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TIME Stories Board Game | TIME Travel Adventure Game| Cooperative Game for Adults and Teens | Ages 12+ | 2-4 Players | Average PlayTIME 90 Minutes | Made by Space Cowboys, Multicoloured (TS01)

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Availability: Only 10 left in stock, order soon!
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Arrives Tuesday, Nov 5
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Features

  • EXPLORATION GAME: The TIME Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings (called receptacles) from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as often as required.
  • NARRATIVE ADVENTURE GAME: In this game of "decksploration", each player plays a character in order to live through a story as much in the game as around the table. Each TIME Stories adventure offers a unique mix of story and game mechanics, as this is a board game with rules allowing for immersion, reflection and optimization.
  • CHALLENGING COOPERATIVE GAME: Players try to reach the perfect "run", solving all of the puzzles and overcome all of a scenarios obstacles in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depends on the scenario and the number of players. When the TU reach zero, the agents must restart the scenario from the beginning, armed with their experience.
  • HIGHLY VARIABLE: Base box contains the entirety of the TIME Stories system and the first scenario - Asylum. Each scenario consists of a deck of 120+ cards. Players explore cards, which are most often presented in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues and other dangers.
  • NUMBER OF PLAYERS AND AVERAGE playtime: This narrative adventure game is made for 2 to 4 players and is suitable for ages 12 and older. Average playtime is approximately 90 minutes for each run.

Description

It has been a grueling training regiment at the Academy, but you're finally ready for your first mission as a full-fledged T.I.M.E. agent. You and your team will travel back (or forward) in time to prevent some cataclysmic event. But don't waste a moment. Every second counts! In T.I.M.E. Stories, you will work cooperatively with a team to solve a mystery taking place in a different era. Each team member will enter a shell of someone alive at the time and gain their physical strengths and weaknesses. If you can't complete the adventure in time you'll be sent back to the start of the mission for another attempt. Each T.I.M.E. Stories deck is a new scenario waiting to be discovered! When are we this time.


Product Dimensions: 3 x 11.75 x 11.75 inches


Item Weight: 3.9 pounds


Domestic Shipping: Item can be shipped within U.S.


Country of Origin: Poland


Item model number: TS01


Manufacturer recommended age: 12 years and up


Is Discontinued By Manufacturer: No


Manufacturer: Publisher Services Inc (PSI)


Frequently asked questions

If you place your order now, the estimated arrival date for this product is: Tuesday, Nov 5

Yes, absolutely! You may return this product for a full refund within 30 days of receiving it.

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Top Amazon Reviews


  • Ring Side Report-Board Game Review of T.I.M.E. Stories
Originally posted at [...], a new idea everyday! Product-T.I.M.E. Stories Producer- Asmodee Price- $ 45 here http://www.amazon.com/Asmodee-SCTS01US-ASM-Time-Stories-Board/dp/B013TRQLJO/ref=sr_1_1?ie=UTF8&qid=1459128440&sr=8-1&keywords=T.I.M.E.+Stories Set-up/Play/Clean-up- 3 hours (1-4 players) Type-American Depth-Light TL; DR-The best DnD without a DM sandbox I could ask for.% Basics-Welcome to the T.I.M.E. corps! In this game you play agents of a future agency who teleport into the bodies of people living in various situations across space time-think Sliders and Quantum Leap. Will you prevent the rupturing of space time? The mechanics are as easy as they come. At the start of each adventure, you are told to find some problem, fix it, and then return. From the space station, you teleport into the bodies of different individuals at the scene. These bodies have their own problems. The first adventure is a bit of a Lovecraftian inspired tale, so you start in an insane asylum and your host bodies all have some strange ticks that prevent things from working completely well. From there, you have a map of four Tarot-sized cards that you use to indicate where your group is currently exploring and a spread of cards that indicate the room or location you’re currently looking in. Each card is either the introductory text of the room or a space that you can interact with. You can look at the back of each card, but some cards have conflicts you have to resolve in order to progress. Each body you enter has two to three different stats. These stats indicate how well you handle different tests. These tests can range from social, to investigative, to straight up combat. All tests are handled the same way. You decide if you want to handle the test, choose the appropriate stat to use, and roll the number of dice for the stat on some wooden dice. These dice have either blue explosions or red skulls. Each test has a number of shields, and blue explosions remove shields. Red skulls cause the test to attack you back. You add the number of red skulls and the number of shields that have red skulls on them, and if the number is higher than your defense stat, you lose one life. There are also some tests that have different shields like time or life and those will either take more life or subtract time from your total. Time is the main currency of the game. When you move between locations, roll the dice for a test, or move between panels at a location, you spend time. Moving between panels is just one click of time and can be done at the same time as another character at your location is rolling dice. Moving between locations results in your rolling a different die that takes between one and three time clicks to move around the map. When your time is up, you teleport back to the space stations. Here is the most interesting part. As you adventure around, you receive items and tokens. The tokens are all color and symbol combinations that you place on the board. As you move around, these tokens unlock new locations. Some locations have one or more pictures of colored tokens on them, and you can't access those locations until you get the tokens from other places on the map. The other thing a character can get is items. Items come from their own numbered deck, and these items range from maps to chainsaws. Some give you tokens or weapons to fight with. The most important thing some have is a mark indicating that you get to keep them if you run out of time. When you run out of time, you reset the board, replace all items in the deck except for any items marked with the TIME symbol. Then you most likely get yelled at by your TIME boss, and sent back in. But, now you can skip certain locations because you remember that information from your previous times through. In game terms you got a new map indicating the secret tunnel (for example), and you can just head there, bypassing the whole mess and a few other locations. Your goal is to find the problem, solve it, and head home. Using the above mechanics, your wits, and what you discover as you move around the map, can you save time itself? Mechanics- A summary from above-You have three stats, to do a test, roll the number of dice for the stat. You spend time when you roll or move. Moving to a new place takes time. Spend all your time, and you go back to the spaceship. Done! That is the rules for the game. With that you can get most of the game, and that level of simplicity is phenomenal! I love the way the mechanics don’t interrupt the game’s flow or over complicate things. This feels like a super simple RPG, and honestly, that’s not far from the truth in terms of how the game plays. 5/5 Theme- This game is the best American-style game I’ve played in a long time, including some of the RPGs I play all the time. Everything in this one feels right. The art is amazing, the cards all feel great, and the writing for the story is awesome. It’s got red herrings throughout that you want to check out, and little details that are awesome to understand. The only sad part is I can only play this once… 5/5 Instructions-Writing the instructions for this game are difficult. If you write too much, then you have to explain what some things that will happen are. If you write too little, you leave the players scrambling to understand what you meant. This game went a bit too little for my taste. The rules are by no means bad, but they are a bit too open as I played I and my group had to make a few calls about what things were and to just roll with the punches. That would be absolutely unforgivable in a game where every rule call could mean winning or losing, but since this game is a complete co-op game, it’s much more tolerable. If you don’t mind just saying “Ya, that seems right” a few times, then you won’t have a problem. If not, you will spend a bit of time on BoardGameGeek searching forums on how to execute the rules. 4.25/5 Execution-Execution is interesting. The game board and tokens feel sterile, and they should since your body is aboard the space station and you’re just being beamed into a person at the scene of the problem. The art of the cards is amazing, and it does help draw you into the scene. What I don’t like is some of the components, more specifically, the insert to keep things organized. It’s cheap loose plastic that was broken on my unboxing copy. This is a $60 game that after one playthrough I can't play again (without buying an expansion), so for my money I expect a bit more. Also, you can’t really fit all the components well into the holes provided, so most days after opening up the box, you have a mess! That might be a pain, but overall the game’s parts are all done well. For the price, it’s not bad, but it could use a bit more. If you want to see all the pieces in action, here is my unboxing video [...] Summary-This is a phenomenal game that basically self destructs. It has zero replay, and that is the main drawback. You can’t unlearn the mystery in the mystery novel, and once you know what the right choices are, then this game is basically over. That’s not bad, as point and click adventure games are amazing, but you have to know that going in. For what it is, it is amazing. Its an RPG game where you don’t have a DM/GM. I get to play with my friends with no prep and everyone is on the same side of the game. It’s completely cooperative. It is expensive at $60, but not overly so. Furthermore, since the base game is designed to serve at the springboard for future games, it's almost like buying the console to play video games. The story of the first adventure is fun, and any game that has sneaky Lovecraft has good Lovecraft (ie this game didn’t need to scream CTHULHU! to get sales). If want a fun co-op game where you get to play through a random adventure each time, provided you bought the expansion, then this is an amazing game that will draw you in and keep you hooked. 95% ... show more
Reviewed in the United States on April 3, 2016 by Edward

  • No spoiler review -Good game well thought out - I enjoy it
After reading my review if you found it helpful please tap the helpful button so others will see it too. Leave a comment if you have any questions and I can either take some photos or give more details. First off, if your main game insert is starting to crack or you're getting sick of dropping heart pieces into the small numbered circles then stop by a hobby or craft store and pick up a bead or jewelry box. After my insert cracked I completely removed my insert and can fit several expansions and all the main game components with the bead box inside the original box. This is unlike any board game I've personally played before. Think of it like the old TV show "Quantum Leap" as a "Choose your own adventure" story. Keep the rule book handy and go slow with the first one. It'll easily take you several hours to complete. As far as playing with your kids; I would say some of the content on this initial game is not really young kid/child appropriate. The Prophecy of Dragons expansion might be more suitable for a younger audience. The Marcy Case expansion may be decent for a younger crowd. Like anything, it will be depending on the audience and maturity of the child. I don't want to spoil anything about this game for anyone who hasn't played it yet so I won't go into too many details because it's highly story line driven. Definitely take notes when you're playing as you and your party come across things. That will make life easier as you try and make decisions or go back and do things. I feel good attention was paid to the story and the game/rules are pretty well thought out. If you're playing with two people it might be too difficult to complete the mission with the allowed time units. I typically play with 3 people and find that to be a perfect number. Four would make it go much faster I'm sure. Don't forget to lift your insert up to get to the beacon pieces that are beneath it. If you're a purist with the rules ignore this part; Whenever me and my friends play we add in a rule we call "Temporal Replay" I'll give the details below just in case anyone else wants to add it to their play. It allows for some flexibility in decisions but at a cost. Leave a comment and let me know if you like our Addendum or if you have questions or suggestions. SKYPE PLAY! You CAN play this over skype (or another video conference tool) Rather then getting the cameras to line up on board boards and cards; just aim them at each other. Then everyone can set their boards up. Should you have to shuffle anything have one person shuffle and then call out the final card placement by reading the numbers on the back of the cards (face down). This way the shuffled order on both sides will match. If you have to take a break or stop for the night have one person send text message photos of the board and each persons items, life etc. We did this for one of the expansions and it worked AWESOME. Leave a comment if you have any questions about how we did it and I'll absolutely get back to you. Pro's The story line in this game and the available expansions shows a dedication to detail. There are plenty of game pieces should you loose any. The game creators provide you a downloadable template to create your own Time stories games should you want to do that. It's fun, it takes a good chunk of time to play and lets me spend some time with family that I don't always get to see. Con's; The insert to hold the pieces is very flimsy and mine cracked with very little use or movement. The numbered circles perfectly fit the life hearts so if you drop one it's a pain to get it out. If you don't like the genre of the included game or of a particular expansion game then you will question the value. Overall it's expensive, base game plus expansions. I have over a hundred bucks in this and the expansions. Replay is possible but only if enough time has passed for you to forget a good chunk of the game. I suppose you can overcome that by downloading their template and creating your own games. That would still cost your time and then the professional printing cost though. Something to think of; since this is really a 4 person game I'm not sure how a family of 5 would make this work (maybe two people team up). Overall I'm happy I purchased this. I feel this was well worth the money I spent. Here is the rule addendum we created called "Temporal Replay"; Temporal Replay As the gravity and repercussions of your actions begin to set in, you can't help but recall your training and the discussion with Bob regarding an often overlooked tool referred to as; Temporal Replay. "No, it's just not feasible. The penalty is swift, often too severe and further more - you're wasting time!" laments Bob. The strain taken on your receptacles is great when activating a Temporal Replay. By activating a Temporal Replay your entire party must replay the previous time units actions for all receptacles. The cost, however; is great. The penalty incurred for each activation of the Temporal Replay builds exponentially on the last and can ultimately exhaust all available time units if not executed wisely. The first activation costs 2 time units, the second four, the third eight (etc) to be immediately incurred before the previous time units actions can be replayed. Only actions may be replayed, no movements within or to new locations may be made, no items shall be traded among receptacles (unless those receptacles are both located at the same site within a location). Any items gained during the action being replayed are returned back to the item stack and any successes achieved by spell, trial or combat by all receptacles during the previous action being replayed are immediately forfeited. Additionally, any foe's defeated are also returned to play in the state they were in at the start of the action being replayed. The Temporal Replay reminds us that; "Technology is a useful servant but a dangerous master" Christian Lous Lange. ... show more
Reviewed in the United States on January 17, 2017 by EGReviews EGReviews

  • One of the most creative games of all time
The game is real outside the box thinking. Must have for any boardgame collector
Reviewed in the United States on January 21, 2023 by wes morris

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