You have been selected by the Time Repair Agency to travel through time and engage in a most dangerous mission. Your goal, to capture a meddler in time, one who is altering history at a whim. We have contacted other agents to apprehend them, but know that due to the high profile of this case, only one person can claim the reward for capturing them and returning them to the TRA. Good luck, agent, and stop this Time Breaker!
BACKGROUND: Time Breaker is a card game for 2-5 players, and was designed by Andrew Looney and Derek Ring, with publisher Looney Labs. Players travel to different points in history and attempt to capture the Time Breaker first.
GAMEPLAY: Each player takes a turn by drawing a card, and either playing a card, drawing and playing that card, or moving by following the green arrows on the tiles to different Gates. Over the course of the game, some Gates can be Crashed (removed from the table), in which case when a player lands there when it's Crashed, they return to the center. However, some cards allow players to move different directions, which allows them to instead skip those empty tiles, and wrap around the board.
WINNING: Once the Time Breaker is in the same space as a player, they announce that they are moving with the Breaker. They then move as normal with the Breaker, using cards or travelling to a Crashed Gate to bring the Breaker to the center to win, but can only carry the Breaker on their turn. If the player is moved on an opponents turn, the Breaker does not move with them. If the Breaker is sent to the center by themselves, the Breaker turns themselves in, and the game is lost.
CONCLUSION: Time Breakers is a simple card game that is easily accessible to a lot of ages. The game is a bit confusing once you start introducing breaking Gates, but nothing too hard or complicated that most people can't figure it out. That being said, the simplicity might seem like a big turn off to more dedicated players, but the level of strategy is a lot higher than expected. If anything, that should and might be the biggest reason to avoid this game. The amount of planning and moving to counter the opponents can get tricky, and it's easy to lose the Breaker in one turn. The game is fun, and doesn't have to be overly strategic with the right group, but can be. So go ahead and break out this game, and give it the time you think it deserves.
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