7α΅—Κ° Time Crystal'''.
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That player wins the game and successfully saves humanity. πŸš€β³

Latest revision as of 11:04, 10 June 2026

🎴 TIME SPLICERS β€” How to Play

πŸ•’ Objective

Your goal is to collect 7 Time Crystals before your opponents.

Time Crystals are earned by causing Timeline Collapses.


🧩 Setup

  • Each player receives:
    • 1 Meeple
    • 2 Time Jump tokens
    • 2 Time Freeze markers
  • Each player draws 4 cards.
  • Reveal one card to create the first Timeline.
  • Place all meeples on this starting card.

πŸ”„ Turn Structure

On your turn, you must perform ONE main action:

1️⃣ Move to an Adjacent Card

Move your meeple:

  • to an adjacent card in the same Timeline;
  • OR to a card with the same number in a different Timeline.

➑️ Then draw 1 card.


2️⃣ Use the Time Portal

The Time Portal allows you to teleport anywhere.

First Turn:

  • Move to the Time Portal.
  • Draw 2 cards.

Next Turn:

  • Move from the Portal to any card in play.
  • OR place a card and move onto it.

3️⃣ Place a Card and Move Onto It

You may place either:

➀ An Adjacent Card

The card must:

  • be the same Timeline color;
  • follow the Timeline’s numerical order.

Cards may be shifted to make room for an inserted value.

➀ A Parallel Card

You may create a new Timeline using:

  • a different color;
  • but the same number (Era).

⏳ Fixed Points in Time

Whenever there are:

  • 3 cards of the same Era β†’ gain 1 Time Jump token.
  • 4 cards of the same Era β†’ gain another Time Jump token.

βœ‹ Hand Limits

Minimum Hand Size: 4 Cards

At the end of your turn:

  • if you have fewer than 4 cards, draw until you have 4.

Maximum Hand Size: 7 Cards

If you ever exceed 7 cards:

  1. Discard your entire hand.
  2. Lose 1 Time Jump token.
  3. Draw 4 new cards.

⚠️ If you cannot pay the penalty:

you are eliminated from the game.


✨ Special Cards

Special cards may be played at the beginning of your turn as a free action.


πŸŒ€ Quantum Tunnel

Move to any card in play before taking your normal action.


⚑ Time Jump

Move to any other card within the same Timeline.

A Time Jump token may also be used to:

  • discard your hand;
  • draw 4 new cards.

❄️ Time Freeze

Place this card at the end of a Timeline before leaving it to prevent that Timeline from collapsing when empty.

When you return to that Timeline:

  • discard your Time Freeze card;
  • recover your marker.

⚠️ Time Freeze does NOT prevent:

  • Partial Timeline Collapses;
  • Complete Timeline Collapses.

πŸ’Ž Earning Time Crystals

🧨 1. Empty Timeline Collapse

When you leave a Timeline:

  • with no other players remaining;
  • and no Time Freeze card protecting it,

the Timeline collapses.

➑️ If it contained at least 3 cards:

gain 1 Time Crystal.


πŸ”» 2. Partial Timeline Collapse

When you create a sequence of 3 consecutive cards:

  • 1-2-3
  • 4-5-6
  • etc.

➑️ The sequence is discarded.

Meeples on those cards move to the nearest remaining card on the left.

➑️ Gain 1 Time Crystal.


☒️ 3. Complete Timeline Collapse

If a Timeline containing a Singularity (13) reaches 5 cards:

➑️ The entire Timeline is discarded.

Meeples are moved to another Timeline.

➑️ Gain 2 Time Crystals.


πŸ† End of the Game

The game ends immediately when a player collects their 7α΅—Κ° Time Crystal.

That player wins the game and successfully saves humanity. πŸš€β³