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Anachrony · Reference sheet

Anachrony reference sheet

Overview

  • 1–4 players, ~30 min/player; up to 7 rounds called Eras [p.6 — Game Overview]
  • Lead one of four Paths (Harmony, Dominance, Progress, Salvation) preparing for an asteroid impact [p.6 — Game Overview]
  • Core loop: power up Exosuits → warp assets from the future → take Actions with Workers [p.6 — Game Overview]
  • After Era 4 the Impact hits, triggering Collapsing Capital tiles and the Evacuation Action [p.18 — Impact]
  • Game ends when all Capital Action spaces collapse OR after Era 7 [p.11 — Clean Up Phase]
  • Most Victory Points wins; tiebreaker: most Water, then most total Resources [p.19 — Final Scoring]

Setup

  1. Place Main board (2–3 players: use side with 2 Hex slots per Capital Action) [p.5 — General Setup]
  2. Place Research dice, Evacuation tile (A side up), Anomaly stack, Paradox die/tokens [p.5]
  3. Shuffle Recruit pool deck (11 cards) and Mine pool deck (11 cards) separately; place beside board [p.5]
  4. Sort buildings into 4 type stacks (primary stacks), face up beside board [p.5]
  5. Arrange 9 Timeline tiles left-to-right; place Impact tile between tiles 4 and 5; place 1 random Superproject above each Timeline tile (first face up, rest face down) [p.5]
  6. Randomly select 5 Endgame Condition cards; place face up above board [p.5]
  7. Each player: pick Path, take Player board (A or B — all same side), colored components (6 Exosuits, 9 Warp tiles, 8 Path markers, Morale + Time Travel markers) [p.6 — Player Setup]
  8. Each player: take starting resources/workers/Energy Cores per Path board; pick 1 of 2 Leader cards [p.6]
  9. Place Focus markers on leftmost Timeline tile; set Morale + Time Travel markers to starting positions [p.6]
  10. First Player = person who most recently had a 'déjà vu'; players receive 0/1/1/2 Water in clockwise order from First Player [p.6]

Turn structure

Each Era proceeds in this order [p.7 — Game Turn]:

  1. Preparation — Flip next Superproject face up; shift building stacks; refresh Recruit pool and Mine pool cards
  2. Paradox — Players with most Warp tiles on any past Timeline tile roll Paradox die (skip Era 1)
  3. Power Up — In clockwise order, each player places up to 6 Exosuits on Hex slots (bottom 3 cost 1 Energy Core each); gain 1 Water per empty slot
  4. Warp — Each player secretly selects 0–2 Warp tiles, reveals simultaneously, places on current Timeline tile and receives those assets immediately
  5. Action Rounds — Clockwise, players alternate: place 1 Worker (on Player board OR on Main board in Exosuit) and take its Action, OR pass
  6. Clean Up — Retrieve Workers (Motivated → Active, others → Tired); retrieve Exosuits; check for Impact (end of Era 4); check for game end; advance Focus markers

Actions

Main Board Actions (require Exosuit on Hex space)

Action Worker Cost Effect
Construct Not Admin Upper: free / Mid: 1W / Low: 2W Take top building from any stack OR build Superproject in Focus; Engineer: −1 T from cost [p.12]
Recruit Not Scientist Upper: free / Mid: 1W / Low: 2W Take Worker from pool → Active; bonus: Sci=2W, Eng=1 Core, Admin=1VP, Genius=choose one [p.13]
Research Scientist only Upper: free / Mid: 1W / Low: 2W Set 1 die, roll 1 die; take matching Breakthrough tile [p.13]
World Council Copied Action Left: 2W + become 1st Player / Right: 1W Copy any Capital Action with no free spaces; space bonuses don't apply [p.13]
Mine Resource Any (Eng: Motivated) free Take 1 Resource from Mine pool; upper/mid/lower hex also gives +1 U/G/T [p.14]
Purify Water Any (Sci: +1W) free Take 3 Water (Scientist: 4 Water); Hex Pool — unlimited Workers [p.14]
Trade with Nomads Any (Admin: twice) free Exchange: 3W↔1 Core, 1 Core↔1N, 1N↔2 T/U/G, 2 T/U/G↔3W; Hex Pool [p.15]
Evacuation Any Meet Path condition Score VPs per Path board; only once per game, only post-Impact; max 30 VP [p.15]

Player Board Actions (no Exosuit needed)

Action Worker Cost Effect
Supply Any (Admin: Motivated) Water per Morale track position Move all Tired → Active; advance 1 Morale (or gain VPs at max) [p.16]
Force Workers Free Action (no Worker) Move all Tired → Active; lose 1 Morale (or lose 1 Worker at minimum) [p.16]
Power Plant Varies by tile Varies Move Focus to past Timeline tile; optionally return 1 Warp tile to advance Time Travel marker [p.16]
Anomaly (seal) Any (returned to supply) 2T/U/G + 2W OR 1N + 2W Remove Anomaly from Player board [p.17]

Scoring

  • Buildings: VP value printed bottom-left of each tile [p.21 — Appendix]
  • Superprojects: VP value printed upper-left of each tile [p.22]
  • Breakthroughs: 1 VP each; +2 VP per set of 3 different shapes (Circle+Triangle+Square) [p.19]
  • Time Travel track: VP per step as printed on Player board track [p.17]
  • Morale track: VP (positive or negative) per current position at game end [p.16]
  • Anomalies: −3 VP each remaining on Player board at game end [p.8]
  • Unfulfilled Warp tiles: −2 VP each at game end [p.19]
  • Endgame Conditions: 3 VP each condition met (ties: all score full amount) [p.19]
  • VP tokens: face value accumulated during game [p.19]
  • Evacuation: VP per Path board condition (max 30 VP) [p.15]

End of game

  • Game ends immediately after Clean Up of the Era when the last Collapsing Capital Hex flips to unavailable, OR after Era 7 [p.11]
  • Untangle the Continuum: fulfill all remaining Warp tiles (return asset from Active/powered Exosuit); each unfulfilled tile = −2 VP [p.19]
  • Score Endgame Conditions (3 VP each met) [p.19]
  • Tally all scoring sources on scoring pad [p.19]
  • Most VP wins; tiebreaker: most Water → most total Resources → shared victory [p.19]

Glossary

  • Era: one round of play; game lasts up to 7 Eras [p.6]
  • Exosuit: powered armor required to take Main board Actions; costs 1 Energy Core per bottom-row Hex slot [p.9]
  • Focus: the Timeline tile a player's Power Plant Actions target for Time Travel; starts on current Era tile [p.16]
  • Warp tile: tile placed on Timeline to receive assets 'from the future'; must later be returned via Power Plants [p.9]
  • Paradox token: received when rolling Paradox die; 3 tokens triggers an Anomaly [p.8]
  • Anomaly: tile placed on a building spot; −3 VP at game end; can be sealed with resources [p.8]
  • Motivated: Worker returned to Active column (not Tired) during Clean Up [p.11]
  • Hex space: Main board Action slot; blocked for the rest of the Era once occupied [p.11]
  • Hex Pool space: Main board slot that is always available; unlimited Workers may be placed [p.11]
  • Collapsing Capital tile: post-Impact replacement for Capital Action Hexes; flipped to unavailable after use [p.18]
  • Genius: Worker that acts as any Worker type when placed on an Action space [p.11]
  • Time Travel marker: tracks successful Warp tile returns via Power Plants; each step worth VP [p.17]

FAQ

  • Q: Can a Genius substitute for another Worker type when paying a Worker cost? — A: No. Genius substitution only applies when placing on Action spaces, not when spending Workers as costs, retrieving Worker Warp tiles, or for Evacuation scoring. [p.19 — Frequently Overlooked Rules]
  • Q: Can a busy Worker (currently on an Action space) be spent to pay a Superproject Worker cost? — A: No. Only Active or Tired Workers (on the Player board columns) may be spent. [p.19]
  • Q: When returning a Worker Warp tile via Focus, where must the Worker come from? — A: Active column only (it was warped in as Active). [p.19]
  • Q: Can you remove a Warp tile from the present Timeline tile using a Power Plant? — A: No. Power Plants only remove Warp tiles from past tiles when shifting Focus. Present-tile Warp tiles can only be removed via certain building/Superproject retrieve abilities. [p.19]
  • Q: Does the Impact tile count as a Timeline tile for Power Plant range? — A: No. Ignore the Impact tile when measuring Power Plant range. [p.19]
  • Q: Do you advance the Time Travel marker when removing a Warp tile via a building's retrieve ability or when gaining an Anomaly? — A: No. Only returning a Warp tile by paying its asset during a Focus shift advances the marker. [p.17]

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