Ripplepoints blue, and Linchpins purple. Create shuffled draw piles for each of the other types of cards, and deal to each player: 1 Mission Card 3 Cards from the main deck Game Play To determine who goes first, all players will attempt to guess the current time. Whoever comes closest starts the game. Play 1: Choose any card in your hand, and either play it, or discard it.

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The Gore Years expansion set was issued that year also. Players use Inverters to directly change the Linchpin events, changing to the alternative event on the reverse side of the timeline card. Changing a Linchpin also turns over one or more Ripple Point cards, exposing paradoxes. Player can use a Patch to resolve the paradox.

Complete the Mission: Each player has a Mission card detailing three or four Artifacts that can be retrieved through time travel. If a player collects all three or three out the list of four of these artifacts at the end of their turn, the player wins the game.

Gain Power: A player gains cards from playing Patches. A player whose hand contains 10 or more cards at the end of their turn wins the game. If there are ever 13 or more unpatched paradoxes on the timeline, then the universe is destroyed and all players lose. Each player randomly gets an ID card which gives goals, or timeline changes need to make sure that future character exists. To lock in the goal and win, the player must go back in time and stop Doc Brown from inventing time travel.

The license for this game expired in and is no longer being produced. Main sets 1st edition time travel themed card game designed by Andrew Looney, [2] [5] Version 1. Gore Years December [1] 11 new cards; [11] five more timeline cards from to , a couple identities and patches [1] Variants Early American Chrononauts [6] a prequel using the same game mechanics, EAC focuses on 32 more events, set from to It also introduces "Gadgets," a new card type that can affect the play of the game [7] by allowing an extra turn or blocking other players from stealing Artifacts.

Gadgets were retro-added to the third printing of the original game via the addition of two cards originally released as promos. Pizza Hydrator promo card on a post card [8].


Chrononauts Rules

You can win by fixing enough Paradoxes, gathering up the three rare and amazing Artifacts listed on your Mission card, or adjusting history in the three ways necessary to allow your character to return to the alternate reality from which he or she originally came. The constant changing of history is tracked by a special layout of 32 cards, called the TimeLine, which functions rather like a gameboard. The three ways to win provide for several different plotlines and layers of action, but you can also split the game up into two less complicated games: Solonauts The Solitaire Game of Changing History and Artifaxx The Fluxx-style Game of Collecting Amazing Stuff. Special rules for playing these sub-games appear towards the end of this booklet. Getting Started Immediately For those who like to jump right in and learn as you go, here are the fast-track instructions: Starting Number of Players: but you can push it Set up the TimeLine: Arrange the 32 double-sided TimeLine cards in an 8x4 grid on the table, following the row-column numbers called the Time Index in the lower left corners, with all cards set to True History i. Ripplepoints blue, and Linchpins purple. Do the same with the ID cards, then set these two small decks off to one side.


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Chrononauts Game Rules


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