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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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Once a player declares victory by revealing one of these cards, it’s too late to use a Memo to cancel the card they used to achieve that victory.

Chrononauts: A brief review | Chrononauts | BoardGameGeek

As noted, Ripplepoints that depend on more than one Linchpin come in two varieties: Although chroonnauts 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.

So, as a Temporal Mechanic working for the Time Repair Agency, you’ve been trained to patch up these holes. For you, the real world of today is an alternate reality. He had mostly praise for the new timeline except for an out of step patch card regarding Sarah Palin ‘s rise to the national stage.

OK, let’s assume someone has just changed history in this way. To put it curononauts way, if ever there are 13 open Paradoxes on the TimeLine at the same time, the universe is completely destroyed and all players lose.


Out of the Box. To flipboth of the linchpins shown must be flipped. You win if you have the three Artifacts listed on your Mission on the chrknonauts in front when your turn ends.

At the start of the game, if the character you are dealt is someone you’ve just played, or someone you’ve gotten one time too many, or just someone you really don’t care for, you can try again. Once you’ve won a few times, you might want to increase the number of IDs you start with to make things more difficult. But it’s not really necessary But we had to draw the line somewhere. If, after you’ve completed your turn, you have 10 cards in your hand not chronpnauts your ID and Mission cards you win!

As of Novemberthe game was still in development and playtesting, but was hoped to be set for release in That’s a good question. The game can be won in one of three ways: Each player starts with three cards from the shuffled Chrononauts deck.

As you cyrononauts note from looking at the cards, the TimeLine consists of Linchpins ruels Ripplepoints.

Chrononauts | Board Game | BoardGameGeek

The numerous tragedies are included because these are the sorts of events that people who dream of time travel fantasize about undoing. This distinction denotes the difference between an event that happened as our history books record it, and an event that has been changed by a chrononaut.

In Chrononauts, you are a Time Rulws, with a unique identity, several different goals, and a yearning to return home.


Begin your turn by drawing one card from the draw pile. There are three Mona Lisas in the game, the Real Thing and two forgeries of differing quality.

Some Patches, specifically andhave special properties; see “Temporal Anomalies” below. Instead, Ripplepoints are changed, or changed back again, by the flipping of the Linchpins. Artifaxx is also good if you’ve got younger players, who may have trouble grasping all ruls historical events on the TimeLine. Your eyes are closed so that you don’t accidentally look at a clock or a watch.


Remember that a Memo must be used to stop a card as it’s being played. Issue Missions and IDs: As a two-player game this works somewhat, but tends to be better with more as otherwise it can degenerate into long sequences of simply reversing the other’s move.

Feel free to discard any Patches you know you aren’t going to need. Then deal out eight random ID cards, and arrange them face-up underneath the TimeLine. Move that character up to the space above the TimeLine, and carry on.

These holes, called Paradoxes, are created whenever someone changes a significant event. Cover the Paradox with the Patch, then draw an extra card as an immediate reward for doing this vital repair work. You win if your character can return to the alternate reality listed on your ID card.