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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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Purchase options and add-ons
- TIME-TRAVELING ADVENTURE: Embark on an epic journey through alternate realities as agents tasked with repairing temporal faults to safeguard our world.
- COOPERATIVE EXPLORATION: Join forces with your peers in this innovative cooperative board game, designed by Space Cowboys, to unravel mysteries in unique locations.
- REPEAT AND SUCCEED: Test your skills in challenging scenarios where you may need to repeat missions, using your experience and knowledge to improve your chances of success.
- IMMERSIVE ARTISTRY: Immerse yourself in captivating stories with stunning artwork, transporting you to different times and settings with each adventure.
- EXPAND YOUR EXPERIENCE: Experience modular gameplay with the potential for small regular expansions, enhancing your gaming enjoyment.
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Product information
| Product Dimensions | 3 x 11.75 x 11.75 inches |
|---|---|
| Item Weight | 3.9 pounds |
| Country of Origin | Poland |
| ASIN | B013TRQLJO |
| Item model number | TS01 |
| Manufacturer recommended age | 12 years and up |
| Best Sellers Rank | #199,935 in Toys & Games (See Top 100 in Toys & Games) #7,675 in Board Games (Toys & Games) |
| Customer Reviews |
4.6 out of 5 stars |
| Is Discontinued By Manufacturer | No |
| Manufacturer | Publisher Services Inc (PSI) |
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Product 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.
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not appropriate for children under the age of 3
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From the brand
From the manufacturer
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| TIME Stories | TIME Stories: The Marcy Case Expansion | TIME Stories: A Prophecy of Dragons Expansion | TIME Stories: Under the Mask Expansion | TIME Stories: Lumen Fidei Expansion | TIME Stories: A Midsummer Night Standalone | |
| Type of Game | Board Game | Board Game | Board Game | Board Game | Board Game | Board Game |
| Number of Players | 2 to 4 Players | 2 to 4 Players | 2 to 4 Players | 2 to 4 Players | 2 to 4 Players | 2 to 4 Players |
| Average Playtime | 90 Minutes | 60+ Minutes | 60+ Minutes | 60+ Minutes | 60+ Minutes | 60+ Minutes |
| Recommended Player Age | 12+ | 12+ | 12+ | 12+ | 12+ | 12+ |
| Included Scenario | Asylum | The Marcy Case | A Prophecy of Dragons | Under the Mask | Lumen Fidei | A Midsummer Night |
| Game Objectives | Travel though time and space to repair the temporal faults that endanger our entire reality. | Travel to 1992 to solve the mystery of a missing girl. | Travel to an alternate timeline where magic is real and dragons walk the earth. | Travel back to ancient Egypt to solve a crime that threatens to destabilize the future. | Journey to Reconquista Spain, and retrieve a stone which may have supernatural powers. | Explore an alternate parallel time frame and unravel the true from the fake in this adventure built like a great game of mirrors. |
| Strategy Game | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Cooperative Game | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Story-Driven Adventure Game | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Expansion(s) Available | ✓ | is an expansion | is an expansion | is an expansion | is an expansion | is a standalone game |
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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%
Being a Theatre Major and having lived for a few years in the Film Industry in LA, I am really attracted games with a rich theme and a story telling aspect. Every single thing I read on T.I.M.E. Stories appealed to that aspect of my nature. So when I got my hands on this game I immediately called a buddy up and did a two player run through of the Asylum scenario (we alternated shared custody of third player piece between rounds). I have since then hosted another play through where I contributed very little but mostly just sat there for rules assistance and fielding general questions.
Brief Game Synopsis
T.I.M.E. Stories is a scenario based story telling game in which you and the other players on your team, in a queer blend of Sliders and Quantum Leap, travel in time and assume the role of an avatar of person who had been living during the situation you are investigating.
The currency of the game is time units and you sacrifice time units to travel as a team to new rooms, revealing beautiful tableaus which you activate and read by placing your marker on the card spot. Some cards trigger challenges, some puzzles, some just have story text. You communicate the information on the card in your own words (unless another player is on the space with you, in which case they can read the card as well).
End game arrives via the card text or when your team runs out of time causing you to reset the scenario, this time better equipped with the memory of the revealed text from the failed run-through.
Toys With Rules
The rulebook is nicely laid out but I found the rules spotty at best during some parts so I downloaded the updated rulebook and read through the FAQ which cleared up my issues. What is odd about this is the rules themselves aren’t overly complicated or confusing, yet tiny mistakes can really hurt the experience as a whole. Since this is pretty much a one-shot play through per scenario, you have to be extremely cautious before leaping into the game. I would recommend watching a few of the rules videos after reading the revised playbook to ensure you fully understand the game.
Boards ‘N Bits
The artwork with this game is simply breath taking. Yes it can be graphic at times, but I am fairly conservative in my taste and found nothing to salacious or uncomfortable. Then again, my mom had me graduating from Goosebumps to Stephen King in third grade, so my wife tells me I am not the best at determining appropriate playing age.
Regardless, the stark, minimalist approach to the board and bits makes you feel as if you really are in a sanitized version of the future. Also, it created something eerie in the setup that was reminiscent of the scenes in that old Bruce Willis / Brad Pitt (his best role ever) movie 12 Monkeys.
The artwork on the cards are exquisite and there were more than one moment where the unexpected visual or creepiness of the art caused myself or one of the other players to jump, or laugh nervously, or throw hands up in the air and proclaim, “well that just sucks a big bag of poo“….so yeah, needless to say, the art evokes some strong emotion, but in a glorious and disturbing way.
The insert that came with the box allows for “saving” so you can track your progress between games and scenarios, which was a wonderful concept that was poorly executed. My insert was crushed before I opened the box (which had not signs of wear and tear itself). I taped it up, used it once, said “forget about it” in my best wheezy, New York tough guy voice and tossed the insert. I then just organized the bits in a plano box that fits into the original box nicely along with some Ziploc bags to “save” the game if I need to. There is also room for the additional scenarios which I would love to get some day, when my wife will allow me to break $20 on a game she thinks I will only play through once.
My Thoughts
I have a lot to say on the Asylum scenario itself but I won’t because spoilers and all that. Suffice it to say, I was unsure as to what I should expect expect, but was more than pleasantly surprised. I very much like the system, I think it inventive and something I look forward to seeing change and grow as more scenarios come out.
Having played Mansions of Madness 2nd Edition, I can’t help but to wonder if Space Cowboys will ever put any thought into developing an app for the content to cut down on the cost of buying new decks (I know I know, that is a blasphemous thought as bringing technology into the sacred art of boardgaming is a damnable offense. Sorry already, jeepers).
I will say I like how this games scales for a few reasons. In a two/three player game (which I understand that the way I played was a little different) it is almost easier to exchange the information as it is a back and forth, but also heartbreaking as you have to willingly sacrifice more time to cover the ground you lose by having the additional player(s). It creates a fun balance. The four player game saw some funny moments for me as I witnessed a game of telephone gone wrong, and people not catching the import of what one person said; the tradeoff was more cards were revealed opening up more of the story quicker.
Son’s Thoughts
Obviously, my usual gaming partner, my six year old son, is a little too young for this game so here is what the guy from my four player session who had guessed the puzzle correctly had to say:
Man, the mechanics behind the game are so streamlined and unique. I have never really seen anything like it. The game itself was extremely challenging and looking back over the cards post game was kidney-punching infuriating as you notice some of the stuff missed by some of the people who overlooked or shrugged off the valuable information they were being given. I really cannot wait for you to pony up the cash and buy us another adventure.
(Yes, my friends can suck sometimes).
Pro’s
+ Super rewarding endgame
+ Unique and beautiful components and execution
+ Easy to teach
Con’s
- Legitimate limited replayability
- Mature themes could be a turnoff for some
- That rewarding endgame experience can be tarnished by the time die (the moral is, never let me roll for anything…ever)
Purchase, Play, or Pass
This is a gamble. I would say if you can find a friend who bought it throw him $6 bucks and give it a whirl (helping pay for the cost of the expansion is the right thing to do man…). So I guess I am saying Play if you can find someone who owns it. Purchase as long as you are okay with justifying to yourself it may be a one shot experience. I think it was Zee on Dice Tower who pointed out the game costs less than you would spend on an evening out and you get a longer time to enjoy it (it may have not been Zee, he is just the one that usually has the most of an influence on me).










