Time Line
Time Line Rulebook
Table of Contents
Table of Contents
Object
Gain control of all 12 Eras on the Time Line.
The Decks
Each player has his own unique deck. There is the Teraxian Deck and the Atlantean Deck.
The Board
The board is composed of a row of 12 spaces. These spaces (or Eras) are labeled in the following order:
| # | Era | Force |
|---|---|---|
| 12 | The Far Future | X |
| 11 | Near Future | 48 |
| 10 | WWII | 24 |
| 9 | WWI | 12 |
| 8 | Age of Imperialism | 9 |
| 7 | Age of Revolution | 6 |
| 6 | Renaissance | 5 |
| 5 | Middle Ages | 4 |
| 4 | Roman Empire |
Force = Force of Units recruited from this time period. Eras 2-11 have Period troops.
Dice
Six and ten sided dice are needed.
Counters
Each player gets a set of counters of a unique color and with unique unit types. Units are also referred to as troops. There is also a set of same-color, common, generic period troops: Have 10 counters to represent Period troops from each Era 2-11. Mark the Era number on the counter.
Atlantean Counter Set
| # | Type | Force | Move | Start |
|---|---|---|---|---|
| 10 | Wizards | 50 | 4 | 2 |
| 10 | Heroes | 100 | 3 | 2 |
| 20 | Warriors | 150 | 2 | 4 |
| 10 | Monsters | 200 | 1 | 2 |
| 25 | Control Markers |
Start = The number of such units the player starts the game with.
Teraxian Counter Set
| # | Type | Force | Move | Start |
|---|---|---|---|---|
| 10 | Scientists | 50 | 4 | 2 |
| 10 | Agents | 100 | 3 | 2 |
| 20 | Combat Teams | 150 | 2 | 4 |
| 10 | Warships | 200 | 1 | 2 |
| 25 | Control Markers |
Setup
The Atlanteans begin with their starting counters in the Distant Past space. The Teraxians begin with their starting counters in the Far Future space. Roll high on 1D10 to see who goes first.
Turn Sequence
Players take turns. Each turn has 5 Phases:
- Random Factors
- Time Travel
- Change History
- Recruit Troops
- Seek & Destroy
Random Factors Phase
The active player draws 2 cards from his deck. If the deck runs out, shuffle the discard and draw from it.
Time Travel Phase
You may move your units forward and backwards on the timeline a number of Eras up to their Move stat limit. For example: A Wizard could move from the Distant Past to the Middle Ages. Period troops have a base Move = 0. Cards may be played to increase the Move stat of target units.
Change History
If you have a unit in an Era you may try to gain control of the Era by interfering with history. Roll 1D6. This is the control roll. On a roll of 4-6 you gain control of the Era. Agents and Heroes get +1 to the roll. Keep tract of control by placing control markers. Changing history involves assassinations, planting ideas, providing assistance, preventing or causing critical events.
Recruit Troops
If you control an Era you may try to recruit one period unit from it. Roll 1D6. This is the Period Recruit Roll. On a roll of 4-6 you gain one unit. Agents and Heroes get +1 to the roll. The Atlanteans may make two rolls for the Prehistoric Era. Keep tract of control of period units by stacking them and then placing a control marker on the stack.
The Atlantean Player makes one Atlantean Recruit Roll:
| 1D6 | Recruit |
|---|---|
| 1 | Wizard |
| 2 | Hero |
| 3 | Warriors |
| 4 | Warriors & Draw 1 card |
| 5 | Monster |
| 6 | Draw 2 Cards |
Recruited Atlantean units begin in the Distant Past.
The Teraxian Player makes one Teraxian Recruit Roll:
| 1D6 | Recruit |
|---|---|
| 1 | Scientist |
| 2 | Agent |
| 3 | Combat Team |
| 4 | Combat Team & Draw 1 Card |
| 5 | Warship |
| 6 | Draw 2 Cards |
Recruited Teraxian units begin in the Far Future.
Seek & Destroy
If there are opposing units in the same Era they may fight. If neither side wants to fight there is no combat. If one side does not want to fight, it may attempt to hide or escape. Roll 1D6. This is the Hide or Escape Roll. On a roll of 4-6 the player may hide all his units. They may not be attacked this turn. Alternatively, on a roll of 4-6 the player may have all of his non-period units escape. Escaping units move to an adjacent Era. They may be attacked again in that Era. Units that fail to hide or escape must fight. If there is a fight each side adds up its Force Total. Cards may be played to increase a side's Force Total. Certain cards can only be played if certain unit types are present at the battle. These cards are attached to one of the required units. The effect of cards last the entire battle. The Side with the higher Force Total has the Advantage. The lower total has the disadvantage. Roll 1D6. This is the Combat Roll:
| 1D6 | Result |
|---|---|
| 1-4 | The Disadvantaged side has one unit destroyed. |
| 5-6 | The Advantaged side has one unit destroyed. |
If both sides have equal Force Totals the combat roll results are 1-3 and 4-6. A player decides which of his units are destroyed. The unit is removed from play. Any cards attached to a destroyed unit are discarded. Continue making combat rolls until one side is eliminated, or both sides want to stop. After each combat roll either side may attempt to escape at a -1 to the roll. Discard all cards played at the end of the battle.
Atlantean Deck Card List
| Card Name | User | Effect |
|---|---|---|
| Astral Travel | W | Move +3 or Escape roll +2 |
| Astral Gate | WHT | Move +3 or Escape roll +2 |
| Dimension Door | WH | Move +3 or Escape roll +2 |
| Ethereal Plane | A | Move +3 or Escape roll +2 |
| Hermes Portal | WH | Move +3 or Escape roll +2 |
| Demon Horde | T | F + 200 |
| Vorpal Sword | H | F + 100 |
| Celestial sword | H | F + 200 |
User = What type of unit may use this card. W = Wizard, H = Hero, T = Warriors, M = Monster, P = Period Troops, A = All, X = None
Teraxian Deck Card List
| Card Name | User | Effect |
|---|---|---|
| Mind Control Device | S | Control opponents unit this turn |
| Tac Nukes | W | F + 200 |
| Probability Shift | X | Any roll +2 or -2 |
| Time Contraction | A | Move +2 or Escape roll +2 |
| Time Expansion | A | Move +2 or Escape roll +2 |
| Time Skipping | A | Move +2 or Escape roll +2 |
| Matter Disrupters | W | F + 50 |
| Force Fields | W | F + 100 |
S = Scientist, G = Agent, C = Combat Team, W = Warship