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Eye Found It: Journey Through Time

Eye Found It: Journey Through Time Rulebook

Table of Contents

Table of Contents

  • Setup
  • On Your Turn
    • The Spinner
  • Movement
  • Search
  • End of the Game
  • Character Abilities

Setup

Contents: 1 board divided into 3 parts, 1 Timecraft token, 1 stand, 1 spinner, 6 character cards, 12 ring markers, 30 search cards, 1 sand timer and this instruction manual.

  1. Unfold the parts of the board and form it by joining the 3 parts.
  2. Insert the Timecraft token in its stand, then put it on the Start space. All players will use this token on each of their turns.
  3. Each player chooses a character card and leaves it in front of them. Leave the remaining cards in the box.
  4. Shuffle the search cards and place them in a pile near the board. It does not matter whether the red or blue face is visible.
  5. On the spinner, put the fuel meter on "F" (Full) and the Navigation meter on "1". Then leave the spinner near the board.
  6. Leave the spinner, the sand timer and the ring markers within reach of the players.

The youngest player starts!

On Your Turn

You must decide whether to use your character's special ability ("PLAN A") or spin the Spinner ("PLAN B"):

  • PLAN A: If you choose to use your character's special ability, carry out the action described on your card. Then it is the next player's turn.
  • PLAN B: If you choose to spin the Spinner, depending on which space the arrow points to, follow the instructions shown below.

The Spinner

  • Move (1, 2, 3, 4, 5 or 6): Advance the Timecraft the exact number of spaces on the board (see the Movement rules below).
  • Lose 1 fuel point: You lose one unit of fuel; turn the wheel 1 space and then spin the spinner again!
  • Search: It's time to look for some things! See Search below.
  • Lose 2 fuel points: You lose two units of fuel; turn the wheel 1 space and then spin the spinner again!
  • Number of Spaces: Advance the Timecraft the exact number of spaces on the board shown on the Navigation meter. After each search you must adjust this meter (see Search below).

The spinner also has the Navigation meter and the Fuel meter.

Movement

During your journey through time, you may land on special spaces:

Wormhole: If you land on a wormhole, follow the end of the tunnel to the other wormhole. You only have to advance through it. (See Landing in the Future.)

Landing in the Future: As you approach the final space, you can see a Super wormhole. If you reach ANY of these spaces, the Timecraft is transported to the future! If this happens, follow the path of the wormhole to its end and continue playing as usual to get back to the final space before you run out of fuel.

Spaces with an arrow: If the space shows an arrow, you must follow that direction mandatorily. Otherwise, if during your route you reach a fork, you may choose which path to follow. Some routes are long but they lead you to a wormhole.

Search space: If during your route you reach a search space, follow the instructions given below.

Search

If you get a search symbol on the spinner or you reach a search space on the board, draw the top card of the search deck.

  • If a search symbol came up when spinning the spinner, you must resolve the side of the card corresponding to the color that came up on the spinner (red or blue).
  • If you reach a search space on the board, choose which side of the card to resolve.

Time starts running:

  • Turn over the sand timer. Then, all players must look for the type of object shown on the card. They can find them hidden all over the game board.
  • Each time an object is found, place a ring marker on the object so that you remember where it is. Once the sand timer runs out, you must stop the search and count how many ring markers have been placed on the board.
  • Advance the Timecraft that same number of spaces as a bonus!
  • In addition, change the Navigation meter number to match the number of objects found.

Note: The things you look for on the board are not always exactly the same as what is seen on the card. It looks like it or not depends on the players — think creatively!

Example: If the card says "FLAGS", all players must work as a team and look for flags before time runs out. If they find 4 flags, advance the Timecraft 4 spaces AND turn the navigation meter so that it shows the number 4 on the spinner.

End of the Game

If the players are able to return to the final space in the Society of Eccentricity's mansion in the present before they run out of fuel, then everyone wins! If at any time the fuel meter shows "E", everyone loses!

Character Abilities

  • Abigail Wen (inventor): Reduce the fuel meter by 1, in exchange spin the spinner 3 times and choose which result to use to advance.
  • Mortimer W. Ward (navigator): Return 1 ring marker to the box to advance the Timecraft 1, 2 or 3 spaces.
  • Emma Epoch III (historian): Reduce the fuel meter by 1, in exchange play 1 Search card.
  • Skye Simmons (pilot): Return 2 ring markers from the game to the box to advance the Timecraft exactly 7 spaces.
  • Tyson Briggs (mechanic): If the Timecraft is 2 spaces from a Wormhole, you can recover up to 2 notches on the Fuel meter.
  • Jasper Fox (archaeologist): If the Timecraft is 3 spaces from a Search space, you can play 1 Search card.