CHRONONAUTS RULES PDF

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.

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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.

If you cant or dont want to play any of your cards, you must discard one. If you choose to discard a card instead of playing, you may also choose to discard a second card, and draw one to replace it.

This option is called Killing Time. The bottom half Is purely Informational, while the top half lists the 3 events that define your home reality. One of these will always be a real event, with the other 2 being alternate realities that are described on Patches. To win by getting home, you must reshape the TimeLine to match all 3 of these years. Note: Paradoxes block your way.

Really, really bad. Each one is a dangerous hole in the space-time continuum and needs to be patched. If too many are open at once, they will cascade into a chain reaction that will rip apart the fabric of history and destroy the entire universe.

This collapse will occur immediately anytime there are 13 Paradoxes showing at once. If this ever happens, the game ends and all players LOSE. Thus, you get to draw one extra card every time you Patch a Paradox.

Know Your Mission To win with your Mission, you must have the items listed on the table In front of you not just In your hand so make sure you play them before you reveal your secret Mission. Note that some Missions require any 3 from a list of 4 Artifacts. Temporal Anomalies The TimeLine has two hotspots that can cause time travelers particular trouble: The Nexus is special for three reasons.

First, it can be paradoxed by three different Linchpins all other years are dependent on either one or two. Finally, the alternate s are all what we call Unstable Patches.

Well, nothing except the world of the distant future that a super-evolved cockroach calls home. To emphasize this, all of the TimeLine cards after should be moved down an inch or so on the table, to remind the players that they are unreachable. Unless you are Squa Trant. You also cannot collect Artifacts from the Future during an UberParadox.

This card can be played at any time, to negate a card being played by someone else. If you play a Memo as soon as another player reveals a Fast Forward, then the entire Fast Forward is canceled; however, if you wait until the player has revealed one of the cards being played as a result of the Fast Forward, then it is only the new card that is canceled.

In this case, the Fast Forwarding player may still play a second card. But no whining the second time! To do this, the 3 key events must appear on the TimeLine exactly as they do on your ID card, when your turn ends. Completing Your Mission: The three Artifacts listed on your Mission card must be on the table in front of you at the end of your turn for you to win by completing your Mission. At the start, all TimeLine are set to true history. Notice that all three Ripplepoints are dependent on the Linchpin , and that Year 5 also depends on another event Linchpin , as does Year 6 linked to Linchpin.

Linchpin has been turned over, revealing the alternate outcome for that event. The Year 2 and Year 5 cards have also been flipped as a result, since they depend on Linchpin. Year 6 is unflipped because it shares an AND dependency with and that event has not yet been inverted. It has been placed askew, as some players prefer, to note the partial paradox.

Two Patch cards have now been used to repair the Paradoxes at Years 2 and 5. Note also that Linchpin has now been inverted, causing Year 6 to be fully paradoxed. Notice that the Patch cards are simply placed atop the Paradox cards; the basic TimeLine cards are never removed from the table, only flipped from one side to the other and back again.

Notice that Linchpin has now been flipped back to the purple side. This has caused Year 2 to revert, which has both discarded the Year 2 patch, and flipped the underlying Ripplepoint back to blue.

Notice also that the Year 5 Patch is still intact, even though Linchpin is now black Lastly, note that Year 6 is halfway paradoxed again, this time because Linchpin has flipped. For more time travel fun, look for these other Chrononauts products: Early American Chrononauts A complete stand-alone game with a TimeLine stretching from !

Will the South win the Civil War? Lost Identities Ready for a new cast of characters? This packet contains 13 new ID cards, plus a new mission! Includes Crazy Joe! Extend the TimeLine into the 21st century with this set of 11 new cards!

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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.

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