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4b The Loop Rulebook

This document provides an overview and instructions for setting up the board game to defeat Dr. Foo, who is using a time machine called the Omniscience 2000 to travel through time and create duplicates of himself. The goal of the game is to work together as time agents to sabotage parts of Dr. Foo's machine and stop him before he destroys the universe by opening too many rifts in spacetime. The setup instructions explain how to assemble the game board showing the different eras of time, place tokens to track duplicates, rifts and resources, and set up player pieces to begin the game.

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Mabel Lopes
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
57 views

4b The Loop Rulebook

This document provides an overview and instructions for setting up the board game to defeat Dr. Foo, who is using a time machine called the Omniscience 2000 to travel through time and create duplicates of himself. The goal of the game is to work together as time agents to sabotage parts of Dr. Foo's machine and stop him before he destroys the universe by opening too many rifts in spacetime. The setup instructions explain how to assemble the game board showing the different eras of time, place tokens to track duplicates, rifts and resources, and set up player pieces to begin the game.

Uploaded by

Mabel Lopes
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Agency’s Rules of Procedure

“Welcome to this group reading of the Rules and procedures for new Time Agents. My name is Mario
Von Time, a.k.a Mr Time, and I will be your D.I (Designated Instructor). You will find more details on the
Agency and Dr Foo in your Operational Booklet, but here’s the long and short of it:
The evil Dr Foo has built a terrrrible time machine to become master of the universe. At the helm of this
immensely powerful machine, he travels in loops, from era to era, creating an army of duplicates of
himself. But, most importantly of all, the instability and flaws in his Omniscience 2000 project are opening
rifts in spacetime. And these breaches will soon destroy the universe…
Our Super-Magnetic-Auto-Cassette-Komputer (S.M.A.C.K.) has picked, out of our database, just a handful of the biggest,
baddest temporal power houses, the numero uno quantico… You were either on this exclusive list, or just happened to be
available... No pressure or anything, but… EVERYTHING DEPENDS ON YOU*!”

Goal of the game


Your shared goal is to defeat Dr Foo. And here at the Agency, we cooperate: either you win together, or Dr Foo will have
ruined the Universe too much for it to make sense to wonder who lost the least. Each turn, Dr Foo time-travels, generating
new Duplicates and Rifts throughout Spacetime. When an Era contains too many Rifts, it turns into a Vortex… Too many
Vortexes and the universe is destroyed, which means you lose (obviously). Use your powerful artifacts wisely and stop
Dr Foo’s Machine before it is too late!

Components 100 cards (x79 Artifact, x7 Foo, x14 Ultramachina) 38 tokens (x28 Duplicate, x7 Supa Duplicate, x3 Centrifuge)
1 Spacetime board 65 plastic cubes (x30 red, x30 green, x5 blue) 1 bag
1 HQ board 10 Sabotage tiles 1 Operational Booklet
1 Dr Foo’s 3D Machine 3 Vortex tiles 1 Solo Mode leaflet
5 wooden Agent pawns 8 big tiles (x5 Agent, x1 Player’s Aid, x2 Game mode) This rules booklet

*Most of our Senior Agents threw in the towel, and the ones who stayed are all demanding raises… Imagine what that would do to our payroll costs… I shudder to even think of it…
Setup 1 Spacetime board 2 Dr Foo’s Machine

Follow this loop before moving to page 4 to Place it in the middle of the table. It shows Once and for all, assemble the 3 parts of
finish game setup. how easily Dr Foo’s Machine connects the 7 Dr Foo’s Machine, as shown, then wedge
Great Eras of Spacetime: Dawn of Time , its base into the circular hole in the center
“Behold this model of the Medieval , Renaissance , Industry , of the gameboard. How it is oriented does
vitroceramic induction hob Globalization , Age of Robots , End of not matter for now.
technology developed by Times .
Dr Foo to travel through “Isn’t model building fun?”
time. Looks like HE didn’t
skip those advanced mad-
science classes…”

14 Various components for


13 1 Player’s Aid tile
the different game modes
1 Operational Booklet,
5 blue Perpetual Energy cubes,
7 Supa Duplicate tokens,
3 Centrifuge tokens,
14 Ultramachina cards.

12 28 Duplicate tokens and 1 bag


Place these Dr Foo Duplicates into the bag.
They will get drawn out of this bag to assist
Dr Foo in his senseless master plan.

Generation side:
This is where the Duplicate
must be put into play.

Destruction side: This is the


face-up side of the Duplicate,
showing the Era to which it must
be returned to destroy it.

11 5 Agent tiles, 5 Agent pawns and 30 starting cards


Each player selects an Agent to play and takes their tile, their pawn
and their 6 starting cards (which show their Agent icon) from among
the set aside Artifact cards. Each player places their pawn onto the
board, on the Era indicated on their Agent tile. Put the components
related to all unused Agents back into the box.
3 10 Sabotage tiles
These are the Machine pieces you must damage to prevent 4 30 Rift cubes (red)
Dr Foo from winning. Each tile includes a Mission to fulfill
in order to sabotage this piece of the Machine. Shuffle them Form a pool next to the board with all of the red cubes. These are the
together and place 7 of them, Machine side up, around the spacetime Rifts that Dr Foo’s Machine creates. Each Era has 3 spaces where
7 Eras on the gameboard. Place the remaining tiles back these cubes can be placed. Rifts damage an Era and eventually turn it into a
into the box without looking at them. They will not be used. Vortex. Which is...bad.
Sabotage tile on its Mission side

5 30 Energy cubes (green)


Form a pool next to the board with all of the green cubes.
Energy is a Time Agent’s main resource. Throughout a game,
you can add them onto the Eras, and spend them (=put them
back into the pool) from where your Agent is located.

6 HQ board
Our Headquarters, where we track
our operations. Place it away from
the Spacetime board.

7 2 Screen / Game Mode tiles


These tiles provide a summary of your game
mode. Place the screen corresponding to
your game mode onto the HQ board.

8 3 Vortex tiles
A Temporal Agent’s worst
nightmare... Place them to the
right of the HQ board. Unless
otherwise specified, use the Vortex
side. We will tell you all about
Mega Vortexes in the Operational
Booklet.
Mega Vortex side

1st, 2nd and 3rd Cycles

10 79 Artifact cards 9 7 Foo cards

The powerful temporal objects used to fight Dr Foo. Put Each of these cards indicates one of the 7 game Eras.
aside the 30 starting cards (with an Agent icon on their There are 3 Cycle spaces at the bottom of the HQ board.
bottom-left). Shuffle the 49 remaining cards into a pile Shuffle the 7 Foo cards into a facedown pile, then place
and place them face down onto HQ board’s top left this pile onto the leftmost Cycle space.
space. In our special Agency jargon, we call this pile the “A rudimentary but reliable technology for
Huge Deck. tracking Dr Foo and anticipating his moves.”
Finishing Setup Anatomy of an Agent tile

Reveal 2 Foo cards and place them onto the HQ board. On This reminder of your Agent icon
Free move that you can
the two Eras shown on these cards, place 1 Rift cube indicates whether you are on the
perform when your batteries
onto one of the Rift spaces, then reveal the Mission on the Full batteries side, or on the
are full, by turning the tile
Sabotage tile. Next, reshuffle the two Foo cards into their Low batteries side.
to its side.
draw pile. Place 1 Energy cube onto each of the five
other Eras.
Your special ability. In Distribution of the Dimensions
addition to the ability itself, on your starting cards. This is
Revealed Missions it indicates when and under important for choosing which
Throughout the game, there are always two which conditions you can use new cards to add to your Deck.
revealed Missions among the Sabotage tiles. it during your turn. Using it is
Whenever there are fewer than two, immediately never mandatory.
reveal the Mission for Dr Foo’s Era. If this is not
possible (because this Mission was already Your name and
revealed or there is no Sabotage tile there), then starting Era.
reveal the one on the next Era, and so on, until
there are 2 revealed Missions again.

Depending on the number of players, generate Duplicates


(On the Era that their Generation side indicates) and Anatomy of an Artifact card
reveal cards from the Huge Deck:
Artifact’s Dimension. This is
Players 1 2 3 4 important for doing LOOP
actions.
Artifact’s name.

Duplicates 7 7 5 4
Types of Abilities: to get a
Cards 2 2 3 4 rough idea of the effects of a
card, at a glance.
Card’s Ability: what precisely
it does when you use it.
Place the cards that you just revealed around the Spacetime
board, just above their Original Eras (indicated on the
bottom-left of the card).
Agent icon: it only appears Original Era: this is where the
Finally, each player shuffles their 6 starting cards face on starting cards, to see card is made available when
down in front of them to form their Draw pile. Each player which Agent these cards it comes into play. This is also
then reveals the 3 first cards from their pile and places belong to. important for some abilities.
them face up next to it, to form their Hand.

Now, read the section related to your game mode in


the Operational Booklet. Adjust setup as indicated, then
randomly determine which player will go first.
Elementary Dimensions , , and the Black Hole Dimension
You are ready to start the game.
Each Artifact card has a Dimension. There are 3 different elementary Dimensions: Spiral, Star and Stripe.
And a 4th Black Hole Dimension, which isn’t like the others: you can’t use the LOOP technique on these cards.
We’ll explain more on page 7, where we cover LOOPs.
“You have just received all of the
instructions for setting up the
S.A.B.O.T.A.G.E mode at the Employee
of the Month difficulty level. The Agency
strongly advises against new players “I hope that I don’t have to explain to you that matter flows through dimensional channels that
getting too big for their britches with other are sealed up tight like big sewer pipes... It’s… Quantum! Look… a consulting firm worked very
modes or difficulty levels.” hard for 2 years to come up with these Dimension names. It might look easy at first glance, but it
was actually quite expensive.”
“During a time jump to 2008, we had an epiphany:
our Agents would be much more effective in using
their Artifacts if they drew inspiration from the never
Game Flow
ending cycles of draw-play-discard-shuffle in certain
Starting with the first player, players take successive full
card games.”
game turns, one after the other, going clockwise, until
either a victory or defeat condition is met.

How Agent decks work


Each Agent manages their own deck of cards to fight against Dr Foo.
Here are the main keywords and concepts of this system:
On a player’s turn
Your turn is broken down into 5 phases, played in the
Your Deck Draw pile following order.
This is your very own Deck of Artifact cards. These Whenever an ability or game phase asks you to
cards are split between your Draw pile, your Hand draw 1 card, reveal the first card from your Draw
and your Discard pile. Each Agent starts with a Deck
made up of their 6 starting cards.
pile and place it face up with the other cards in your
Hand.
I. Foo Phase
Note: The term draw always refers to cards from a Dr Foo does what he does best: cause trouble. This
player’s own Deck. happens in two successive steps.

Hand A) Generate Duplicates and make 1 card


These are the cards, placed face up in front of you, Discard pile
that you can use to perform actions during your turn. Whenever you have to discard one or more cards, available
Each card in your Hand is in one of two states: either place these cards face up onto your Discard pile. The number of Duplicates to be generated and Artifact
Ready (normal reading orientation) or Exhausted Discarded cards accumulate in this pile. cards to be made available evolves throughout the game.
(turned sideways). All cards you draw always arrive Note: The term discard always refers to cards It is indicated on the HQ board, just above Dr Foo’s draw
into your Hand Ready. This means that they are from a player’s own Deck. pile.
available to be used. When you use a card, turn it to
indicate that it is Exhausted: it can no longer be used
until it is made Ready again.
Note: Most of the time you will have 3 cards in Hand, Empty Draw pile
but some abilities can cause you to have more at Whenever you can’t draw because the Draw pile is
different points during the game. empty, shuffle all the cards currently in your Discard
pile into a new face down Draw pile, then proceed
with the resolution of your draw action.
Draw pile
In this early game situation, 1 Duplicate should be generated
and 1 card should be made available.

Hand
Generate Duplicates
Whenever you must generate a Duplicate, draw one
Duplicate token out of the bag and place it onto the Era
that its Generation side indicates. Make sure to place it
with its Destruction side face-up. If there are not enough
Duplicates available in the bag, simply ignore the ones
that you are not able to generate.

Make 1 card available


Exhausted card To make 1 card available, reveal the first Artifact card
from the Huge Deck. Look at its Original Era and place it
Ready cards face-up close to the board, just above that Era. From now
Discard pile this card is available: players will have opportunities to
add it to their Deck.
Note : The term make available always refers to cards that
are in the Huge Deck.
B) Reveal and apply 1 new Foo card As long as there are enough free spaces on an Era to
On his turn, Theo draws this
properly place all the new Rifts that land there, you are
Foo card, sending Dr Foo to
Reveal one card from Dr Foo’s draw pile and place it just able to avoid the... the Globalization Era. As there
below the HQ board, next to any Foo cards revealed on are two Duplicates on this Era,

Vortex !
previous turns. he drops 4 Rifts from the pool
into the Machine. 2 land on the
This card indicates which Era Dr Foo is moving to. Dr Foo Industrial Era and 2 come out
is represented on the board by the front of his Machine, at on the Globalization Era.
the center of the Spacetime board. This side is purple, and
is located in front of the middle foot. Rotate the Machine
so that this side is facing the Era indicated on the Foo card
that you just revealed.

This is where real trouble starts: you must now drop Rift
cubes into the Machine. Take 2 from the pool, plus 1
additional for each Duplicate token on this Era. And… As soon as there are too many Rifts on an Era to place
drop these Rifts into the Machine, through the opening on them (which happens from the 4th Rift onward), that Era
the top. gets turned into a Vortex. Take one of the Vortex tiles
available to the right of the HQ board and place it above
this Era, where Sabotage tiles are placed.
Speaking of which, if there is still a Sabotage tile on this While placing the Rifts on their spaces, Theo finds that there is
Era, whether its Mission is revealed or not, it is time for not enough room to place the 2 Rifts that just came out onto
“Would you please stop clapping for tearful goodbyes: put it back into the box. Any cubes it the Industrial Era. That means he must place a Vortex tile onto
Dr Foo! Do I really have to remind you that Era.
had on it are put back into the pool.
that he is the bad guy here?” He then takes the Sabotage tile on the Era and puts it back into
the box. He puts the 5 Rifts on this Era back into the pool. He
Note: Do not forget to immediately check whether a new also destroys the Matriochka card available here. He can then
Mission should be revealed, as explained on page 4. proceed to the Action phase.
Now, place these Rifts onto the Era where they landed,
using the Rift spaces (on the edge that meets the Sabotage Put all the Rift cubes currently on this Era back into the
tiles). pool, including the ones that just caused the Vortex. You
do not have lost (yet), and this Era continues working

Max just revealed this Foo


normally as it did before. New Rifts can once again be
placed here.
II. Action phase
card, which causes Dr Foo to Once Dr Foo’s Rifts have been dropped into the Machine
move to the Industrial Era and and placed onto their Eras, and any potential Vortex
activate his Machine there. He resolved, you can let loose and perform your actions. For
places the front of the Machine “However, as you’ll soon come to all of the actions performed during this phase, the position
on the Industrial Era. As there understand, that slight burning smell of your Agent pawn (which represents you on the board) is
is a Duplicate on this Era, Max clinging to this Era is still a problem...”
essential. Here are some important terms:
takes 3 Rifts (the two base Rifts for Dr Foo, plus one for the
Duplicates on this Era) from the pool and drops them into the
Your Era
Machine. 1 Rift lands on the Renaissance Era and 2 Rifts land
The Era where your pawn is, on the Spacetime board.
on the Industrial Era. Max places these cubes onto these Eras’
Rift spaces. If there are Artifact cards available on this Era, destroy
them. From now on, no new Artifacts can be placed here: Adjacent Era
as soon as a card from this Era is made available, it is The Spacetime board forms a loop, in which each Era has
destroyed. two Eras adjacent to it: the one that precedes it and the
one that follows it in time (going clockwise).
Destroy 1 card
Whenever an Artifact card is destroyed, place it face up Note: unless otherwise specified, the terms adjacent Era,
on top of the Destroyed Cards pile on the top right of previous Era, and next Era are always based on the
the HQ board. position of your Agent pawn. By extension, an adjacent
If an ability destroys several cards at the same time, place piece (Duplicate, Rift, etc.) refers to a piece located on an
them in the order of your choice. adjacent Era.

Note : The term destroy can refer either to cards in a player’s


own Deck, or to cards from the Huge Deck, depending on
the context. What it refers to is always specified.
Applying the ability of a card in your Hand
Adjacent Era
How to resolve card abilities
Adjacent Era You can exhaust a Ready card from your Hand in order to
(previous) (next) When you use a card from your Hand, begin by
apply its ability.
exhausting it. Then, apply its ability in the indicated
Each card is unique, with its own rules text, so be sure
order, applying as much of the ability as you are able to.
to read them carefully to ensure you are applying their
Being unable, or only partially able, to apply a
Dr Foo’s Your Era abilities correctly. At the end of this booklet, you will find
given part of a card’s ability does not prevent you
Era a detailed explanation of all keywords and terms needed
from resolving the remaining text.
to properly apply the ability of a given card. Here are the
main types of abilities that you will encounter. There are
icons on each card showing its type to give players a quick
overview of what the available cards can be used for.
Doing a LOOP
Energy Foo may be quite powerful, but the Agency has developed
This type of ability helps you add Energy onto one a secret weapon that gives us a fighting chance: the LOOP,
or more Eras. Take the needed Energy cubes from the also known as a time loop.
pool. This technique allows you to drain the Energy from your
Era to ready your already Exhausted cards… and apply
their abilities once again!
Rift
This type of ability helps you remove one or more To do a LOOP, spend 1 Energy on your Era.
“Look how perfect this time loop is, Rifts. Put all Rift cubes that you remove from the indicated This allows you to immediately ready all cards in your
with the End of Times flowing right Eras back into the pool. Hand that share a single Dimension. You must choose one of
into a new Dawn of Time! I’m just
the three Elementary Dimensions: , or . You can
overwhelmed by the poetry of it all…”
never choose the Black Hole Dimension.
Duplicate
This type of ability helps you move one or more
Duplicate tokens on the board. Dr Foo’s Duplicates are “It’s just basic quantum physics…
Available Actions tough, but they have a fatal weakness: look at the Era this technique only works on one
There are 3 types of actions that you can perform, as many depicted on their Monocle. If you can bring the Duplicate Dimension at a time, and never with
times as you wish and in any order, until you decide to stop. back to that Era, it is immediately destroyed by a temporal Black Holes !”
There is only one restriction: you must have completely paradox. Put this token back into the bag.
resolved an action before beginning a new one.
In addition to requiring a high level of skill to execute,
the LOOP technique is also very Energy-consuming: you
“Ah, paradoxes… When a Duplicate
that you just sent back into the Great can take several LOOP actions within a single game turn,
Moving Beyond suddenly shows up again out but each LOOP requires you to spend 1 more Energy than
You can always spend 1 Energy on your Era to move to an of the bag, don’t lose your cool. Just the previous one: your first LOOP in a turn costs 1 , the
adjacent Era. Put one of the Energy cubes currently on act natural, and everything will be ok.” second costs 2 , the third costs 3 , and so on.
your Era back into the pool, then move your pawn to one
of the two adjacent Eras. If there is no Energy on your Era,
you cannot perform this action. Movement
This type of ability helps you move your Agent
pawn and/or other Agent pawns. Agent special abilities
and the Action phase
Free Move
Each Agent features a special ability at the bottom
Once per turn, your Agent tile provides you
with a free move of one Era. Instead of spending Card of their tile. If you want to use a special ability that
This type of ability has some sort of interaction with is meant to be used during the Action phase, treat it
1 Energy cube, flip your Agent tile to
Artifact cards (draw, discard, destroy, make available, etc.) as its own completely separate action: fully resolve
its Low batteries side.
it before starting a new action.
Damaging a Sabotage tile Pop quiz!
When taking actions during your turn, you will Here is an example of an entire Action phase, to make sure that you digested this whole very
sometimes fulfill the conditions on one or both of the important section. This example should show how you can freely take the actions of your choice,
revealed Missions. Each time this happens, you do one after the other, during this main phase of your turn.
1 damage to that tile: place a cube from the pool
onto one of the corresponding spaces on the tile. Simon is playing everybody’s favorite instructor, Mr Time. Dr Foo He now exhausts his Ionic Temporo-
has just landed on the Globalization Era and the players are on graph and chooses to add 1 onto
the brink of defeat in the Age of Robots… But all is not lost! Time Prowler’s Era (   ). He then
empties the batteries of his Agent tile to
move to for free.
“Note that you are free to use
whatever color of cube you want.
Let your artistic impulses run wild!”

Simon starts by exhausting his Gutenberg’s


Wormhole card. It allows him to remove
1 on his Era (   ), then 1 on a Vortex
(he chooses  ). Then he takes a movement
By exhausting her Spartan Shield card to action to go to  , by spending 1 on his
remove 2 Rifts on her Era, Claire fulfills Era (   ).
the condition of the Clog up Dr Foo’s
Machine! Mission twice (because Dr Foo
is on ). She can place 2 cubes onto
this Mission. Next, Simon decides to take a LOOP action, which costs him 1
(this being his 1st LOOP this turn) from his Era (   ).
He chooses the Dimension, to ready both his Ionic
He now exhausts his Mechanical Grappling Hook card to pull the Temporo-graph and Gutenberg’s Wormhole cards.
orange on   onto his Era (   ). Bringing this Duplicate onto
its Era destroys it. And since it is destroyed on Dr Foo’s
current Era (   ), Simon can also place one
damage onto the Reunite the Foos! Mission.
He then uses his Special Ability to move the
Time Prowler Agent one Era over, bringing
When she then exhausts her Super
her to for the remaining steps of his
Underwear to remove 1 Rift on her Era,
awesome plan.
she places an additional damage onto
Clog up Dr Foo’s Machine! Also, she has
now fulfilled the condition on the Quantum
Sealant! Mission and so also places This allows him to exhaust his Gutenberg’s Wormhole again
1 damage onto that Mission, on the to remove 1 on his Era, then a 2nd on a Vortex (he once
space. again chooses  ). Finally, he exhausts his Ionic Temporo-graph
again to add 1 onto Time Prowler’s Era (   ) and,
quite satisfied with his plan, decides to end his
Action phase.
“After your Action phase, you might
be tempted to take a well-deserved
All cubes on an archived tile are put back into the pool. End of the Game
Do not forget to immediately reveal a new Sabotage tile,
rest on your Era… But chilling isn’t
what we hired you for! Instead, take as explained on page 4. Archiving a Sabotage tile has no
the opportunity to search for artifacts, impact on the cards that are available on this Era. Only The game immediately ends whenever either a Victory or
archive a mission and dust off your the presence of a Vortex destroys those cards. Defeat condition is met. Go on taking successive game
uniform before handing the reins over to the next turns until one occurs.
Agent!”

Attendance Bonus!
III. Add 1 card Immediately after archiving a Sabotage tile, you’ll
receive a small reward: reveal as many cards from
Victory

to your Deck the Huge Deck as there are players, plus one.
Each player adds one of these cards to their Deck.
Your entire team wins as soon as they archive their
4th Sabotage tile. Some game modes add their own
If you wish, you can now take one Artifact card from among Destroy the remaining card. Should the extreme victory conditions.
all the cards available on your Era. Place it face down on tension between the members of your team prevent
top of your Draw pile in order to add it to your Deck. you from easily coming to an agreement, choose in “K.U.D.O.S! I’d be lying if I said that we had complete
turn order, starting with the currently active player. confidence in your abilities...”

“Here is a little piece of


advice, Amigo to Amigo: don’t
underestimate the power of
these cards or the importance of
grabbing them up.”
V. End of Turn Defeat
Turn your Agent tile back to its Full batteries side. Your entire team loses as soon as any one of the 3
By ending her Action phase on the Medieval Era, Emily now Discard all of the cards in your Hand.
has the opportunity to add one of the cards available there following situations occurs:
Then, all players with less than 3 cards in Hand each draw
to her Deck. She chooses War Horse and places the card
as many cards as needed to have 3 cards in their Hand again. You are forced to place a 2nd Vortex tile onto a
face down on top of her Draw pile. She could have chosen
not to take any cards, but can never take more than one. Finally, check on the HQ board whether there are any given Era.
cards remaining in Dr Foo’s draw pile. “ ... everyone knows the famous equation:
V+V= ”

Empty draw pile


and Dr Foo’s new Cycle You are forced to place a 4th Vortex tile around
the board.
If Dr Foo’s draw pile is empty, reshuffle the 7 Foo cards
“Vortexes are a non-renewable resource,
into a new draw pile. Place this pile onto the next I’ll have you know!”
Cycle space to the right, to indicate that Dr Foo has
finished a Cycle.
You are forced to shuffle Dr Foo’s draw pile to start
a new Cycle, but it was already on the 3rd Cycle
space of the HQ board… You were not able to stop
Dr Foo in time.
“Dr Foo achieved his dreams. Everyone laughed at
his Omniscience 2000 project, but who is laughing
IV. Archive now?! Nobody, that’s who.”

1 Sabotage tile
In this phase of the turn, you may archive the Sabotage
tile on your current Era, but only if that tile has the required “Whatever the reason for your failure, it
will be forever engraved (in Comic Sans)
number of damage cubes on it. Remove the Sabotage tile and
The 7 Foo cards have been revealed for the 1st Cycle. This on our wall of shame at the entrance
place it to the left of the HQ board. This pile of trophies to Agency headquarters. And seeing
means that, at the end of the turn, you must shuffle them
will remind you of every blow struck against the dastardly together to form a new draw pile on the 2nd Cycle space of as how the Universe has probably just
Dr Foo. the HQ board. been destroyed, it’s not impossible that
we may be forced to let you go from the Agency, with
our deepest regrets of course.”
“These fleeting moments of pure
bureaucratic magic make all of that Once that is done, the next player starts a new game turn.
cube-piling on Sabotage tiles worth it!”
Clarifications
on Sabotage
tile Missions
For each Energy that you add onto this Era, you can do 1
damage to this tile. You can do multiple damage to this
tile each turn. You do not need to be on this Era yourself to
do damage to this tile. You can archive this Mission when
there are 6 damage cubes on it.
General reminders
A single action that fulfills the conditions of multiple For each Rift that you remove / LOOP that you do /
Missions can allow you to do 1 damage to several Duplicate that you destroy on the Era that Dr Foo is in,
you can do 1 damage to this tile. You can do multiple
tiles.
damage to this tile each turn. You can archive this Mission
Reminder: Revealed Missions
when there are 5 / 4 / 4 damage cubes on it. There must always be two revealed Missions
Unless otherwise specified, a single action that
fulfills a condition of a Mission several times allows among the Sabotage tiles around the board,
you to do multiple damage to that tile. unless there is only one Sabotage tile left in play.
Whenever there are fewer than two revealed
Missions, immediately reveal the Mission on
A Sabotage tile can only be archived during your
Dr Foo’s Era or the closest possible one (going
Archiving phase, and only if you are on that tile’s Era.
clockwise), until there are 2 revealed Missions
again.

Place a damage cube onto this Mission whenever you


Artifact
fulfill its condition, before or after an action (not during
one): one Agent has to be on the Era before the one Dr For each Rift that you remove / LOOP that you do / cards abilities
Foo is in and another Agent has to be on the Era after the Duplicate that you destroy on an Era, you can place 1
one Dr Foo is in. You must be one of these two Agents. damage cube onto the corresponding space of this tile. Here is a compilation of all the keywords and terms that
You can only place one damage each turn, at most, onto If there is already a cube on that space, then nothing you may need to apply the effects of the various cards and
this tile. You can archive this Mission when there are 3 happens, meaning that you have to target a new Era each special abilities in the game.
damage cubes on it. time. You can do multiple damage to this tile each turn.
You can archive this tile when there are 7 / 6 / 6 damage General terms
cubes on it.
Apply a card’s ability: apply the text on the card, in the
indicated order, applying as much of the ability as
you are able to. The indicated Eras most often refer
to the position of your Agent. Being unable, or only
partially able, to apply a given part of a card’s ability
does not prevent you from resolving the remaining
Once per turn, during your Action phase, if you are on an text.
Era with no Duplicates and no Rift on it, you can place 1 To be able to damage this tile, there must already be at
damage cube onto the spot on this Mission corresponding least 1 Energy on every Era in the game, including this Or: indicates that you must choose only one of the
to that Era. If there is already a cube on this space, nothing Mission’s Era, at the beginning of your action. If this options given.
happens, meaning that you have to target a new Era each condition is met at the beginning of your action, you may
time. You must be on the Era corresponding to the space do 1 damage to this tile for each Energy that you add onto You can: you can if you want, but applying this part of
on the Mission that you want to damage. You can only this Era. You can do multiple damage to this tile each turn. the text is not mandatory.
place one damage each turn, at most, onto this tile. You You do not need to be on this Era yourself to do damage
can archive this Mission when there are 3 damage cubes to this tile. You can archive this Mission when there are 3 Any one Agent: any Agent of your choice. This can be
on it. damage cubes on it. yourself.

Another Agent: any Agent of your choice, except you.


On your Era: where your Agent pawn is. Clarifications on the Artifact cards
Energy and Agent tiles
Adjacent Era / Previous Era / Next Era: the previous and
next Era are the two Eras adjacent to a given Era. Add 1 : take an Energy cube from the pool and Destroying multiple Duplicates at once
When you do something on an adjacent Era, you can place it onto the indicated Era. If multiple Duplicates are destroyed
choose between the previous Era and the next Era. during the same step of an action, you
Unless otherwise specified, the terms adjacent Era, can choose the order in which they are
previous Era and next Era are always relative to the destroyed.
position of your Agent pawn.
By extension, an adjacent piece (Duplicate, Rift etc.)
refers to a piece that is on an adjacent Era. Artifact card
Move one (or more) Era(s): if moving one Era, place Cancelling a Rift with your ability
your pawn onto either adjacent Era. If moving more
Your Deck: this is your own Deck of Artifact cards,
split between your Draw pile, your Hand and your The Rift that you choose to cancel is put
than one Era, move your pawn that number of Eras straight back into the pool, without being
Discard pile.
away from your current one. placed onto a space on its Era. This Rift
Your Hand: these are the cards face up in front of you can thus never cause a Vortex.
Swap a piece with another piece: swap the position of
these two pieces on the board. that you can use to take actions during your turn, as
long as they are in the Ready position. When you use
Wherever you want: on the Era of your choice. a card, turn it sideways to show that it is Exhausted.
Through drawing, your Hand can exceed 3 cards.
On a Vortex: on an Era with a Vortex tile. Using your special ability
Draw a : reveal the first card from your Draw pile
and place it face up and Ready with the other cards during the Action phase
On Dr Foo’s Era: where the front side of his Machine is. Treat your special ability as
in your Hand.
its own completely separate
Discard a : place this card face up onto your action. You cannot use it in
Discard pile. the middle of another action
and you have to fully resolve
it before starting a new action.
Empty Draw pile: whenever you should draw a card
Duplicate but your draw pile is empty, shuffle all the cards
currently in your Discard pile into a new face down
Push 1 : choose a Duplicate token on the indicated Draw pile, then finish drawing.
Applying the ability of a card that is not in your Hand
Era and move it one Era away (= onto one of the two You are still the one applying this ability with your Agent.
adjacent Eras) Destroy 1 :
place this card face up onto the
Refer to the position of your Agent while applying the
Destroyed Cards pile.
ability.
Pull 1 : choose a Duplicate token on an adjacent
Era and place it onto your Era. Add 1 to your Deck: place this card face down on
top of your Draw pile.
Destroy 1 : choose a Duplicate token on the
indicated Era and put it back into the bag. Available cards: these are the cards that are placed
face up above their Original Era.
Carry 1 : this action is always linked to a movement
ability. During this movement, your Agent can take 1 Huge Deck (and depletion): this is the big face down
Duplicate token from their Era with them. If you move pile of Artifact cards on the HQ board. If this pile
several Eras, you can pick up or drop this Duplicate is ever empty, reshuffle the Destroyed Cards pile to
on whichever Era of this movement you like (even an form a new Huge Deck.
intermediate one). Allowing another player to apply the
On its Original Era:on the Era matching the icon ability of a card in their Hand
shown on the bottom-left of the card. Refer to the position of that player’s Agent
pawn for resolving their card’s ability.

Rift

Remove 1 :
take one of the Rift cubes on the
indicated Era and put it back into the pool.
Making a card available Pushing multiple Duplicates On another Agent’s Era
and having it immediately at once You can choose another Agent
destroyed by a Vortex The Duplicates that you push on the same Era as you.
If the card that is made can be sent to different Eras.
available is placed onto a
Vortex, it is only destroyed
after the effects of this card
have been fully resolved.

Pulling multiple Duplicates On your Era, or on each Vortex


Ability allowing multiple players to your Era at once If you are on a Vortex, you only add
to draw The Duplicates that you pull can come one onto your Era, whatever you
Players are free to resolve this ability from different Eras. choose.
in the order of their choice. One
player can draw and decide what to
do before the next player draws and
decides, for example.

Carry a Duplicate with you


Example: in the course of a Where you sent a Duplicate
Discarding or destroying a card from one’s Hand movement of two Eras, from the If you do not push a Duplicate, then
You can choose to discard or destroy an already Exhausted Medieval Era to the Industrial nothing happens. If you push a Duplicate,
card, including the one that you just exhausted to apply Era, you can take 1 either apply the ability even if this movement
this ability. from the Medieval Era or from destroys the Duplicate.
the Renaissance Era as you pass
by. You can drop it either on the Renaissance Era or on the
Industrial Era.
If you are using the Double Joystick, the Duplicate has to be
taken from a Vortex.
If there is another Agent
The bonus triggers as soon as there is
Add or remove a piece on an Era, until there are the at least one other Agent. There can be
same number of them as of another indicated piece more Agents, but the bonus can still only
Example : If the player uses Holy Grail on an adjacent Era be applied once.
that contains 1 Energy and 3 Rifts, they add 2 Energy cubes
Drawing a card whose Original Era is used to resolve so that there are a total of 3 (as many as there are Rifts). If
the ongoing ability they instead choose to target an Era that currently contains
Even if this new card’s Original Era is used to resolve the 2 Energies and 1 Rift, then nothing happens (as there are
ability of the card that made you draw it, it arrives Ready already as many or more Energies than there are Rifts). Then move wherever you want
into your Hand, as with any other card that you draw. You can choose to go to your current Era.

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