DOCTOR WHO - THE KEYS OF CHRONOS

AN UPDATED CARD GAME VERSION OF THE 1980 DOCTOR WHO – THE GAME OF TIME AND SPACE BY GAMES WORKSHOP

 

INTRODUCTION

 

            The old Time Lords are gone, and many races are competing to take their place as the Lords of Time. In order to forge a new Gallifrey and a new order of the Lords of Time, the Eighth Doctor must scour time and space to recover the six keys of Chronos.  This will insure the new Gallifrey protection from its rivals, and bring order to all time and space.

 

SET UP

 

            This game may be played with 1 to 4 players.

           

You will need to make the four card decks defined below.  And like all the other Doctor Who games I have written, you can use DOCTOR WHO CCG cards in lieu.

 

            You will also need a twelve sided die (d12), and four Eighth Doctor miniatures, or counters or figures representing the King of Time.

 

            The cards create your board. 

1.      Shuffle the Mission cards and deal six to each player.

2.      Shuffle the Key cards and lay them face down on the table moving from left to right and going down to form an 8 x 5 table of cards.

3.      Shuffle the Item cards and using the same manner described in #2 lay them face down on top of the Key Cards.

4.      Shuffle the Monster cards and using the same manner as # 2 and 3 lay them face down on top of the Item Cards.

 

PLAYING THE GAME

 

            Each player at the beginning of the game looks on the Mission cards to see which six keys he needs.  He needs to collect these key cards in order to win.

 

            All players participating roll a d12.  The Player with the highest score goes first. 

 

            Each turn the Player’s Character can do any TWO of the following actions:

  1. Move up to 2 spaces either orthogonally or diagonally.
  2. Search for the Keys in the space you are in.  You do this first by turning up the top card over.  If it is blank you there is no monster and you can collect the Item Card and Key Card beneath.
  3. Fight the monster in the space you are in.
    1. Each Doctor character has ENERGY of 1.  Add the energy of all item cards in your possession to your score.  The modified number is the number you must roll equal to or less than on a 1d12 in order to defeat your foe.
    2. Each monster has an ENERGY score which is already modified by whatever weapons it normally uses (for those using DW CCG Cards, this is normally ENERGY + 3).  The monster attacks you simultaneously, rolling a 1d12 (which can be rolled by another player).  If it rolls its ENERGY or less it hits.
    3. Combat is then resolved for the combat round:

                                                             i.      If the Doctor hits and the Monster miss, then the Monster is defeated.

                                                            ii.      If the Doctor misses and the Monster hits, then

1.      The Doctor is Stunned (in a multiplayer game)

a.       The Item and Key cards are turned up.

b.      All Key Cards that the Player’s Character has that are not blank and are not of the type that space already possessed, is place in that site, and are given to any player who lands in that space and defeats the monster.

c.       The Player must skip two turns before his Character can make any more actions.

2.      The Doctor fails his mission, and the game is over (in a solitaire game)

                                                          iii.      If both sides hit, or both side miss, then no one is defeated and the Combat Round is repeated.

    1. The Combat Round continues until either the Doctor or the alien is defeated.

 

WINNING

 

            The first player to obtain all six keys matching his Mission cards wins.

 

MISSION DECK

 

MISSION CARD

# IN DECK

DW CCG

Key 1

4

Time Past

Key 2

4

Time Present

Key 3

4

Time Future

Key 4

4

Past Watcher

Key 5

4

Present Watcher

Key 5

4

Future Watcher

 

 

KEY DECK

 

KEY CARD

# IN DECK

DW CCG

Key 1

4

Time Past

Key 2

4

Time Present

Key 3

4

Time Future

Key 4

4

Past Watcher

Key 5

4

Present Watcher

Key 5

4

Future Watcher

Blanks (no key found)

16

Any cards not used in this game

 

 

 

 

ITEM DECK (1 OF EACH CARD IN THE DECK)

 

CARD                              ENERGY    DW CCG

Fitz Kriener                              3          (Ian)

Anji Kapoor                             1          (Victoria)

TARDIS                                              3

space freighter                          3

the collectors                            3          (Rutans)

space station                             3

UNISYC soldier                                  4          (unit soldier)

UNISYC officer                                   5          (unit corporal)

star cruiser                                3          (spar)

UNISYC HQ                           3          (unit HQ)

space ship                                3          (v ship)

lord Ferran                               5          (seers)

robots                                      3          (chumblies)

underground bunker                  3

the master                                 5

us president Mather                  5          (brigadier)

Iris Wildthyme                          5          (Romana)

TARDIS console room             3          (temp grace)

soldier              4         (Capt. Gilmore)

force field                                 3

hads                                         3

cloister bell                               3

bomb                                       3          (Dalek bomb)

time barrier                               3

tmat                                          3

trench                                       3

empress Miranda                      2          (Romana)

galactic fed ambassador                        4          (alpha centari)

aliens                                        5          (exilons)

temporal vortex*                      3          (kronton crystals)

deadly gas                                3          (hexachromite)

time winds                                3

venusian aikido                         3

starbase                                    3

scarlet                                      6          (Romana)

Miranda’s time agents               3          (Space marines)

peaceful aliens                          2          (Dulcians)

iris' TARDIS                            3          (sidrat)

Sonic Screwdriver                   3       

Sonic Toolkit                           3

 

 

MONSTER DECK

 

MONSTER CARD

# IN DECK

ENERGY

DW CCG

Spider Daleks

2

5

Daleks

Controller Spider Dalek

1

6

Black Dalek

Supreme Spider Dalek

1

6

Gold Dalek

Emperor Dalek

1

6

Emperor Dalek

Silverati

2

5

Cybermen

Silverati Leader

1

5

Cyberleader

Silver

1

6

Cybercontroller

Sabbath

1

5

The Master

Sabbath’s Time Agents

2

6

Space Marines

Babewyn

3

6

Destroyer or Daemons

Time Wraiths

2

7

Kronos

Feratu

2

5

Goth

Onihr

2

7

Zygons

Kulan

2

5

Bannermen

Imperial Marines

1

6

Space Marines

Imperial Robot Marines

1

7

Raston Robot

Rutans

1

5

Rutans

Sontarans

1

7

Sontarans

Blank (no monsters)

12

-

Any card not used