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Parallel Time Machine Voyage

Parallel Time Machine Voyage Rulebook

Table of Contents

Table of Contents

  • Components
  • Setting Up
  • Game Overview
    • Move
    • Stay
    • Pass
  • Free Action: Time Warp
  • Game End and Scoring

Components

  • Time machine piece ×1
  • Time-travel tokens ×12
  • Travel ticket cards ×50 (5 worlds × 5 times, 2 of each)
  • Port-of-call cards ×12 (6 times, 2 of each)

Travel ticket cards: The card's color shows its world, and its position on the card shows its time. There are five worlds: purple, red, yellow, green and blue. There are five times: SUNRISE, HIGH NOON, EVENTIDE, NIGHTTIME and MIDNIGHT.

Port-of-call cards: The card's position shows its time. There are six times: SUNRISE, HIGH NOON, EVENTIDE, NIGHTTIME, MIDNIGHT and ANY TIME. A card marked ANY TIME may be treated as any time.

NOTE: Where the text refers to a "card", both the travel ticket card and the port-of-call card are shown.

Setting Up

  1. Shuffle the travel ticket cards face down and place one face up in the center. Place the time machine piece on that card. This is the current location.
    • From here on, the travel ticket card (or stack of cards) that the time machine piece sits on is called the "current location".
  2. Deal face down, to each player, travel ticket cards as their hand, according to the number of players. Remove the remaining travel ticket cards from the game face down.
    • 2 players: each hand has 20 cards (9 removed).
    • 3 players: each hand has 14 cards (7 removed).
    • 4 players: each hand has 11 cards (5 removed).
  3. Shuffle the port-of-call cards face down. Lay all of them face up in a single row to the right of the current location.
    • From here on, these cards are called the locations (場).
    • At the start of the game, the current location is at the left end of the row of locations.
      • Directions such as "right" and "left" refer to the direction seen when the card is viewed in its upright position.
  4. Each player takes 3 time-travel tokens and places them in front of them.
  5. The player who most recently traveled becomes the start player.

NOTE: The number of travel ticket cards in each player's hand, and the number of time-travel tokens each player holds, are public information.

Game Overview

Play proceeds clockwise, starting with the start player. On your turn, choose one of three main actions — Move, Stay or Pass — and perform it exactly once.

Move

Choose one travel ticket card from your hand that has the same time as the card to the right of the current location (its world may be any world). Place it on top of the card to the right of the current location, then move the time machine piece onto the travel ticket card you just placed.

  • If the card to the right of the current location is a stack, choose a card from your hand with the same time as the top card of that stack.
  • You cannot perform Move on the card to the left of the current location.

When you place a travel ticket card on top of a card, if a time-travel token is placed on that card, take the token in front of you.

Example — Move: The time of the card to the right of the current location is HIGH NOON. You may place a HIGH NOON travel ticket card from your hand on top of it. Because a time-travel token is placed there, you also take that token in front of you.

  • A HIGH NOON travel ticket card in your hand can be placed.
  • After placing the card from your hand, move the time machine piece onto the travel ticket card you placed.
  • Take the time-travel token in front of you.

Stay

Choose one travel ticket card from your hand that has the same world as the current location (its time may be any time). Swap it with the top travel ticket card of the current location. The exchanged travel ticket card is added to your hand.

Example — Stay: The world of the top travel ticket card of the current location is green. You may swap it with a green travel ticket card from your hand.

  • The green travel ticket card in your hand can be swapped.
  • The exchanged travel ticket card is added to your hand.

Pass

Perform no main action.

  • During your turn you may perform free actions (described below).

NOTE: Of a stack of cards in the locations, only the top card is public information. The cards beneath the top card cannot be checked.

Free Action: Time Warp

At any time during your turn, each time you place one time-travel token from in front of you on the current location, you may perform one Time Warp.

To perform a Time Warp:

  1. Choose one travel ticket card that is publicly displayed among the locations (場).
  2. From your hand, choose one travel ticket card that has the same world and the same time as the card chosen in step 1. Place it on top of the chosen card among the locations, then move the time machine piece onto the travel ticket card you just placed.
    • When placing a travel ticket card on top of a card, if a time-travel token is placed on that card, take the token in front of you.
  • You cannot target the travel ticket card of the current location, or port-of-call cards, with a Time Warp.
  • A Time Warp may be performed any number of times during your turn. The main action may only be performed once per turn.

Example — Time Warp: You place a time-travel token on the current location and Time Warp to NIGHTTIME in purple. Then you perform a Move action and travel to EVENTIDE in yellow. Next, you place one more time-travel token and Time Warp to MIDNIGHT in red.

Game End and Scoring

The game ends when any one of the following three conditions is met:

  • One of the players has played out all the travel ticket cards from their hand.
  • The time machine piece has moved onto the top card of the rightmost card among the locations. The game ends immediately, even in the middle of a turn.
  • All players have failed to move the time machine piece for two consecutive turns.

After the game ends, count the travel ticket cards in each player's hand. The player with the fewest cards is the winner. If players are tied, the player holding more time-travel tokens in front of them is the winner.

Example — Game end: After performing a Move action, the time machine piece has moved onto the top card of the rightmost card among the locations, so the game ends immediately.

NOTE: During your turn, stand the time machine piece up. Knock it over at the end of your turn to make the end of the turn clear.