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Time Line

Time Line Rulebook

Table of Contents

Table of Contents

  • Object
  • The Decks
  • The Board
  • Dice
  • Counters
    • Atlantean Counter Set
    • Teraxian Counter Set
  • Setup
  • Turn Sequence
    • Random Factors Phase
    • Time Travel Phase
    • Change History
    • Recruit Troops
    • Seek & Destroy
  • Atlantean Deck Card List
  • Teraxian Deck Card List

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:

#EraForce
12The Far FutureX
11Near Future48
10WWII24
9WWI12
8Age of Imperialism9
7Age of Revolution6
6Renaissance5
5Middle Ages4
4Roman 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

#TypeForceMoveStart
10Wizards5042
10Heroes10032
20Warriors15024
10Monsters20012
25Control Markers

Start = The number of such units the player starts the game with.

Teraxian Counter Set

#TypeForceMoveStart
10Scientists5042
10Agents10032
20Combat Teams15024
10Warships20012
25Control 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:

  1. Random Factors
  2. Time Travel
  3. Change History
  4. Recruit Troops
  5. 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:

1D6Recruit
1Wizard
2Hero
3Warriors
4Warriors & Draw 1 card
5Monster
6Draw 2 Cards

Recruited Atlantean units begin in the Distant Past.

The Teraxian Player makes one Teraxian Recruit Roll:

1D6Recruit
1Scientist
2Agent
3Combat Team
4Combat Team & Draw 1 Card
5Warship
6Draw 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:

1D6Result
1-4The Disadvantaged side has one unit destroyed.
5-6The 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 NameUserEffect
Astral TravelWMove +3 or Escape roll +2
Astral GateWHTMove +3 or Escape roll +2
Dimension DoorWHMove +3 or Escape roll +2
Ethereal PlaneAMove +3 or Escape roll +2
Hermes PortalWHMove +3 or Escape roll +2
Demon HordeTF + 200
Vorpal SwordHF + 100
Celestial swordHF + 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 NameUserEffect
Mind Control DeviceSControl opponents unit this turn
Tac NukesWF + 200
Probability ShiftXAny roll +2 or -2
Time ContractionAMove +2 or Escape roll +2
Time ExpansionAMove +2 or Escape roll +2
Time SkippingAMove +2 or Escape roll +2
Matter DisruptersWF + 50
Force FieldsWF + 100

S = Scientist, G = Agent, C = Combat Team, W = Warship

3
3Ancient Civilizations2
2Prehistory1
1Distant PastX
Rune BladeHF + 150
Eldritch BladeHF + 50
MaelstromWF + 200
FirestormWF + 50
PetrificationWF + 100
PossessionWControl opponents unit this turn
Time BarrierWUnits cannot Move past target Era
StasisXUnits cannot move out of Target Era
Dragon BreathMF + 50
RegenerationMF + 100
Time WalkXTake an extra turn
Speed TimeXDraw 5 Cards
Take from the FutureXPut any one card from your deck into your hand
SummonWStack any 1 New Atlantean unit with Wizard
Reverse TimeWRedo this turn from the beginning
See the FutureXLook at the top 7 cards; put them in any order
Take from the PastXPut any one card from your discard into your hand
BanishWCause enemy unit to escape
PolymorphWDestroy enemy unit
Stone RainWF + 150
Time VortexWEach unit in this Era is destroyed on 4-6 on a roll of 1D6
Armies of the PastPEntire Stack Move +3
End of TimeXOpponent must discard 3 cards
Great WyrmMF + 200
MyrmidonsTF + 50
IllusionsWHide Roll +2
Enchanted WeaponsPF + 50
Wizards SightWOpponent gets -2 to Hide Roll
InvisibilityAHide Roll +2 or F + 50
AvatarHF + 100
Strings of FateWChange Roll +2
CyberneticsCF + 50
Plasma WeaponsCF + 100
Spinal MountWF + 150
Power ArmorCF + 200
Time ProjectionAMove +2 or Escape roll +2
Alternate Time LineSDestroy Target Unit
BionicsGF + 150
ParadoxXDestroy Target Unit
Time LoopXGet an Extra Turn
Temporal RiftXOpponent must discard 3 cards
Time FluxSUnits cannot Move past target Era
AnachronismPMove +2
Temporal LocatorSOpponent gets -2 to Hide Roll
Time BeaconXUnits moving to this Era get Move +2
AndroidGF + 200
Neural ImplantsGF + 100
Time BombSF + 100
Worm HoleAMove +2 or Escape roll +2
Temporal ManipulationXDraw 5 cards
Recorded HistoryAChange Roll +2
AbductionXChange Roll +2
HologramsSHide Roll +2
Eject ButtonAEscape Roll +2
Stop TimeSUnits cannot move out of Target Era
Futuristic WeaponsPF + 50
AI PredictionsXLook at the top 7 cards; put them in any order
Replacement CloneSChange Roll +2