Time No Time
Time No Time Rulebook
Table of Contents
Table of Contents
Contents
- 112 forfeit cards, including 10 blank cards to personalize
- 1 alarm of random duration (requires 2 AA LR6 batteries, not included)
- 1 card holder
- 17 penalty tokens
- This rulebook
Goal of the Game
In Time No Time, players must perform forfeits as quickly as possible.
But beware the infernal timer: if you are playing when the alarm stops, you receive a penalty token.
The first player to collect 3 penalty tokens loses the game.
Setup
Shuffle the cards and place them in the card holder.
Place the alarm in the center of the table.
How to Play
The game proceeds clockwise.
Determine the first player (the one who seems the least awake). This player starts the alarm, draws a card, and performs the requested forfeit as quickly as possible.
Once the forfeit is done, the player leaves the played card on the table and passes the card holder to the player on their left. This gesture marks the end of their turn.
Immediately, this new player draws a card, performs the forfeit, then passes the card holder to their neighbor, and so on until the alarm stops completely. You will then hear a shattering-glass sound.
Beware of false alarms, which are meant to unsettle you!
The player whose turn it is when the alarm stops receives a penalty token.
That player becomes the new first player, gathers the cards lying on the table, puts them back in the card holder, then starts the alarm and begins the new round.
End of the Game
The first player to collect 3 penalty tokens loses the game.
Clarifications
The length of the game can be varied by changing the number of penalty tokens to collect before losing, or by using up all the tokens before determining the winner.
After the requested forfeit is performed, you must leave the card or cards on the game table. The unlucky player who draws the IN THE MIX card (or the player who lost the round) must do the cleaning up.
The duration of the timer is random. It can vary between 15 and 80 seconds.
The Cards
Each card represents a forfeit. You must complete the forfeit shown on the card you drew before you are allowed to pass the card holder.
Although most illustrations speak for themselves, read the descriptions below before your first game.
Caution: forfeits must be performed safely. Avoid any rush.
Floppy Knee (Mou du genou)
Bend your knees, then stand back up while trying to keep a card balanced on your head.
In the Mix
Gather all the cards scattered on the table, as well as those in the card holder. Shuffle everything before putting it back in the card holder.
To the Table! (À table !)
Walk around the table, then return to sit in your place.
A Bit of Finger Skill (Un peu de doigté)
Place a finger on your card, then make it complete one full turn around the alarm.
Mood Jump (Saute d'humeur)
Jump in the air while shouting "YES!".
Sleight of Hand (Passe-passe)
Slide your card under your T-shirt, shirt, or any other top you may be wearing.
Dancefloor King
Treat your awestruck admirers to a few graceful dance steps.
Castle, 2 Cards (Château, 2 cartes)
Use 2 cards to build a house of cards. It must stand for at least 1 second.
Fly, Fly... (Vole, vole…)
Throw a card into the air, clap your hands, then catch the card in flight before it falls to the ground.
Zoo'nomatopoeia (Zoo'nomatopée)
Imitate the sound of any animal (the hen and the cow are given only as examples). Avoid animal sounds that have already been made.
Alphabet Express
Recite the alphabet as quickly as possible.
Funny Face (Drôle de grimace)
Make a face. For everyone's enjoyment, remember to vary the expressions.
Tarzan's Cry (Le cri de Tarzan)
Let out the finest Tarzan yell you can.
Wall for the Asylum (Mûr pour l'asile)
Press yourself against a wall and hold the position for 2 seconds.
Countdown (Compte à rebours)
Count down from 10 to 0 as quickly as possible.
Amnesia (Amnésie)
Spell your first name backwards (example: David = D, I, V, A, D).
Imminent Takeoff (Décollage imminent)
Tap the card to send it into the air, then catch it before it falls.
Not Seen, Not Taken (Pas vu, pas pris)
Place the card on the table, close your eyes, turn around on the spot, then try to find your card without opening your eyes.
Body... Dination (Corps... dination)
Tap the top of your head while making a circular motion over your stomach.
Touch Red (Touche de rouge)
Touch an object of red color. Game elements (cards, tokens, alarm, etc.) do not count!
Touch Yellow (Touche de jaune)
Touch an object of white color. Game elements (cards, tokens, alarm, etc.) do not count!
Source note: as printed, the title of this card says yellow but its description says white, and the illustration shows white. The "Touch White" card below has the reverse mismatch (title white, description yellow, illustration yellow). The printed title/description pairs are transcribed as they appear; the two colour words are likely swapped between these cards.
The Roller Coaster (Le grand huit)
Make a figure 8 around your legs with the drawn card.
Your Cards, Your Fingers (Tes cartes, les doigts)
Place a card between each finger of your left hand (or right hand).
Touch Blue (Touche de bleu)
Touch an object of blue color. Game elements (cards, tokens, alarm, etc.) do not count!
Touch Green (Touche de vert)
Touch an object of green color. Game elements (cards, tokens, alarm, etc.) do not count!
Touch White (Touche de blanc)
Touch an object of yellow color. Game elements (cards, tokens, alarm, etc.) do not count!
Trap Cards
Move Over! (Bouge de là !)
All players move one notch to the right. Careful: the tokens do not move, so they change owners.
Throw in the Sponge (Jeton l'éponge)
Bad luck! You receive a penalty token. Then pass the card holder.
Royal Sequence (Suite royale)
Curse! Draw three cards and play them in order.
Blank Cards
Get Your Pencils! (À vos crayons !)
Invent your own forfeit for the pleasure of your loved ones.
Caution: never put yourself in danger. The publisher's liability cannot be engaged.