Undo: 600 Seconds
Undo: 600 Seconds Rulebook
Table of Contents
Table of Contents
Components
- About 5 instruction cards (numbered at the bottom: A1, A2, etc.): They explain the game while you play it, without you having to read a rulebook beforehand. If you prefer that, you do not need to read further in this rulebook. If you would rather read the full explanation of the game before playing, read this rulebook and ignore the instruction cards.
- The first instruction card is marked "STOPP!" and reads: "You do not have to read these instructions before playing! Read the next card for an initial overview of the cards and how they are sorted into the two stacks. This card stack is pre-sorted. Do not shuffle this stack, and do not turn the cards over until you are asked to! As soon as you want to start playing, turn this card over and read on there."
- About 13 story cards (numbered at the top left): These cards show the story you are supposed to change.
- About 4 solution cards (numbered at the bottom: L1, L2, etc.): Here you learn, after the game ends, how the story is resolved and whether you were able to change the deceased person's fate for the better.
- About 33 fate cards (numbered, e.g. 1A, 1B, 1C, etc.): These reveal whether you changed the story positively, not at all, or negatively. Sometimes they also contain further information or special rules.
- About 9 time cards: For each time trip you must give up 1 time card.
- About 4 magnifier cards: For each hint you reveal, you must give up 1 magnifier card.
- About 13 hint cards (numbered at the top left): Each hint is assigned to a story card with the same number and can give you additional information.
Setup
Set aside the instruction cards and the solution cards. You do not need the instruction cards, because you have this rulebook in front of you. You only need the solution cards at the end of the game. Place all time cards (usually 9) and all magnifier cards (usually 4) as two separate stacks directly in front of you.
Lay out all story cards in ascending numerical order, without looking at their backs. If there is room, it is best to lay the cards out in one long row. If you do not have enough space, you may lay them out in two rows. Important: leave enough room above and below each card to place one small card horizontally there.
Place all hint cards below the corresponding story card with the same number, also without looking at their backs.
Now turn over the story card that differs in colour from the others. Usually this is card 12, which reads "Circumstances of Death" (Todesumstände). Also reveal the corresponding hint.
Place the stack of all fate cards above the revealed story card. Do not look at their backs either!
Now read the revealed story card and the revealed hint to get into the story and learn more about the circumstances of death. Can you undo the fate and prevent the deceased person's death?
Game Flow
You play together, but take turns in clockwise order. You discuss everything together, but the final decision belongs to whoever is taking the turn. This covers where the next time trip should go, how you want to change events, and whether you want to use magnifier cards.
Agree on who starts, and discuss which time you want to travel to first, i.e. which story card you want to reveal. The game lives on devising theories about what might have happened, and on discussing what should therefore be done.
First Time Trip
As soon as you have decided where your first time trip goes, first return 1 time card to the box. For each time trip, i.e. for revealing each story card, you must give up 1 time card.
Then reveal the story card you have chosen and read it aloud.
At the end of most cards you are faced with a decision on how to influence the events. Usually you have a choice between 3 different options. Discuss together which option you choose, and take the time to develop different theories.
The Fate
Once you have chosen one of the options, look for the matching fate card in the stack of fate cards (placed above the story card with the circumstances of death). Turn this fate card over and place it above the current story card.
Return the other two fate cards belonging to this story card to the box unseen; you no longer need them.
Example: For story card 4 you chose option B. So you look for fate card 4B in the stack, turn it over, and place it above story card 4. Cards 4A and 4C go back into the box without reading their backs.
You gain plus points if you changed the story positively.
You gain minus points if you made the situation worse.
You gain 0 points if you did not change the course of the story. That means what sealed the deceased person's fate has happened, or the scene had no influence on the death.
Further Time Trips
Then the next person clockwise takes a turn.
Again discuss together which story card you now want to reveal. If you cannot agree, the person whose turn it is makes the final decision. Remember to give up 1 time card with every new time trip.
Note that you have fewer time cards than there are story cards. So you cannot travel to every possible time, and you will not be able to reveal some story cards!
Hint Cards
To receive additional hints, you have the magnifier cards. Per turn you may return at most 1 magnifier card to the box. If you do so, you may reveal and read aloud 1 hint card of your choice, but it must be a hint under an already revealed story card.
In many cases the hint for the story card you currently have to decide on will interest you most. But you may also choose to reveal a hint for a story card you revealed earlier.
It is not allowed to reveal a hint for a story card that is still face down.
No Direct Influence
Be aware that your decisions naturally have no direct influence on the other cards. Even though you carry out your time trips one after another, all of your changes take effect simultaneously only at the end of the case.
End of Game
Once you have given up your last time card, finish the current turn. You still make a decision for one of the possible options on your currently revealed story card, and then reveal the corresponding fate card.
Now take the solution cards you set aside at the start of the game. Read the card "End of the Story" (Ende der Geschichte) aloud. Did you collect enough points to successfully re-tie the threads of fate?
The card "End of the Story" gives the following results:
- Below 0 points: Oops, you made the fate even worse and made death even more likely.
- 0–2 points: You followed the right trail, but unfortunately could not prevent the death.
- 3–4 points: You were close, but fate still struck mercilessly.
- 5–6 points: Congratulations! You actually managed to prevent the death!
- 7–8 points: You decoded the story brilliantly and averted death with ease.
- 9 or more points: Incredible! You are masters of the threads of fate, and you not only prevented the death but also positively influenced the saved person's life far into the future.
Tips for a Better Play Experience
Take your time and immerse yourself in an unusual story. Do not make hasty decisions; develop different theories about what might have happened. To do so, look for clues on the cards that are already revealed.
Stay flexible, though, and be ready to discard your theories. Newly revealed cards will sometimes reveal contradictory facts.
The revealed fate cards can also be very helpful. Knowing whether a decision gains you plus points, minus points, or 0 points is itself an important hint about what may have happened!
Discuss with each other and decide together in the end. Then you should be able to change the fate successfully.