DownloadGame Board Tileset

Chronos ver 1.1

by Gottardo Zancani (zak965@libero.it)

Chronos is a game of Time exploration for 3-5 players, inspired by Lloyd Krassner's Timeline.

Game Components

  1. "House of Time" Tiles (player home)
  1. TimeWarp Tile
  1. "Era" Tiles (12 eras, 3 tiles for each era)
  1. Leader counters (in 5 different colors)
  1. Agent counters (in 5 different colors)
  1. Time Portal counters (in 5 different colors)
  1. Control counters (in 5 different colors)

The Map

The Time Map is built using square tiles (8cm x 8cm is a good choice) that represents the different ears (from prehistory to the near future): every era is characterized by

TL

Era Name

VP

RE

1

Prehistory

1

3

2

Egyptian

2

4

3

Rome

3

4

4

Barbarian Invasions

3

5

5

Crusades

4

5

6

Renaissance

4

6

7

Napoleonic

5

6

8

Colonial Empires

5

7

9

WWI

6

7

10

WWII

6

8

11

Year 2000

7

8

12

Near Future

7

9

Every player also controls an "House of Time" Tile: this is the start tile for all the player units; only units belonging to player that owns the House of Time can enter this Tile.

The TimeWarp tiles represent point of non-continuity in the temporal flux: units cannot enter in this Tiles.

Time Controllers

Every player controls three types of units: each unit has an Influence and Movement capability, represented in the counters as I/M:

 

Name

Influence

Movement

Max #

Leader

5

1

1

Agent

2

2

4

Explorer

*

4

3

The number of units is fixed: this means that you can have a max of 8 units in play.

Game Setup

Put all the Era and TimeWarp tiles on the TimePool: shuffle the Time Pool and deal 5 tiles to each player. Tiles are kept secret until played.

Each player roll 2D6: high roll goes first and place one Era tile in the table.

Until the table contains a number of tiles equal to 3 times the number of players (i.e. on a 4 player game you must have 12 played tiles) each player in turn must place one tile in the table following the Basic placement rules

Basic placement rules:

    1. Each era must be placed so that at least one side of the tile is adjacent to an era whose TimeLine [TL] value is immediately precent or successive. The other sides can be adiacent to any era without restriction (but will be usable for movement only by the Explorers - see below for details).
    2. You can always place an era adjacent to a TimeWarp.

If you cannot place any tile you can pass or discard one tile and draw another one (face up so that every one can see it): if the newly drawn tile can be played you must do it or pass.

When all the needed Era/TimeWarp tiles have been placed return all unused tiles to the Time Pool.

Starting with the last one every player can now place his House of Time adiacent to any Era tile. No House of Time can be adiacent to another House of Time.

Each player must then place the Leader counter in his House of Time: you must then choose 3 units (agents or explorers) and place them with the Leader.

Game Sequence

The game proceed in game turns: the turn sequence is the following

To determine the initiative each player rolls 2D6: high result goes first.

During your segment you can do one of the following actions:

Example: a Leader is trying to gain control of a Napoleonic Era Tile; in this tile an Explorer of another player is also present. The player rolls 1D10 and gets a result of 6: he adds 5 points for the Leader influence and subtract 7 for the Era resistance and 1 for the enemy Explorer. The final result is
6 (roll)+5(leader)-7(resistance)-1(enemy)=3

The control attempt is successful: remove the leader and put a control marker.

End of the game.

The game ends when a player has 22 Victory Points (15 in the Easy game).

Easy-Game Scenario

The basic game include all the tiles and to win you need 22 VP. Alternatively you can use only the Era with TL 1-5: in this case you only need 15 VP to win the game.

Optional rule: Change control

For more warlike games you can allow a Control action on a controlled Era: in this case subtract an additional modifier of RE/2 (round fractions down) to the control dice roll to represent the actual control but allow up to units to collaborate in the control attempt (both are removed).

Variants

You can easily create game variants by