TIME LINE
INTRODUCTION
Two time traveling civilizations fight for ultimate control of the entire timeline.
The Far Future is controlled by a scientifically advanced culture known as the Teraxians.
The Distant Past is controlled by a magical race known as the Atlanteans.
OBJECT
Gain control of all 12 Eras on the Time Line.
THE DECKS
Each player has his own unique deck.
There is the Teraxian Deck and the Atlantean Deck.
THE BOARD
The board is composed of a row of 12 spaces.
These spaces (or Eras) are labeled in the following order:
# Era: Force
12. The Far Future X
11. Near Future 48
10. WWII 24
9. WWI 12
8. Age of Imperialism 9
7. Age of Revolution 6
6. Renaissance 5
5. Middle Ages 4
4. Roman Empire 3
3. Ancient Civilizations 2
2. Prehistory 1
1. Distant Past X
Force = Force of Units recruited from this time period.
Eras 2-11 have Period troops.
DICE
Six and ten sided dice are needed.
COUNTERS
Each player gets a set of counters of a unique color and with unique unit types.
Units are also referred to as troops.
There is also a set of same-color, common, generic period troops:
Have 10 counters to represent Period troops from each Era 2-11.
Mark the Era number on the counter.
ATLANTEAN COUNTER SET
# Type Force Move Start
10 Wizards 50 4 2
10 Heroes 100 3 2
20 Warriors 150 2 4
10 Monsters 200 1 2
25 Control Markers
Start = The number of such units the player starts the game with.
TERAXIAN COUNTER SET
# Type Force Move Start
10 Scientists 50 4 2
10 Agents 100 3 2
20 Combat Teams 150 2 4
10 Warships 200 1 2
25 Control Markers
SETUP
The Atlanteans begin with their starting counters in the Distant Past space.
The Teraxians begin with their starting counters in the Far Future space.
Roll high on 1D10 to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 5 Phases:
1. Random Factors
2. Time Travel
3. Change History
4. Recruit Troops
5. Seek & Destroy
RANDOM FACTORS PHASE
The active player draws 2 cards from his deck.
If the deck runs out, shuffle the discard and draw from it.
TIME TRAVEL PHASE
You may move your units forward and backwards on the timeline a number of
Eras up to their Move stat limit.
For example: A Wizard could move from the Distant Past to the Middle Ages.
Period troops have a base Move = 0.
Cards may be played to increase the Move stat of target units.
CHANGE HISTORY
If you have a unit in an Era you may try to gain control of the Era by
interfering with history.
Roll 1D6. this is the control roll.
On a roll of 4-6 you gain control of the Era.
Agents and Heroes get +1 to the roll.
Keep tract of control by placing control markers.
Changing history involves assassinations, planting ideas, providing
assistance, preventing or causing critical events.
RECRUIT TROOPS
If you control an Era you may try to recruit one period unit from it.
Roll 1D6. This is the Period Recruit Roll.
On a roll of 4-6 you gain one unit.
Agents and Heroes get +1 to the roll.
The Atlanteans may make two rolls for the Prehistoric Era.
Keep tract of control of period units by stacking them and then placing a
control marker on the stack.
The Atlantean Player makes one Atlantean Recruit Roll:
1D6 Recruit
1 Wizard
2 Hero
3 Warriors
4 Warriors & Draw 1 card
5 Monster
6 Draw 2 Cards
Recruited Atlantean units begin in the Distant Past.
The Teraxian Player makes one Teraxian Recruit Roll:
1D6 Recruit
1 Scientist
2 Agent
3 Combat Team
4 Combat Team & Draw 1 Card
5 Warship
6 Draw 2 Cards
Recruited Teraxian units begin in the Far Future.
SEEK & DESTROY
If there are opposing units in the same Era they may fight.
If neither side wants to fight there is no combat.
If one side does not want to fight, it may attempt to hide or escape.
Roll 1D6. This is the Hide or Escape Roll.
On a roll of 4-6 the player may hide all his units. They may not be attacked this turn.
Alternatively, on a roll of 4-6 the player may have all of his non-period units escape.
Escaping units move to an adjacent Era. They may be attacked again in that Era.
Units that fail to hide or escape must fight.
If there is a fight each side adds up it’s Force Total.
Cards may be played to increase a side’s Force Total.
Certain cards can only be played if certain unit types are present at the battle.
These cards are attached to one of the required units.
The effect of cards last the entire battle.
The Side with the higher Force Total has the Advantage. The lower total has the disadvantage.
Roll 1D6. This is the Combat Roll:
1-4 The Disadvantaged side has one unit destroyed.
5-6 The Advantaged side has one unit destroyed.
If both sides have equal Force Totals the combat roll results are 1-3 and 4-6.
A player decides which of his units are destroyed. The unit is removed from play.
Any cards attached to a destroyed unit are discarded.
Continue making combat rolls until one side is eliminated, or both sides want to stop.
After each combat roll either side may attempt to escape at a -1 to the roll.
Discard all cards played at the end of the battle.
ATLANTEAN DECK CARD LIST
Card Name User Effect
Astral Travel W Move +3 or Escape roll +2
Astral Gate WHT Move +3 or Escape roll +2
Dimension Door WH Move +3 or Escape roll +2
Ethereal Plane A Move +3 or Escape roll +2
Hermes Portal WH Move +3 or Escape roll +2
Demon Horde T F + 200
Vorpal Sword H F + 100
Celestial sword H F + 200
Rune Blade H F + 150
Eldritch Blade H F + 50
Maelstrom W F + 200
Firestorm W F + 50
Petrification W F + 100
Possession W Control opponents unit this turn
Time Barrier W Units cannot Move past target Era
Stasis X Units cannot move out of Target Era
Dragon Breath M F + 50
Regeneration M F + 100
Time Walk X Take an extra turn
Speed Time X Draw 5 Cards
Take from the Future X Put any one card from your deck into your hand
Summon W Stack any 1 New Atlantean unit with Wizard
Reverse Time W Redo this turn from the beginning
See the Future X Look at the top 7 cards; put them in any order
Take from the Past X Put any one card from your discard into your hand
Banish W Cause enemy unit to escape
Polymorph W Destroy enemy unit
Stone Rain W F + 150
Time Vortex W Each unit in this Era is destroyed on 4-6 on a roll of1D6
Armies of the Past P Entire Stack Move +3
End of Time X Opponent must discard 3 cards
Great Wyrm M F + 200
Myrmidons T F + 50
Illusions W Hide Roll +2
Enchanted Weapons P F + 50
Wizards Sight W Opponent gets –2 to Hide Roll
Invisibility A Hide Roll +2 or F + 50
Avatar H F + 100
Strings of Fate W Change Roll +2
User = What type of unit may use this card.
W = Wizard, H = Hero, T = Warriors, M = Monster, P = Period Troops, A = All, X = None
TERAXIAN DECK CARD LIST
Card Name User Effect
Mind Control Device S Control opponents unit this turn
Tac Nukes W F + 200
Probability Shift X Any roll +2 or -2
Time Contraction A Move +2 or Escape roll +2
Time Expansion A Move +2 or Escape roll +2
Time Skipping A Move +2 or Escape roll +2
Matter Disrupters W F + 50
Force Fields W F + 100
Cybernetics C F + 50
Plasma Weapons C F + 100
Spinal Mount W F + 150
Power Armor C F + 200
Time Projection A Move +2 or Escape roll +2
Alternate Time Line S Destroy Target Unit
Bionics G F + 150
Paradox X Destroy Target Unit
Time Loop X Get an Extra Turn
Temporal Rift X Opponent must discard 3 cards
Time Flux S Units cannot Move past target Era
Anachronism P Move +2
Temporal Locator S Opponent gets –2 to Hide Roll
Time Beacon X Units moving to this Era get Move +2
Android G F + 200
Neural Implants G F + 100
Time Bomb S F + 100
Worm Hole A Move +2 or Escape roll +2
Temporal Manipulation X Draw 5 cards
Recorded History A Change Roll +2
Abduction X Change Roll +2
Holograms S Hide Roll +2
Eject Button A Escape Roll +2
Stop Time S Units cannot move out of Target Era
Futuristic Weapons P F + 50
AI Predictions X Look at the top 7 cards; put them in any order
Replacement Clone S Change Roll +2
S = Scientist, G = Agent, C = Combat Team, W = Warship
D20 VERSION OF TIMELINE
by C Gerard Luft
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