Chrononauts Official Rules. Table of Contents. Executive Summary Getting Started Immediately: Starting Playing Winning; Detailed Overview Three Ways to . In Chrononauts, each player becomes a time traveler, with a unique identity and a secret mission. During the game, players travel backwards and forwards. Chrononauts» Forums» Rules. Subject: Memo card question · rss · New Thread · Printer Friendly; Subscribe sub options; Bookmark; Thread.

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Artifacts you have on the table do not count vhrononauts. The first of these requires all three, and the second requires either of the two forgeries; but the third requires the most convincing of all Mona Lisas currently in play.

Remember, to a certain degree this is a role playing game, so feel free to describe your actions as you take your turn. The question of how things would be different if chrononayts really had Time Travel is as old as the notion of Time Travel itself.

Memo card question | Chrononauts | BoardGameGeek

At least in theory. Finally, you’ve got Paradox repair work to do. For example, Avert Disaster can switch any of the disaster Linchpins Titanic, Lusitania, or Hindenburg to the non-disaster side; however, it cannot be used to make one of those disasters reoccur. The 80 card play deck white bordered contains 20 Inverters, 21 Patches, 15 Artifacts, 10 Timewarps, and 14 Actions.

While there should always be a TimeKeeper on duty making sure the TimeLine is configured properly, each player is encouraged to flip the cards on the Chgononauts themselves whenever they play Inverters. This is an OR case; flipping either of these Linchpins will cause to go differently.


Then deal out eight random ID cards, and arrange them face-up underneath the TimeLine.


Once you’ve won a few times, you might want to increase the number of IDs you start with to make things more difficult. As described above, Linchpins are part of the TimeLine and represent great historical moments whose outcome can be changed by chrononauts. Perhaps you’ve been instructed to gather up some live dinosaurs, or fetch some stuff from the Future, or grab a few long-gone items just before they were destroyed, for inclusion in some museum devoted to that sort of thing.

Therefore, just as there’s a Banker in Monopoly, a player should be appointed to keep a watchful eye on the TimeLine and make sure it’s properly configured at all times. Do the same with the ID cards, then set these two small decks off to one side.

Set up the TimeLine: These stories are primarily about one of two things: At the start of the game, all Linchpins should be placed purple side up, and all Ripplepoints blue side up, so that the TimeLine reflects the way things actually were. We call this arrangement the True History setup. Some Patches, specifically andhave special properties; see “Temporal Anomalies” below.

How You Can Lose: If that Linchpin is flipped back to True History, the Paradox vanishes, and the Ripplepoint is flipped back to normal. This card lists the three Artifacts you need to win, along with an explanation for why these particular items are needed.

Beware the 13th Paradox: Finally, these three alternate s are all what we call Unstable. Remember, you only get one pass through the deck, so plan each move carefully! Player can use a Patch to resolve the paradox. That’s a good question. JFK’s assassination and the successful launch of Sputnik Announce that you are traveling through Time to the year listed on the card, in order to fetch the item in question, then place the Artifact card face up on the table in front of you.

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Move that character up to the space above the TimeLine, and carry on.

It’s just too bad that the same kind of ingenuity wasn’t put into the game play. To play an Artifact, just set it out on the table in front of you, face-up.

The TimeLine of Alterable History is a special set of 32 cards that are dealt onto the table in a 4×8 grid that functions rather like a gameboard. Be Punctual With Memos: Instructions for playing Artifaxx and Solonauts appear towards the end of this booklet. Ripplepoints are also part of the TimeLine, but these events cannot be changed by the direct action of a Chrononaut. Actions are single-use event cards that each have their own special instructions.

You must gain a card by Patching a Paradox or Selling an Artifact in order to win. Assuming that you have the TimeLine properly arranged on the table, take a look at”Kennedy Assassinated”. Back to the Future got a positive review from Jonathan H. This article is about the card game.