Time Troopers
Time Troopers Rulebook
Table of Contents
Table of Contents
Turn Phases
The gameplay of Time Troopers involves 4 phases. After the final phase, this is the end of the round. The next round starts again with phase 1.
- Draw Phase
- Action Phase
- Local Phase
- Timeline Phase
1) Draw Phase
At the start of a normal round the player will draw up to 4 cards in their hand (unless otherwise instructed as some events restrict or increase hand size). A player can only draw up to 4 cards so if they have 3 cards in hand from a previous round, draw 1 card.
2) Action Phase
Next the player MUST read and action any cards which state "Immediately" on them.
(Diagram: an "Action Immediately" card, the event PAST TENSE, whose text reads "You may pay 3 Time Tokens to add a card to your hand from the Deck. Shuffle the deck." and whose bottom line reads "Action Immediately or Discard.")
(Diagram: the medic trooper DOC card, showing the Patchwork ability "Exhaust Doc to Heal 1. Damage from a Trooper in the same Zone." The card's deploy cost is shown on the right side, and the Infinity Tracker is shown with a Time Token value of 2 being reduced to 0.)
Deploy cost to play the card. Reduce your Time Tokens by the value. (If you do not have enough Tokens you cannot Deploy.)
The player can then choose in any order to perform the following actions.
- Deploy - Pay the cost of a card in hand to deploy it. This can be a Trooper, Attachment or Event. The cost of a card is located on the right side. The Time Tokens are tracked on your Infinity Tracker.
The Player can also choose to perform one action per Trooper. Each Trooper may perform one of the following actions: (These will be covered in more detail later.)
- Move - Move a Trooper from the Combat Zone to the Deployment Zone or vice versa.
- Attack - Perform an Attack on a Local or Enemy who is engaged in the Combat Zone.
- Stealth - Perform a Sneak/Stealth/Steal action.
- Special Action - Each Trooper has Special Actions which can be performed.
Zones
In Time Troopers the play area is separated into Zones. Some actions can only be performed in certain Zones.
The Local Zone
This is the play area where Local Locations and Missions are placed. Troopers cannot enter the Local Zone.
The Deploy Zone
This is where Troopers are placed when they enter play. Troopers can also Withdraw here from the Combat Zone. Locals cannot enter the Deploy Zone.
The Combat Zone
Both Locals and Troopers can enter the Combat Zone. When a character is in the Combat Zone they can be Engaged (see next page). Locals will enter in a single row at the top of the Combat Zone. Troopers will enter in a single line at the bottom of the Combat Zone. When a new card enters the Combat Zone it must be placed at the end of the row on the right. Combat can only occur in the Combat Zone unless otherwise mentioned.
(Diagram: the play area layout showing the Local Deck, Local Zones I, II and III, the Local Discard, the Combat Zone, the Deployment Zone, the Trooper Deck, the Trooper Discard, and the Trooper Deployed / Withdrawn row. After paying the cost, Troopers are placed in the Deploy Zone.)
Engaged
A Trooper is Engaged when they are in the Combat Zone with a Local or Enemy.
In the example below there are 2 Locals and 3 Troopers. 2 Troopers are Directly Engaged, the final Trooper is Indirectly Engaged.
- Trooper A is Directly Engaged with Local A - This means all attacks from them will be against each other.
- Trooper B is Directly Engaged with Local B - This means all attacks from them will be against each other.
- Trooper C is Indirectly Engaged with Local B - This means Trooper C can attack Local B but will not be attacked back since Local B will be attacking Trooper B.
Having superior numbers can be an advantage. If a new Trooper entered play, it would join the end of the line as Trooper D and also be Indirectly engaged with Local B. This could result in Local B being attacked 3 times in that round. You will therefore have to determine which Troopers to deploy and in what sequence and when to withdraw them to reorder the Combat Zone.
(Diagram: the Combat Zone with Troopers A (Medic DOC), B (Major) and C (Bull) in the bottom row, and Locals A and B (both Medjay) in the top row. Engaged Example: A may attack A; B may attack B; C may attack B. A will attack A; B will attack B.)
Withdrawal to Deploy Zone
In the example above if Trooper A for their action "moves" and decides to withdraw to the Deploy Zone. This would mean Local A is not Directly Engaged and so will attack Trooper B. At the end of the round all Locals and Troopers align left so that there are no gaps.
Basic Trooper Actions
Now you are aware of the Zones and phases of the game we can learn more on Trooper Actions. In the Action Phase Troopers choose to do one of the following: Move, Attack, Stealth or Special Action. Troopers can take their action in any order. After performing their action exhaust the Trooper card.
Move
A Trooper can move from the Deploy Zone to the Combat Zone or from the Combat Zone to the Deploy Zone (This could be referred to as Withdraw.) This is one action. When entering the Combat Zone the card must be placed to the right of all other Trooper cards (unless text states otherwise) and then Exhaust the card. When entering the Deploy Zone cards can be placed in any order as they are in play but not engaged.
(Diagram: "Move from Deploy to Combat Zone" and "Move from Combat Zone to Deploy" showing the Trooper card moving between the Deployment Zone and the Combat Zone.)
Attack
Certain missions may mean Troopers need to stun Locals to achieve their mission. This is known as an Attack. An attack can only be performed when a Trooper is engaged. (See Engaged). The Attack mechanic takes into account the Attacking character "Attack Value" and the "Defence Value" of the Character being attacked. The mission dice is then rolled and adjusted based on the result.
The mission dice change on each era.
- +1, +2, +3 = Add this many to the Attack value
- Blank face = Has no effect on the Attack
- -1, -2, -3 = Reduce from the Attack value
- X = The whole Attack fails
(Diagram: the Medjay Guard card with its Defence Value marked, and the Bull Infantry card with its Attack Value marked. Bull's card text reads "Get behind me - When played, place Bull directly into the Combat Zone.")
Attack Example: Attack = 3. Dice Result = +1. Total = 4. Defence = 2. Result = 2 Damage (Total - Defence).
Bull's attack is successful. 2 damage cubes are placed on the Medjay card. If ever the amount of damage is equal to or exceeds the health of the card they are defeated. Once Bull has completed his attack the card is exhausted. The Medjay is damaged but not defeated and will remain in play.
Defeated Locals & Enemies
Any Character who has damage cubes equal to or greater than their health is defeated. Since Troopers are not trying to kill Locals but stun them due to the Grandfather Paradox, any defeated Local is placed in the Local Discard Pile. They may awake from being defeated/stunned later as the Discard Pile will be shuffled and become the Local Deck again.
Defeated Troopers
Any Trooper defeated is removed from the mission and the card set to one side. It is not reshuffled or discarded. The United Nations of Time have a safety feature built into the Time Travel suit which will pause time before a Trooper would be killed and "Jump Home". This removes the Trooper from this mission. In most missions the mission fail perimeter revolves around this. e.g. If 3 Troopers are defeated the mission is failed.
Stealth
This action represents sneaking, stealing, searching and other non-combat actions required in some mission objectives. A Character's Stealth value is located at the top of the card. Some missions have a requirement such as "Stealth the room to search for a hidden map and place 6 Stealth Tokens on the mission card."
A Stealth action works in the same way as an Attack. Take the Character Stealth value and roll the era dice. Then adjust it based on the dice. (+1, +2, +3, blank, -1, -2, -3) An overall result of 0 or negative means the Stealth is not successful. A dice roll of X also means the Stealth fails. For a positive result add the white Stealth Tokens to the required area per the mission.
(Diagram: the Leader AKIRA card, whose Stealth value is marked at the top, and the mission card "Cleopatra's Amulet", which reads "Place 8 Stealth tokens on this card. Combat Zone must be clear of LOCALS.")
Example: Akira Stealth Value is 3. Dice Roll is equal to -1. Total Stealth value is 2. 2 Stealth Tokens are added to the card.
In this mission when 8 Stealth Tokens are on the Mission Card the Troopers have located Cleopatra's Amulet and completed the mission.
The Combat Zone must have no Locals to be able to complete this action. So if there were any Locals in the Combat Zone Akira could not perform this Stealth action.
Stealth v Local
In some missions you must avoid a Local Character and so engage them in Stealth. This works exactly the same way as an Attack. The Trooper Stealth value versus the Local Stealth value plus the dice result. An overall positive number = a success. An overall result of zero or negative is a fail as is a dice roll = X.
Special Traits
Some cards have Special Actions which can be performed as their Action instead of Move, Attack, Stealth. This can only be performed once per round the same as all actions. Take care to read the cards carefully before deploying them as some of the Special Actions are only used on deploying the card. Special Traits can be used to support other Troopers and build up an engine to achieve success on missions.
When Played
The special trait for these cards are only used once when the card is Deployed. E.g. on the Akira card - "When played, place Akira next to any Trooper." This does not count as an action.
Exhaust Character
This special trait means the Character's action is performed to achieve whatever text is on the card. The Character is then Exhausted as their action is complete. E.g. Kellie below.
(Diagram: Left - the Comms KELLIE card with the Radar ability "Exhaust Kellie to increase the next Trooper Stealth or Attack action by +1." Right - Kellie is Exhausted and Bull gains +1 for his Attack and will now Attack with 4 value instead of 3.)
Example: Kellie's ability is to be Exhausted to give another Trooper +1 Attack or Stealth value for next action. This can be useful when trying to Defeat a Local or complete a Stealth.
Note that some Troopers Special Abilities require them to be in the same Zone. If it is not mentioned then it is ok to use in any way.
Kellie could be in the Deploy Zone and Bull in the Combat Zone.
Attachments
During the Trooper Action phase you may also use any Attachments you have in play. This is not an action on its own. For example the Stun Charge below. Attachments can come into play by paying the cost of the card and attaching them to a Trooper in play linked with the required class. (Medic, Leader etc). Some attachments are discarded after use meaning they go in your Discard Pile.
(Diagram: the attachment card STUN CHARGE, "Lightning in a bottle - Attach to Infantry. Exhaust to Increase all Attacks +2 by this Trooper this round. Once used Discard.", attached to the Infantry trooper BULL, whose card reads "Get behind me - When played, place Bull directly into the Combat Zone.")
Example:
- A = Stun Charge card is paid using 2 Time Tokens.
- B = Stun Charge is attached to Bull who is an Infantry Trooper.
- C = Bull uses the attachment during his Attack Action. His Attack is now 5. After the Attack Bull is Exhausted and the attachment is discarded.
3) Local Phase
Once you have taken all your available actions and your Troopers are exhausted you can choose to discard any cards in your hand, remembering that you will draw up to 4 cards at the end of round.
The Local Phase is when the Characters who are Local to that time era take their turn. Unless the Mission or character text states otherwise they will always attack as a default. Again make sure to read the text on a card.
Each Local will then take their turn from left to right. Attack works the same way including the dice roll.
(Diagram: Medjay Guard, Medjay Guard, and Queen Cleopatra, plus the Infantry Bull and Comms Kellie Trooper cards in the Combat Zone. Cleopatra's card reads "Protected - Cleopatra cannot be attacked if any other LOCAL is in play. On her turn Cleopatra forces you to assign 1 Damage to any Trooper.")
Example: The Medjay Guards will Attack but the Cleopatra text states she will not attack. Instead Cleopatra forces you to assign 1 Damage to any Trooper in play.
In this example you choose Bull as he has the most Health.
As you move from left to right you can exhaust the cards to keep track.
As you move from left to right you can Exhaust the Local cards to keep track until all actions performed.
Example: The first Medjay had 3 attack and rolled a blank dice. Bull had 3 Defence. So no Damage.
The second Medjay had 3 attack and rolled a blank dice. Kellie had 2 Defence. Result is 1 Damage.
Cleopatra does not Attack. Instead you are forced to assign Damage. You choose Bull and place 1 Damage cube on that card.
4) Timeline Phase
In the first timeline you will draw 3 cards from the Local Deck and play them left to right into the Timeline slots numbered 1 to 3. These are the 3 possible timelines. Take time to look at the 3 possible cards.
(Diagram: the Local Zone with the Local Deck, Timeline slots I, II and III holding a Medjay Guard, the event NILE BE BACK and the event SANDSTORM, and the Local Discard. The Combat Zone holds Medjay, Medjay and Cleopatra.)
Now roll the Timeline Dice which will determine the possible Timeline you will follow and which card comes into play. In this example you roll a 1 meaning another Medjay Guard will come into play.... However.... You are a Time Trooper and can rewind time. If you wish you can now spend 1 Time Token to reroll the dice. (Of course you could reroll a 1 again!) You reroll a 3 meaning the Sandstorm event comes into play. Now discard the other cards and draw the next 3 cards so you can see into the future what Timeline cards will come out next round.
(Diagram: the Local Zone after the reroll, with Timeline slots I (Bronze Spear), II (Medjay Guard), III (Scorpion) and the Sandstorm event moved into the Combat Zone, and Nile Be Back in the Local Discard.)
End of Round
After you have rolled the Timeline Dice and resolved any effects then the round is over. You must now ready everything for the start of the next round.
- Resolve any "End of Round" conditions from the mission.
- Discard any Events in play from the previous round, not including any just drawn from the Timeline phase which remain in play for the new round.
- Ready all cards which are Exhausted so they are all standing up ready for next round.
In order to help you keep track of how the round advances take the reference card from the box and place in front of you as a guide. You can use the reverse of this card as a bookmark in the Mission Book too.
(Reference Card - Round Order:)
- Draw Cards.
- Resolve any "Immediately" cards.
- In any order: Pay cost of a card to enter play. Discard any number of cards in hand. Perform 1 action per Trooper in play. (Attack, Stealth, Move, Special Ability)
- Local Phase: Resolve Local attacks and resolve any mission conditions.
- Timeline Phase: Roll the Timeline Dice and resolve. Discard remaining cards and fill the Timeline.
- End of Round: Refresh any exhausted cards and resolve any end of round conditions.
(Save Point card: "Use this card as a bookmark to save your progress in the Mission Book.")
Throughout the Missions you will be introduced to new rules and mechanics to ensure the game remains fresh and challenging. As you are introduced to new phrases such as "Retaliate" or "Heal" consult the Glossary on the back of this booklet. If there is ever a contradiction in the game then the Mission rules supersede all other text and rules.
Setup
Set up the Trooper Deck
You are almost ready to dive into the action. Next we will show you how to create the Trooper and Local Decks. This is done slightly differently so first let's assemble your Trooper Deck.
In the box you will find the card divider called "Trooper Deck". This will be your default deck to start the game. As you make progress you will add and remove cards from this deck. Do not add or remove any cards from this deck unless instructed to do. Next open up the Mission Book to Mission 1.1 - A Night along the Nile.
The page on the left will give you the information to prepare your Troopers for action under "Set Up".
(Diagram: the Trooper Deck divider with the Mission Set Up panel: "SET UP - DRAW 6 - DISCARD 2 - TIME TOKENS 2", showing the Bull card (C3) placed in the Deploy Zone.)
In this example find card C3 (Bull) and add the card to the Deploy Zone. Take the remaining cards and shuffle them to form the Trooper Deck. Normally you will draw up to 4 cards at the start of a round. In the first round only to form your starting hand you will Draw 6 and Discard 2. This may change depending on the mission.
(Diagram: the starting hand of Time Token cards, the Infantry AXE, the Leader AKIRA, the Event COMPLICATION and the Attachment MED-PACK.)
Example: Drawing 6 cards you decide to discard the Med-Pack and the Event card for the set up phase. You now have your first hand and have completed the first round "Draw Phase". Place the 2 Discard cards in the Discard Pile.
Finally you will be allocated your starting resources, Time Tokens. In this example you start with 2 Time Tokens so set the Time Token Dial to 2. When you Discard a Time Token card in the game you gain that many Time Tokens on your Dial. If you spend Time Tokens you reduce the Dial. You cannot have negative Time Tokens. If you do not have the required amount to spend you cannot do that action.
(Diagram: the Time Token Dial set to 2, then the +1 and +2 Time Token cards being discarded so the Dial reads 5.)
Example: Set Up instructions - start with 2 Time Tokens. In your hand above during the perform actions phase you will Discard the 2 x Time Token cards and increase the Dial by 3. (Time Tokens 2+1)
Set up the Local Deck
Next we create the Local Deck. This is done by creating a unique deck for each mission. We are on Mission 1.1. Look at the Local Dividers in the box for the one related to the mission you are on.
(Divider: "1.1 to 1.3 - Ancient Egypt".)
Look at the Comms Device in the bottom right of the set up page. This tells you which dice and cards are needed for the Mission. If there are ever more than one card take ALL cards of that number. For example card C1. If there are 4 x C1 then take all 4 cards into the deck. (Card numbers are in the bottom right of each card.)
(Diagram: the Comms Device reading "Dice - Aqua; Deck - S1, C1-C7, L1-L5", and the four Medjay Guard cards C1.)
Example: Take the Aqua dice from the box. This will be used as the Attack/Stealth dice.
Go into Divider 1.1 to 1.3 and find cards S1, C1, C2, C3, C4, C5, C6, C7, L1, L2, L3, L4, L5.
Next you will need to place any cards into play by reviewing the set up diagram. In this instance place one C1 card into the Combat Zone. Next after reading the Mission Special Instructions you note that you must shuffle and place down 5 Location cards. (L1 - L5). All remaining cards are shuffled to form the Local Deck.
(Diagram: the Local Zone with the Local Deck and the five Location cards L1-L5 placed face up, and one Medjay Guard C1 in the Combat Zone.)
You are now ready to start the first round. (You have completed the Draw Phase already). We recommend next to read the Mission Book page "How to read the Mission Book". - Good Luck Trooper.