the complete rules of the game.

the complete rules of the game.
T . I . M . E
Rulebook
STO R I ES
TEMPORAL AGENT: A HIGH-RISK CAREER,
EXTRAORDINARY LIVES
You’re looking for an exciting job with limitless career options that provides
the opportunity to visit a vast number of realities and eras?
You want to preserve temporal continuity, the formidable prosperity of our century,
and the infinite travel perspectives offered by the Tachyon Insertion technique?
You are insightful and motivated, and you like to work in a team environment? You aren’t afraid of anything?
THE T . I . M . E AGENCY NEEDS YOU!
We are at the service of Humanity — of all Humanity.
Since the discovery of Tachyon Insertion, our entire world has changed:
alternate realities have appeared; time has become flexible and malleable; and we have
both profited from an era of limitless prosperity … and discovered untold dangers.
When illegal or unforeseen visits to an alternate world occur, the continuum’s timeline is changed.
This alteration can be minimal, but it can also be critical,
and an action taken in the main temporal timeline could put our reality in jeopardy.
THANKFULLY, WE’RE KEEPING WATCH!
The T.I.M.E (Tachyon Insertion in Major Events) Agency was created by a consortium which is backed by all of
the world’s governments in order to prevent these catastrophic changes.
We use the least disruptive and least dangerous method of travel into the past, the future,
or alternate realities: the separation of body and mind.
Your mind is then projected into a receptacle which is already adapted to the era
or world which you’re about to visit.
This way, no element of the future can insert itself into the past or an unsuitable reality,
thereby minimizing the risks of disturbance.
Moreover, the receptacles are chosen with care in order not to cause significant alterations if they were
to disappear… which can happen – alas! – but without any negative effects on the agents!
FAILURE IS NOT AN OPTION
.
The temporal caissons cannot maintain you indefinitely in an alternate reality or the past.
If you do not manage to fulfill the mission given to you by the T.I.M.E Agency in the expected time,
you will be returned to our time. You will then be able to resume the mission by starting from scratch.
Don’t abuse this ability because the cost of each insertion to the Agency and to the taxpayers isn’t negligible!
Are you ready for your first mission?
The training manual awaits you, then once you join your team, it’ll be time for you to head to base.
2
THE CONCEPT BEHIND T.I.M.E STORIES
1.0 LE CONCEPT DE TIME STORIES
L’idée de ce jeu est de fournir un support central commun à toute une série
The idea behind
is to offer
a shared
central framework
an entire
d’aventures.
Une the
foisgame
ces règles
générales
assimilées,
vous serezfor
à même
de
range of
Once you’ve
learned scénario
these general
you will
ready
prendre
enadventures.
main n’importe
quel nouveau
et derules,
démarrer
unebenouvelle
to handle a new scenario and
begin asans
new accrocs.
adventure without any issues.
aventure
ROLEPLAYING GAME OR BOARDGAME?
Neither one or the other — or rather both! Our first desire was to capture the
feeling of the roleplaying games of our youth, but in a more compact and less
time-consuming format as the era of self-contained campaigns in bomb shelters is
unfortunately over ...
Ni l’un ni l’autre, ou plutôt les deux ! L’envie première était de retrouver les
T.I.M.E Stories
therefore
narrative
game.sur
Each
thecompact
chance to
sensations
du jeuisde
rôle deanotre
jeunesse,
unplayer
formathas
plus
et take
moins
possession of
“receptacle”,
a character from
the visited
world,
andantiatomique
is free to
chronophage,
cara l’époque
des campagnes
en autarcie
dans
un abri
give it the dose of “role”
they want. In the end,
matters is the story told and
est malheureusement
bienwhat
révolue...
lived, in the game as well as around the table.
Time Stories est donc un jeu narratif. Chacun aura l’occasion de prendre possession
it’s also a board
game in the modern
sensevisité,
of theetterm,
withlui
itsinsuffler
actions and
d’unBut
« réceptacle
», un personnage
de l’univers
pourra
la dose
movements
subject
to
a
set
of
rules
that
allow
reflection
and
optimization.
So, au
de « rôle » qui lui plaît. Au final, ce qui compte c’est l’histoire racontée et vécue,
even if chance still plays
a
role
during
a
game,
it’s
possible
to
play
“well”,
but
sein du jeu comme autour de la table.
you can also play “badly” — and pay the price for it!
Mais c’est aussi un jeu de plateau au sens moderne du terme, avec des actions
et des déplacements soumis à un ensemble de règles permettant réflexion et
A COOPERATIVE GAME
optimisation. Ainsi, même si la chance jouera toujours un rôle lors d’une partie, il
The scenario contained in this box is fully cooperative; the players work together
est possible de « bien » jouer comme de « mal » jouer... Et d’en payer le prix !
against the game, which will lay many traps and puzzles. It’s a group experience,
and you will succeed or fail together. In time, it’s not impossible that a breeze of
dissension will blow over the
but for
the moment, you’re safe from that...
1.2team,
UN JEU
COOPÉRATIF
1.1 JEU DE RÔLE OU JEU DE PLATEAU ?
scénario
proposé
dans cette boîte est pleinement coopératif, les joueurs
1LeDECK
=1
MISSION
s’associent
donc
pour
jouer
contre
» le jeu,
qui leur
tendra
bienStories,
des embûches
In this box, you’ll find all of« the
materials
required
to play
T.I.M.E
as well et
casse-tête.
C’est
donc
une
expérience
de
groupe,
et
vous
gagnerez
ou
échouerez
as a pack of cards, called a “deck”. Each deck is an entire scenario, a mission
ensemble.
À agents
terme, have
il n’est
impossible
qu’un to
airreceive
de dissension
souffle sur of
votre
that your
to pas
successfully
complete
the congratulations
équipe,
mais
pour
le
moment,
vous
êtes
à
l’abri
de
cela...
your instructor, Bob Lyfen.
Each new deck you purchase follows these same basic rules and is supplemented
with a few details that will be given to you at the start of your mission while at base.
1.3 1 DECK = 1 MISSION
In all cases, DO NOT OPEN A DECK UNTIL YOU ARE ABOUT TO START
Dans cette boîte, vous trouverez tout le matériel nécessaire pour jouer à Time
PLAYING A SCENARIO!
Stories, ainsi qu’un paquet de cartes, appelé « deck ». Chaque deck est un scénario
à part entière, une mission que vous, agents, devrez mener à bien pour recevoir les
félicitations de votre instructeur, Bob Lyfen.
Chaque nouveau deck que vous vous procurerez suivra les mêmes règles
élémentaires et sera agrémenté de quelques spécificités dont vous prendrez
connaissance au départ de votre mission, dans la base.
you
a PAS
newUN
scenario
(and D’ÊTRE
thus aSUR
new
deck),DE
DansWhen
tous les
cas,discover
N’OUVREZ
DECK AVANT
LE POINT
it is possible that it COMMENCER
will be divided
into
multiple
packs
of
cards
À JOUER !
(unlike the scenario deck offered in this box, Asylum). In that
case, without looking at the cards in question, simply stack the
packs to form a unique deck (by placing them in the given order:
pack 1 on the top, pack 2 directly underneath it, etc.).
3
DECK MANIPULATION
Since the story, the receptacles, the items, and the riddles of a mission
are contained in the cards of a single deck, it’s extremely important that you
learn to manipulate the cards with care while precisely following the given
directives. Otherwise, you might deprive yourself of some of the essential
aspects that give the game all of its flavor: the surprise, the discovery, and
the resolution of riddles.
INTRODUCTION OF THE MATERIALS
Here’s a brief introduction to all of the components:
8 AGENT PAWNS
During a game, each agent has a pawn that allows them to indicate
their position in a scene, as well as a small pawn used as a reminder
of their color.
PLAYING WITH TWO PLAYERS
You can play a T.I.M.E Stories game with two players. With two players,
each player chooses and controls two receptacles.
1 TIME TOKEN
The time token moves along the Time Line and indicates the number of
Temporal Units (TU) that remain to achieve the mission.
Don’t forget that T.I.M.E Stories is above all a game of communication.
The more numerous the players, the more entertaining the experience!
1 GROUP TOKEN
CHALLENGE AND NARRATION
The group token indicates the location of the group within the world
you’re exploring. It is placed on the PLAN cards (see further). Your group
may never split up.
-M
ost of the scenarios are based on an enigma, so pay attention to what
you read, what you see, and what you’re told.
1 TIME CAPTAIN DIE
Don’t lose sight of the following points:
This die is held by the Time Captain, and it determines the number
of Temporal Units (TU) spent when changing locations.
- To better understand the enigma, don’t overlook the story’s background.
Beyond the tokens and the cards with symbols, each scenario is a story,
with a background to discover.
6 ACTION DICE
These dice are used to overcome the tests that you’ll face throughout the
game: combat, strength, persuasion, deftness, etc.
- T his is a cooperative game, so you must COM-MU-NI-CATE at all costs!
Share your experiences, explain what you’ve seen, come up with hypotheses. You’ll considerably increase your chances of success this way.
All agents are in telepathic contact for the entire length of the scenario.
They can therefore talk, exchange ideas, and make decisions in common!
GOLDEN RULE
In case of a contradiction between two rules, the following rules are applied:
The text of a Receptacle card takes precedence over an item’s text.
The text of an item takes precedence over a location’s text.
The text of a location takes precedence over a Base card’s text.
The text of a Base card takes precedence over the game’s basic rules.
40 NORMAL SHIELDS / SKULL SHIELDS
Front
These shields are used to define a test’s difficulty. The more there
are, the more difficult it is to overcome. The more skulls there are,
the more dangerous it is. To overcome a test, you have use the
Back action dice to eliminate all of the shields.
7 TIME SHIELDS
This type of shield is sometimes present on a test and causes an inopportune loss of time.
7 HEART SHIELDS
This type of shield is sometimes present on a test and causes a brutal life
point loss.
7 SPECIAL SHIELDS
This type of shield is sometimes present on a test, and its effect depends
on the scenario.
140 RESOURCE TOKENS
These tokens represent items that vary from one scenario to the next: gold
coins, ammunition, ingredients, etc.
30 LIFE POINTS (LP)
These tokens indicate the level of life remaining in the receptacle you
control on your mission. Be careful: At 0 LP, your receptacle dies!
24 STATE TOKENS
You gain these tokens throughout the mission. They show that you’ve completed a certain action, obtained certain information, etc. This token then
gives you access to new cards or information...
4
The set-up of all scenarios remains the same. Simply follow the
numbers below step-by-step.
SET-UP
As much as possible, sit on the same side of the game board so that everyone
can clearly see the card panoramas during the game.
1> S
et up the game board facing
the players.
This aids immersion and also helps in your missions as some details from the
artwork can turn out to be vital…
2> Place half of the normal shields with the skull side
showing and other half with the white shield showing.
Sort the other three kinds of shields by type.
3> P
lace the life points as well as the resource
tokens above the board.
4> S
ort the 24 state tokens
and place them to the left
of the board.
PLAYER 1
5> P
lace the 6 action dice
and the Time Captain die
near the players.
PLAYER 2
PLAYER 3
6> P
lace the time token and the group pawn near
the players. Their starting position is given to
you at the beginning of the scenario, during the
lecture at the base.
PLAYER 4
7> E
ach player takes one of the main
pawns of the color of their choice,
as well as the small one of
the matching color.
5
OBJECT OF THE GAME
THE BASE CARDS
At the beginning of the scenario, you are at the T.I.M.E Agency base and
you receive your mission briefing. It’s then a question of you successfully completing that mission, ideally in a minimum number of attempts. An attempt is
commonly called a “run”. A run equals a complete game, meaning the use
of all of the Temporal Units (TU) at your disposal.
Sending you into your receptacles, wherever they might be at the four
corners of time and space, has an enormous energy cost, and because of
that you have only a limited time in the field to successfully complete your
mission, after which you’ll be recalled to base.
All missions start at the base. This is where the players learn the nature of the
mission, as well as any rules specific to the scenario.
The base is constructed like a location, that is, a set of cards whose backs
form a panorama that illustrates the scene which opens before you.
Opening the base means placing all of its cards on the board in the
alphabetical order of the letters shown on the back of the cards (from A
to – at most – H).
Be careful: This area works differently from the others. There are no TU to
spend, no tokens to place. Simply read the cards in order, one after another.
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ANATOMY OF A DECK
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BASE – C
BASE – B
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BASE
As you now know, a scenario is comprised only of the cards that make the
deck. There are many types of cards, of which these are the main types,
which will be found in all decks.
THE “FLASH CARDS”
This term is taken from poker, where it’s important to not
reveal the card at the bottom of the deck. The upper flash
card gives the name of the scenario, while the lower flash
card keeps you from seeing the last card of the deck by
accident. These cards are not used in the game and can be
set aside. Some scenarios do not contain flash cards.
A S Y LU
1921 N
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Starting from the top, the cards of a scenario are sorted by set-up order
and adventure start-up. The base is therefore always found at the top
of the deck. Bob, Laura, and Sam will let you know where and when to
place which cards.
When you open a deck, place it on the space for it on the board, open
the base (see further), and let yourself be guided. During the mission,
it’s up to you to discover the locations that most interest you.
If you successfully complete your mission, the game sends you to the
Mission Successful card.
If you end up using all of your TU before completing the mission, you must
read the Mission Failed TU card.
There are sometimes other ways of failing your mission. If this happens, the
scenario will then direct you to the Mission Failed card matching your failure.
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The TU token
reaches 0?
If you must reset your deck (to put it away, to play it with friends, or after
failing a mission), the little numbers on the back of the cards allow you to
sort them in their original order. Card #1 must be on the top, followed by
card #2, etc.
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THE 4 PLAN CARDS
PL A N
PLAN
PLAN
PL A N
BASE
A–B–C–D–E–F–G
A–B–C–D–E–F–G
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The 4 PLAN cards are placed on the board on their reserved space to form
a map of the area. On this map, you will place the group token in order to
locate your team in the world being visited.
Front
A soft
and rest
ful voic
the sma
e
ll
arriving metallic noises fills the air, blan
in this roo
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keting
had hea
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42
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to manag
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That said
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has dee
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s.
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t
sons are
places
insi
rea
instruct de them, mee dy. Before tak
or, and
please t with Bob, you ing your
follow his
r master
instruct
ions.“
You can read this
card once you have
successfully completed
your mission.
Immediately read
this card.
RESETTING THE DECK
6
BASE – G
7
BASE
BA
SE–– F
BA
BA
SE
SE
CE
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67
54 3
_US_
1
BASE – F
5
Once read, the Base cards are always kept next to the board.
This way, they are available throughout the game to allow confirmation of
rule points, to check the mission goal, etc.
DO NO
T
READIN OPEN BEFOR
E
G THE
RULES
.
Livre_D01
The back of a card is always the side that shows the
numbering discussed above. The front is the other side,
of course.
BASE – E
4
.T.
SET-UP OF A DECK
FRONT/BACK
BASE – D
3
2
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THE LOCATION CARDS
RECEPTACLE CARDS
Narrative Card (A)
On the back, an illustration reveals its physical appearance as well as its name.
On the front are found the number of action dice you can roll depending on
the nature of the tests encountered, its resistance, and its Life Points (LP), as well
as any possible “powers” that the receptacle has, which might also alter the
game’s rules slightly.
DAY ROOM
A scenario is made up of locations, each of which is made up of two or
three types of cards:
- Card A is a narration card, which details the location you are looking at
and which is read out loud by the current Time Captain.
- The other location cards form a panorama that illustrates what you’re
seeing through the eyes of your receptacles.
- Some cards can be sealed: To gain access to such a card, you must fulfill
a condition shown on its back.
Name of the location
A
Position of the card
A
B
C
D
A receptacle is a character you possess in the world in which your team is
being sent on a mission. You take possession of its body and are thus in
charge of its abilities (and sometimes of its flaws…).
From among the offered receptacles, you can choose whichever one
inspires you, or the one that seems ideal for the current mission, knowing
that for any new run, you can choose a different receptacle
from among those available.
Listing of all
the cards that make up
this location
E
Madeleine
du Tilleul
Name
Sometimes, an inventory item
is mentioned: You can help yourself
to the indicated stocks.
Madeleine
du Tilleul
Anxiety attacks
2
F
2
1
Hey! Guys, don’t go!
Heeey! Wait for me!
2
3
The number of LP tokens the receptacle
possesses at the start of the game.
56
Madeleine can’t stand solitude.
When she’s on a space with no other agents,
she rolls 1 fewer die than her level.
Livre_D01_US_Asylum_TS_080615.indb 56
When, however, all other living agents
are present in the same space,
she rolls 1 more die than her level.
17/06/2015 12:07
Cards making up the location’s panorama
Name and position of the card
Powers or special skills.
Anxiety attacks
49
.
The zone of the receptacle’s statistics is divided into two parts.
On the left is the number of dice that can be rolled depending on the nature
of the tests; on the right, its resistance and the LP that it has at the start of
the game.
DAY ROOM
Livre_D01_US_Asylum_TS_080615.indb 49
A
A
B
C
56
D
E
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F
DAY ROOM - D
DAY ROOM - B
DAY ROOM - C
57
Livre_D01_US_Asylum_TS_080615.indb 56
Zone of the receptacle’s statistics.
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57
DAY ROOM - E
DAY ROOM - D
58
DAY ROOM - E
59
60
60
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58
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59
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60
DAY ROOM - F
DAY ROOM - F
61
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61
Other example:
AltaceThe
the Elder
Altace
Elder
Paladin
61
Mage
Elizia Dor
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3
Inventory:
Paladin
Inventory:
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Example:
Elizia Dor
Dor
Elizia
Example of a sealed card
Condition
Livre_D01_US_Asylum_TS_080615.indb 49
3
players
players
players
Inventory:
94
7
Inventory:
players
9
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3
Altace The Elder
players
4
3
84
8
6
Mage
7
players
4
players
6
players
Restriction: you cannot wear
armor
or use a weapon.
Restriction:
you cannot wear
armor or use a weapon.
2
2
3
3
22
3
36
6
2
2
1
1
44
1
13
3
Disintegration (combat spell)
1 to 4
Divine Favor
After each roll, you can reroll one of your dice.
PROMENADE - F
She can also fight with ranged
weapons by rolling 2 dice.
Imposition des mains
After each roll, you
canparreroll
one deoflieu,
your
Une fois
changement
justedice.
72
Livre_D01_US_Asylum_TS_080615.indb 72
ITEM CARDS
Item is a generic term that represents all sorts of things you’ll discover,
encounter, or receive during your mission: objects, information, people,
etc. Each item is designated by a number in order to keep its nature secret
and so that you can easily find it in the dedicated pack of cards.
Imposition des mains
(y compris vous-même) au prix de 1
9
1
1
27
7
27
79
1 9 7 27
16
ITEM
8
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8
ITEM
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34
ITEM
14
Livre_D01
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m_TS_080615
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01_US_Asylu
12:06
Livre_D
Au moins 5
: élimine 7
à répartir(sort
sur votre
case
Explosion
de
combat)
avant le changement de Time Captain,
In combat,vous pouvez soigner 1 à unHer
resistance
agent
(y compris vous-même) au prix de 1is 3..
she rolls 3 dice.
Une fois par changement de lieu, juste
During a avant
deftnessletest,
SheTime
beginsCaptain,
the game
changement de
she rolls
2 dice.
Life agent
Points.
vous
pouvez soigner 1 with à6 un
from your space.
(sort
combat)
He: rolls
4 dicede
magic.
1 to 4 Explosion
removes
3for
from your space.
1à3
: élimine 3
sur votre case.
5 or4 more:
removes
5 votrefrom
: élimine 4
sur
case. your space.
Divine Favor
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: removes 3
5 or more: removes
5
from your
space.
Disintegration
(combat
spell)
.
In combat,
His resistance
et les éventuelles cases adjacentes.
à 31 die. : élimine 3
sur votre
he 1rolls
is 1. case.
Téléportation
4
:Au
élimine
votre case.
moins 3 4: vous sur
permet
de téléporter
entre deux
Au moins
5 le :groupe
élimine
7 ).
salles affichant un pentacle (
During aàdeftness
test,sur votre case He starts
répartir
he rolls
2 dice.
withadjacentes.
3 Life Points.
et les
éventuelles cases
Téléportation
Au moins 3
: vous permet
The receptacles thus have varying levels of abilities
and not
necessarily the
de téléporter le groupe entre deux
same statistics. Above, we can see that Eliza knows
topentacle
use a (ranged
salles affihow
chant un
).
weapon, but does not use magic, while in Altace’s case, the opposite
is true.
ITEM
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0615.indb12:06
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34
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12:06
7
TIME CAPTAIN
To enter a location, all that’s required is that each player place their pawn
on a space above the card that interests them.
As with any other decision of the party, you can debate and argue as much as
you want, but in the end each player does as they wish. However, if at least
one agent decides to enter a location, all of them must do so as well. (Theoretically, after reading card A, the group might decide to change locations.)
There are no restrictions on the number of agents allowed on a single card.
In order to prevent anyone from staying in the background during
the game, the players each take on, in turn, the role of the Time Captain,
the “chief” of the current location. Various tasks are given to that player:
- They read card A of that location out loud.
- That player is responsible for TU expenditure (as detailed later).
- That player breaks ties if the team can’t reach a clear majority regarding
an action or a location change.
OVERVIEW OF A RUN
Blue and Green have decided to go to the same space to explore the corresponding card, while Pink and Yellow have decided to go on their own.
A run lasts for a certain number of TU, which will be allocated in the base.
The team is then transferred to a first location. Two phases then succeed
one another until the allocated time runs out:
Sealed Cards
The marks found on the back of a card indicate the conditions needed to
be able to see the card (and/or place yourself above the corresponding
card). If you do not fulfill these conditions, you cannot place or move your
pawn above this card, and therefore check it (as detailed later).
1 – OPENING AND EXPLORATION OF A LOCATION;
2 – LOCATION CHANGE.
OPENING AND EXPLORATION OF A LOCATION
Opening of the location
The Time Captain searches through the deck for the location
the party has decided to explore. The player must never flip
over the cards in the deck and should look at the card backs
as little as possible. To aid your searches, card A is on top of
the others from that location, and the name of the location is
indicated on the left side.
A
DAY ROOM
DAY ROOM
You must follow these guidelines:
Here, your team needs to own the state
token indicated.
A
ROOM
DAY
A
DAY ROOM - D
-C
DAY ROOM
OM - B
DAY RO
-B
ROOMB OM - C
DAY DAY ROROOM
-D
DAY C ROOM - E D
DAY
56
57
E
B
C
D
PROMENADE - E
71
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15 12:0
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5
201
12:07
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DAY ROOM - F
60
57
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061
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To ensure that you don’t miss or forget the cards that make
up a location, they are all listed on the back of card A.
DAY ROOM
59
F
17/06/
5859 60
C
OM - D
DAY RO
58
E
To see this card, the entire party must move
to the corresponding space.
12:07
F
56
LOCATION 17 - C
The Time Captain then places the cards on the board in alphabetical
order to create the scene’s panorama (from B to – potentially – H, without
revealing them).
123
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DAY ROOM
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+
A
A
B
C
D
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E
DAY ROOM - B
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DAY ROOM - C
58
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DAY ROOM - D
59
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DAY ROOM - E
60
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Y
DAY ROOM - F
ou find yourself in the day room of an
asylum. It’s the end of the afternoon.
The room is calm, with a gramophone
filling the place
with sweet music. The low sun
ou find yourself in the day room of an
asylum. It’s the end of the afternoon.
illuminates
with
amber light.
The roomall
is calm,
with a an
gramophone
61
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61
Reading of card A
The Time Captain reads card A out loud. The words
in bold refer to some of what is found on the cards
that comprise the scene spread out before you.
17/06/2015 12:08
Madeleine
du Tilleul
Only the receptacles indicated
can visit this card (and thus place
themselves on the space above it).
F
57
17/06/2015 12:07
Y
Madeleine
du Tilleul
filling the place with sweet music. The low sun
illuminates all with an amber light.
SCRIPTARIUM
of the hall
stands near the
The
nurse
indoor.charge
Behind her,
a man is very near
focused the door.
of the hall
stands
on his chessboard.
The nurse in charge
49
65
54
49
54
In the background, enjoying
the light of the large windows, a young
woman paints frantically.
She throws you furtive, disturbed glances.
Behind her, a man is very focused
on
chessboard.
Sittinghis
in a corner
of the room,
Exploration of a location
Once the location has been presented by the Time Captain, it is time to
in a corner of the room,
enter it in order to discover what it holds. “Entering” Sitting
aa
manlocation
gives you a slight wave. does
not cost TU.
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57
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Livre_D01_US_Asylum_TS_080615.indb 57
Livre_D01_US_Asylum_TS_080615.indb 56
Marie Bertholet
Vasil La Fouine
a man gives you a slight wave.
In the background, enjoying
DAY ROOM - B
the light of the large windows, a young
woman paints frantically.
She throws you furtive, disturbed glances.
8
+
LOCATION 14 - E
107
56
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Here, you must have all of
the state tokens indicated..
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DAY ROOM - C
58
Vasil La Fouine
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Marie Bertholet
SCRIPTARIUM
64
50
48
50
48
Same thing, except that one
of the receptacles must also have
the indicated key.
A few example of specific icons
SCRIPTARIUM
Move your pawn.
Move your pawn from one space to another, provided
that you’re allowed to access it (see sealed cards).
62
At least one agent must place themselves on
the corresponding card as soon as the location
is opened.
SCRIPTARIUM
61
SCRIPTARIUM
63
This card is immediately discarded unless at
least one agent is placed on the corresponding
space as soon as the location is opened. On a
subsequent run, this card is laid out with this
location as normal.
Consult a card and exchange information
Only an agent present on a space can consult the corresponding
card by taking it and reading its front side.
If multiple agents are on the same space, they can read the card together,
or one after another, at their convenience.
The agents have a telepathic power that allows them to explain to
the others what’s happening, to communicate any information gathered,
and to expose the choices that are offered to them — but to encourage
discussion and favor a narrative ambiance, there are two important rules
to follow:
- Don’t show a card to a player who isn’t on the same space as you.
- Don’t read all of a card out loud. Paraphrase, cite, and evoke; in short,
tell what you’re going through.
Exception: When a card contains a game rule or technical explanations
(a text box), carefully read how to proceed, possibly even out loud, in order
to ensure that the entire team has a good understanding of the situation.
Spend temporal units (TU) and act
You’re now at the heart of the action and it is possible that you need
to spend time to act. After deliberation, and after everyone has decided
what to do, the Time Captain spends 1 TU (moving the time token one
space closer to 0) and each player performs the action they’ve chosen.
The sequence is therefore:
- Deliberation, reflection, and debate;
- Expenditure of 1 TU;
- Actions.
For 1 TU, all of the players can each perform one of the following 3 actions:
Make a characteristic roll.
This is a die roll for which you refer to your receptacle’s characteristics.
Don’t do anything.
This action is rather specific! Note that in combat,
not doing anything is often a very bad idea.
Marie
Bertholet
Erotomania
2
3
1
t of
Oh! This is nothing, just a bi
it?
rouge on my lips. Do you like
,
This pictogram indicates that players cannot
place themselves on the corresponding space or
reveal the card until a game element authorizes
them to do so.
Marie performs a combat roll.
Since she refers to the number of dice that are given
to her (in this case 1), this a characteristic roll.
2
2
Marie is convinced that the people who
come up to her are madly in love with her,
but don’t dare let her know.
Over time, she’s gained a real talent
for convincing the people to whom she’s
speaking to fall under her charm.
After her roll,
Marie can turn
a die of her choice
).
into 1 success (
All for 1 TU!
Note that there are no game turns properly speaking, and that all of these
actions take place simultaneously during a single TU.
Green takes advantage of this spent TU to move their pawn to another space.
Livre_D01_US_Asylum_TS_080615.indb 48
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For 1 TU
Green and Pink are in the middle of combat. They roll the number of dice
appropriate for their receptacles. Blue joins them, thinking that on the next
TU, he’ll be able to help them fight. Yellow feels that their help is superfluous
and decides to go discover another space.
For 1 TU
Pink joins Yellow who is stuck in combat. During that time, Blue finishes a
test on their space, while Yellow performs a combat round. Green decides
to not do anything.
Important: You can immediately look at the card corresponding to the
space on which you have just arrived. This does not cost any extra TU.
9
Special rolls (no TU)
Some die rolls result from rules specific to a location and cost no TU as they
do not refer to a receptacle’s characteristics.
The Time Captain die indicates 2 TU, so going from the basement
to the roof costs 2 extra TU (for a total of 4 TU).
LOCATION CHANGE
If you feel that you’ve explored everything or if you simply want a change
of scenery, you can leave one location for another. This happens in five
easy steps.
1. Leave the current location
Each player takes their main pawn and places it in front of themselves.
2. Choose a new location
Your destination can be any location written on the general PLAN.
Clarifications:
• The group token represents all players; therefore, you cannot split up to
visit multiple locations simultaneously.
• You are allowed to return to a location you’ve already visited.
• The choice of the new location is a decision made by the entire group.
If you cannot reach a consensus, a vote takes place. In case of a tie, the
Time Captain splits the tie.
• Players are not allowed to leave a location only to return to it immediately.
They must always go to a different location when they leave a location.
You feel like you’re done with the Day Room. You can change locations by
choosing any location available, meaning any location that is visible on
the PLAN.
3. Putting away the current location
Before you can open a new location, the current one must first be put away.
The Time Captain places all of the location’s cards face down in order, with
card A on top.
They then place all of these cards on the bottom of the deck without looking
at it.
Be careful that you sort the cards properly and never mix cards from different locations.
4. Roll the Time Captain die
The Time Captain rolls their die and gets a result that ranges from 1 to 3
TU. These TU are immediately spent on the Time Line. They represent the
time that was needed for the group to change location.
Special situation: Depending on the scenario, it’s possible that the names
of some locations are written in red. To go from a location with a red name to
another location (no matter what its color) costs 2 extra TU. Note that leaving
a red location, and not entering it, is what costs 2 extra TU.
10
5. Change the Time Captain
The Time Captain die goes to the player sitting to the left of the current
Time Captain. The new Time Captain is now responsible for setting up and
putting away the new location, the reading of card A, the TU expenditure,
etc. Open the new location and continue the adventure.
Madeleine
du Tilleul
TESTS AND DICE ROLLS
Anxiety attacks
Madeleine
2
TEST
During a mission, you may find yourself facing various situations, such as a
creature to fight, a person to convince, a door to lockpick, a chasm to cross,
etc. All of these tests are resolved using the action dice.
5
1
Characteristic
to be tested.
Number of skull
shields to be placed.
To face a test, place on the board below the card as many shields as indicated
(there
are three spaces for this), following the left-to-right order!
After you refuse the young woman’s invitation,
a man innow
a whiteready
robe andto
hood
rushes
You’re
start
theintotest — but before you do, return your card to
the room and shouts at you:
the
board face down. (The agents who aren’t with you don’t get to see it.)
“But you can’t refuse this historical moment! You’re
nothing but nutcases, you’re good for nothing else!”
You recognize the voice of Doctor Hyacinthe,
who now charges at you.
3
Livre_D01_US_Asylum_TS_080615.indb 113
Fight,
then reveal
3
Vasil Madeleine can’t stand
You got any more?
Hey!solitude.
When she’s on a space with no other agents,
1 die than her
2 level. 3
she
2 rolls 1 fewer
When, however, all other living agents
are present in the same space,
addicted
cocaine.
1 more
die to
than
her level.
sheVasil
rolls is
He’s managed to hide 3 doses without the staff
Madeleine and Vasil are together on a card
and(Take
are3 facing
a place
deftness
tokens and
them on test.
noticing.
this card.) Before
a die roll, Vasil
can discard
On the same TU, they will each roll 2 dice, which
represents
their
quota for
one or more of these tokens to roll that many
this characteristic.
additional dice.
You can leave the card, ignoring the test, or Be
you
can start the test, then
careful: When Vasil no longer
has any tokens, he feels that absence
drop it to go do something else.
and loses 1
permanently.
Note: If you quit a test and change location or
is automatVasilspace,
can also usethat
a dosetest
of cocaine
to help any agent regain 1
.
Livre_D01_US_Asylum_TS_080615.indb 49
17/06/2015
ically reset.
Number of normal
shields to be placed.
3
La Fouine
Cocaine addict
TESTS
3
2 Vasil 2
1
2
Iconography
The difficulty level of each test is expressed in the form of shields linked to
a characteristic. There can be up to three types of shields linked.
1
Hey! Guys, don’t go!
Heeey! Wait for me!
13:29
DIE ROLL
No matter what the nature of a test, each die roll is always divided into
four identical steps.
Livre_D01_US_Asylum_TS_080615.indb 50
1. Roll
2. Hits
3. Riposte
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4. Automatic penalty
1. Roll
The agent rolls a number of dice corresponding to their receptacle’s characteristic related to the test.
2. Hits
Each hit ( ) obtained on the dice eliminates 1 shield from the test. When
there are many types of shields, they are always removed from left to right.
.
17/06/2015 13:30
Succeeding at a test
To succeed at a test, you must eliminate all of its shields. The reward (if any)
depends on the situation: sometimes you simply defeat your opponent,
sometimes you win an item, sometimes a state token, etc.
Overview of a test
For each TU spent by the Time Captain, all agents present on the space
corresponding to the test can roll their quota of dice to take part in the effort.
In this example, the 3 hits obtained first remove 2 shields from the left stack.
Then, since that stack is empty, 1 shield from the right stack is removed.
3.Riposte (skull shield)
After having applied the hits, the question of the riposte needs to be considered.
If you rolled at least 1 skull on the dice and the test still contains at least
1 skull shield, this causes a riposte.
Add the skulls showing on your dice to those present on the shields to determine the strength of the riposte. Compare this result to your resistance and
resolve the consequences:
- If your resistance is equal to or greater than the number of skulls,
nothing happens; you brushed it off.
- If your resistance is lower than the number of skulls, you lose 1 Life
Point (LP).
11
4. Automatic penalty
Once you have resolved the previous steps, it is possible that 1 or more
specific shields remain on the test. In that case, resolve the following steps:
For each remaining shield of this type, you lose 1 Life Point.
For each remaining shield of this type, the party loses 1 TU.
The effect of the special shield depends on the scenario you’re playing.
These effects will be described in the scenario at the appropriate moment.
A few examples
Roll
Shields
Resistance
4
2
2
2
12
Lock
When a lock is present on a card, you must pass this test
(trap, combat, etc.). You cannot leave the card before you’ve
successfully defeated it.
End of a test
The passage of a test takes place TU by TU until:
- You complete it (by eliminating its last shield); or,
- You decide to leave the space (if you’re allowed); or,
- You die (by losing your last Life Point).
As soon as you free him, the man stares at you, then
a disquieting grin twists his features:
“But, but, but it’s you. It’s you! You’re my executioners, the ones who left me here to rot until I die!”
He rushes you...
Fight him off.
3
Livre_D01_US_Asylum_TS_080615.indb 78
Defeating an opponent
When you eliminate an opponent’s last shield, it is defeated and its card is
removed from the game until a possible next run. (Place its card next to the
board so that you can easily find it for the next run.) If you later come back
to this same location on the current run, the enemy will no longer be there.
Note that from this point on, the panorama will be visually incomplete.
Last clarifications
If multiple agents take part in the combat or the test, each of them rolls
their dice separately and applies the effect of their roll.
For all rolls, the blank faces on the dice are ignored.
Don’t forget that the play order is not fixed. You can therefore choose in
which order the agents roll their dice during a given TU, which could be
critical.
When you eliminate a test’s last shield, it is immediately successfully
completed.
Consequences
2 normal shields eliminated.
1 skull shield eliminated.
Riposte of strength 3
(1 die + 2 shields).
Total: no damage.
2 normal shields eliminated.
Riposte of strength 3
(1 die + 2 shields).
1 heart shield remaining.
Total: 2 Life Points lost.
2 normal shields eliminated.
2 skull shields eliminated.
No riposte (no skull shields
remaining).
1 heart shield remaining.
Total: 1 Life Point lost.
1 skull shield eliminated.
No riposte (no skull on the dice).
2 time shields remaining.
1 heart shield remaining.
Total: 1 Life Point lost,
and 2 TU lost.
Important: If you decide to do nothing during a test (because,
for example, you do not have the required characteristic) and that
test has at least one skull shield, your receptacle automatically
loses 1 Life Point and the heart, time, and special shields take
effect normally.
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DEATH OF A RECEPTACLE
If a receptacle loses their last Life Point, they die and the agent possessing
them is expelled into the inter-temporal vortex. The Agency requires time to
recover them and reinsert them back into their receptacle. From that point
on, play proceeds as follows:
The agent’s main pawn is removed from the board and their small pawn is
placed 7 TU away from the time marker’s current position. The agent can
take part during discussion, but is no longer part of the action.
7 TU
ITEMS
Some of the items you will find are objects. Below are listed a few general
clarifications about them. If their use differs from normal, everything will be
explained on the card.
There are no limits to the number of items a receptacle can carry. However,
don’t forget that T.I.M.E Stories is a cooperative game, and it’s often smarter
(not to mention friendly) to divide items between all receptacles.
You can hand an item to another agent, but your pawns must be on the same
space or off the board completely (while the group moves from one location
to another).
Some elements bear the Agency’s logo. They remain in the possession of the
receptacles from one run to the next. You will therefore be able to start the
mission again with a few advantages.
They are removed from the game and must place their pawn 7 TU from the
time marker.
While an agent is wandering in the inter-temporal vortex, their possessions
(items, tokens, etc.) can be used by the other agents until they return to their
receptacle.
As soon as the time marker reaches the agent’s small pawn, that agent can
reintegrate their receptacle. To do this, they enter (for free) a space of the
location currently being visited that contains at least one agent, and their
receptacle is once again operational. It comes back with all of its Life Points.
If 7 TU or fewer are left when the receptacle dies, the agent will not be able
to be reintegrated during this run.
If all receptacles are dead at the same time, the run immediately ends, even if
TU remains (in which case, read the Failed Mission (TU) card).
A large key
6
In the game, we often refer to the items using only their number, as written
in green. The font type changes depending on the scenario.
21
A key
59
18
A key found in the greenhouse
on the corpse of Desmarteau.
Livre_D01_US_Asylum_TS_080615.indb 28
17/06/2015 13:29
13
STATE TOKENS
Your actions, your path, the items you accumulate, and the information you
gather will sometimes earn you a state token, which you will then have to
place on the board on the space designated for this.
Unlike with items, which are personal and held by only one receptacle, all
of the members of your team will gain an advantage from a state token,
unless otherwise noted.
A state token is kept until it is used.
Revealing
When a reference is made to a sealed card that you can immediately
reveal at the same location, you don’t take the corresponding state token;
instead the card in question replaces the one where you are. In practice, it
overwrites the previous card.
Here the indicated state token
Blue agents.
isn’t claimed, D is given to the Pink and
MISSION SUCCESS
You’ll have succeeded in your mission once the game clearly
indicates that you should read the Mission Successful card —
and never before!
MISSION FAILURE
There are three ways of failing the mission:
The time marker reaches the 0 space. You are immediately transferred
and must read the Mission Failed (TU) card.
All agents are dead, in which case you must immediately read the
Mission Failed (TU) card.
A specific situation causes your failure. In that case, the scenario will indicate
which Mission Failed card you must read.
14
AND YOU’RE READY TO START!
You’ve now reached the end of the rules and can start your first mission. When all players are ready, pull out the N.T. 1921:
Asylum deck and perform the following set-up:
(3) Install your scenario’s Base cards
while respecting the letters shown
on the back of the cards.
DONNEES:CREAENCOURS:••SPACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD • MÀJLE
DONNEES:CREA
16JUIN20154:21 EN
•COURS:••SPACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
DONNEES:CREA
• MÀJLE16JUIN
ENCOURS:•
20154:21•SP•ACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
DONNEES:CREA
• MÀJLE16JUIN
ENCOURS:•
20154:21•SP•ACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
DONNEES:CREA
• MÀJLE16JUIN
ENCOURS:•
20154:21•SP•ACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
DONNEES:CREA
• MÀJLE16JUIN
ENCOURS:•
20154:21•SP•ACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD
DONNEES:CREA
• MÀJLE16JUIN
ENCOURS:•
20154:21•SP•ACE_COWBOYS:TIMES_STORIES:3-PAO_TS:C_CARDS_TS:DECK01_ASYLUM_TS:LIVRE_D01_ASYLUM_TS_100615_EN:001-007_US_BASE_V_ASYLUM.INDD • MÀJLE16JUIN20154:21 •
BASE
(1) B
reak the deck out of its
shrinkwrap.
(2) S
et aside the flash cards
from the top and bottom,
taking care to not look at
the other cards.
A–B–C–D–E–F–G
1
Livre_D01_US_Asylum_TS_080615.indb 1
BASE – C
BASE – B
2
Livre_D01_US_Asylum_TS_080615.indb
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2
3
Livre_D01_US_Asylum_TS_080615.indb
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3
BASE – D
4
Livre_D01_US_Asylum_TS_080615.indb
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4
BASE – E
5
Livre_D01_US_Asylum_TS_080615.indb
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5
BASE – F
6
Livre_D01_US_Asylum_TS_080615.indb
17/06/2015 12:05
6
BASE – G
7
Livre_D01_US_Asylum_TS_080615.indb
17/06/2015 12:05
7
17/06/2015 12:05
ASYLUM
1921 N.T.
(4) P
lace the rest of the deck in
the indicated space.
DO NOT OPEN BEFORE
READING THE RULES.
Livre_D01_US_Asylum_TS_080615.indb 1
(5) S
elect a player at random to read
the Base’s card A out loud, then,
in turn, each player reads one of
the following cards.
(6) A
nd this is how
the adventure begins!
17/06/2015 12:05
Livre_D01_US_Asylum_TS_080615.indb 1
17/06/2015 13:27
Advice for how to explain the rules: If you are the only one who knows the rules and you want to explain them to other players, instead of waiting for a
scenario’s first location, you should explain the game’s main mechanisms (spending TU, entering a location, moving, …) by way of the Base cards once they are
installed on the board. For special rules (die rolls, LP loss, etc.), use the images from these rules for support. In this way, you will be, just like your fellow players,
totally immersed in the adventure as soon as the scenario opens, without being interrupted by questions or explanations.
15
SAVING
A T.I.M.E
Stories
canVous
last for
quiteentamer
some time.
Considering
that, weLorsque
can imagine
thatjoueurs
you will
need
to stop
in le
thedeck
middle
a run:for
various
reasons.
Vous
voici au
boutscenario
des règles.
pouvez
votre
première mission.
tous les
sont
prêts,
sortez
N.T.of1921
Asylum
et effectuez
Everything
has
been
planned
so
that
you
can
put
it
away,
then
bring
the
game
back
out
without
losing
anything.
Proceed
thusly:
la mise en place suivante :
ICONO
Next to their own pawn,
space provided
for this du deck.
(1)in the Enlevez
la Cellophane
purpose, each player can put
(2)away Écartez
flash cards.
their ownles
receptacle
and
in theirles
possession.
(3)the items
Installez
cartes Base de votre scénario en respectant les lettres présentes au dos des cartes.
(4)
Placez le reste du deck à l’emplacement indiqué.
(5)
Choisissez au hasard un premier Time Captain. Il s’empare du dé Time Captain et lit la carte A de la base à voix haute.
Place the cards from the current
(6)location,
Et c’est
ainsi
quePLAN
l’aventure commence !
as well
as the
cards, in the LOG space.
Place the Life Points and
resource tokens held by
each player next to the
main pawn for that player.
Place discovered
state tokens.
Place the time marker and a
resource token in the spaces
corresponding to the TU you
currently have left during this run
(e.g., 23).
Put away the rest of the
materials normally.
Return undiscovered
state tokens.
Storage
While everything has been thought through as best we could, in the case of an interrupted
game, take care to store your game box flat in order to preserve your saved game.
16
ICONOGRAPHY
An agent cannot leave such a card before resolving
the test.
Add 3 successes to the result of your die roll.
Neutral shield
Difficulty of a test.
State token (24 different)
Earned by the agents during the scenario.
Skull shield
Shield that can trigger a riposte during a test.
Resource token (4 colors: yellow, brown, blue, green)
Represent many types of consumable resources,
the nature of which varies depending on the scenario.
Time shield
Shield that causes the loss of Temporal Units.
Indicates any type of resource token.
Heart shield
Shield that causes the loss of Life Points.
Life Point (LP)
When a receptacle no longer has any Life Points, it dies.
Special shield
Shield whose effect varies depending
on the scenario played.
Gain 3 TU.
Grey shield
Indicates any type of shield.
Resistance
Protects your receptacle from damage caused by a test.
Immediately eliminate an opponent.
You cannot access this card until you are authorized to do so.
Temporal Unit lost by the entire group
(during which no one can perform actions).
If no agents move to this card when the location is opened,
it is discarded.
Temporal Unit lost by an agent
(during which the other agents can act normally).
At least one agent must move onto this card when the location
is opened.
17
THE RULES YOU’LL FORGET
If you reach the end of your TU before completing the mission, you must read
the Mission Failed (TU) card.
Some elements bear the Agency’s logo. They remain in place from one run to
the next.
Leaving a location that has a name in red for another location (no matter what
its color) costs 2 extra TU.
When a reference is made to a sealed card in a location that you can reveal
immediately, you do not take the corresponding state token; the card in question replaces the one where you are. In practice, ir overwrites the previous
card.
If you leave behind an uncompleted test and change location, it is automatically reset.
When you eliminate an opponent’s last shield, it is vanquished and its card is
removed from the game until a possible future run. If you return later during the
same run, it will therefore no longer be there. Note that the panorama will be
visually incomplete from that point on.
If you decide to do nothing during a test (because, for example, you do not
have the required characteristic) and that test has at least one skull shield, your
receptacle automatically suffers 1 damage and the heart, time, and special
shields take effect normally.
THANKS
The author would like to thank all of the playtesters who have stalked through the corridors of time since 2011: Anthony Baillard; Alex Barbe; Eric Barras;
Antoine Bauza; Emmanuel Beltrando; Farid Ben Salem; Erwan Berthou; Gaetan Bésieux; Mathieu Blayo; Regis Bonnessée; Anna Borrel; Jean-Baptiste Bouleau;
Gowen Bourban; Arnaud Bracchetti; Malcolm Braff; Sebastien Braun; Olivia Braun; Vincent Cavallino; Baptiste Cazes; Sébastien Chareyre; Peggy Chassenet;
Aurelien Chiron; Oriol Comas I Coma; Fabien Conus; François Decamp; Olivier Derouetteau; Christine Deschamps; Natacha Deshayes; Vanessa Desjardin;
Fred, Basile, and Anselme Dominski; Dr Mops; Toma Duboc; Willy Dupont; Gabriel Durnerin; Vincent Dutrait; Sébastien Duvned; Dominique Ehrhard; Laurent
& Martin Escoffier; Bruno Faidutti; David Fallot; Patrick Fautré; Mathieu Ferin; Sabrina Ferlisi; Selen Ferrari; Jonathan Franklin; Ludovic Gaillard; Julien Gaillet;
Jim Gaudin; Sylvain Gourgeon; Didier Guiserix; Marc Jouannetaud; Tamara Kaiser; Maëva Kosmic; Kristel & Olf; Corentin Lebrat; Julian Lemonier; Delphine
Lelièvre; Laurent Maerten; Ulric Maes; Sebastien Maklouf; Les Mamelles de Nurgle; Kilian Marlève; Hervé Marly; W. Eric Martin; Christian Martinez; Ludovic
Maublanc; Boback Mehdi-Souzani; Antonin Merieux; Guillaume Montiage; Mr Phal; Olivia & Sam Nicosia; Nico Normandon; Nico Oury; Pat Pain; Ludovic
Papaïs; Patcho; Cat & Salomé Pauchon; Adèle Perché; Etienne Périn; Vincent Pessel; Pierô; Thomas Provoost; Renaud Romagnan; Pierre Rosenthal; Mahyar
Shakeri; Maud Tailleur; Sebastien Theilot; Julien Vial; Martin Vidberg; Sophie & Dominique Viger; Oliver Vuillamy; Iris Yassur; Brian & Dale Yu; the players
from the Ludopathiques; the players from Cossieux; the players from Vevey; the players from Studio Ubisoft-Paris; and all those who, inevitably, I forgot to name.
And of course, thanks to the Space Cowboys for having made this story possible, and specifically Sébastien – Are we playing or what? – Pauchon, without
whom T.I.M.E Stories would not be what it is.
This game is dedicated to my son, Gaby Rozoy.
18
Translation: Eric Harlaux / Revision: W. Eric Martin
BIOGRAPHIES
MANUEL ROZOY
BENJAMIN CARRÉ
At the dawn of the 21st century, Manuel Rozoy revealed
the existence of the T.I.M.E Agency. After having explored a number of parallel gaming space-times – from
head editor of defunct Games on a Board, to being the
head of the Boardgame Creator contest, while working for fifteen years of directing theatrical productions
or even teaching the history of games – he has finally
returned to Earth, in 2015, where he now works as
Senior Game Designer for the Ubisoft-Paris game studio. This cover
allows him to work in tight collaboration with Bob the instructor and the
delicate Laura in order to… grrrhzzz... soundly defeat… bzzzzzs... enemy
of the consortium… ffffffffffff… connection lost... TRANSFER!
Benjamin Carré is a digital artist who works in many
domains. Mainly known for his hundreds of images
for novel covers (sci-fi, fantasy) or comics (Star Wars,
Mass Effect, Lantern City, Blade Runner). He is also a
comic book writer (Smoke City and Vampires²). At the
same time, Benjamin also works as a concept artist for
videogames (Alone in The Dark 4, Cold Fear, I Am
Alive, Star Wars Journey, Heroes of Might and Magic,
Rage of Bahamut, Speed Racer) and cinema (Transformers 4, Prey, Walled
In). Finally, you can find his work in a number of roleplaying games and
boardgames (Nephilim, Retrofutur, Libertalia, T.I.M.E Stories, Divinare).
PEGGY CHASSENET
DAVID LECOSSU
A small player for forever, but a bit more involved when
I have free time, I’m the friend of the Kami and the stick
bugs, in turn cube player and pusher, or even monster
crusher, lost at the bottom of a well. I fell into the fabled
red box as a kid, and I never got out.
After having studied sociology, I worked in the world of
video games: from educational to the writing of worlds.
I then returned to my first love, sociocultural animation.
These days, I have the chance to be able to make a
living from my passion and the pleasure of being able to transmit the fun
of games to a broad public as I’m a gaming librarian. A large thanks to
Manu who roped me into his inter-temporal trip. Asylum is an homage
to Maléfices, the sulphurous-smelling French roleplaying game, but shhh!
I won’t say more than that.
Normandy born and bred, I was born in Caen in the
Calvados, and for as long as I can remember, I’ve
always drawn!
After many scholastic adventures, I found enlightenment
at Art School.
My diploma in my pocket, I left to live in the capital and
I first started as a computer assisted artist in the luxury
domain. Far from my world of predilection, one day
I decided to leave it all behind and attempt the adventure
and commit myself, body and soul, to my neverending passion: drawing!
I had the chance to work as a Concept Artist at Gameloft and even Lightbulb Crew, and I now work as a freelance artist. So it’s with pleasure that
I replaced Benjamin in this story. The difficulty with the project was then
to keep the same style as the one he started with, I hope you’ll enjoy it…
PASCAL QUIDAULT
There’s a problem working with the Space Cowboys, and
it’s a big one at that!
Imagine: We illustrate the cards, the boards, and the
covers. We stack the various worlds, the styles. We
share, we joke, we write e-mails we could have never
thought about writing a colleague (I’ll let you imagine
those) and we’re paid to do that! How am I supposed
to return to work for the socio-cultural center from
St-John of Middle of Nowhere for their annual celebrations of Nothing of
Importance after that? Huh? I’m not thanking you, sirs from Space Cowboys.
19
T.I.M.E STORIES IS PUBLISHED BY JD ÉDITIONS - SPACE COWBOYS
238, RUE DES FRÈRES FARMAN, 78530 BUC - FRANCE
© 2015 SPACE COWBOYS. ALL RIGHTS RESERVED
FIND ALL THE NEWS ABOUT T.I.M.E STORIES AND SPACE COWBOYS
ON WWW.SPACECOWBOYS.FR, ON
AND ON
.
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