Timelancers
Timelancers Rulebook
Table of Contents
Table of Contents
- Components
- Game Setup
- Goal of the Game
- Game Overview
- Player Turns
- Capturing Events - Revise or Repeat
- Other Time Machine Actions
- The Enforcer
- Event Abilities
- Resources
- Money - Janusburg Dollars
- Time Gems
- Time Machine Upgrades
- Time Locks
- Side Jobs
- Faction Cards & Goal Markers
- Ending the Game
- Calculating Merits
- Game Variants
- City Tile Explanations
- Frequently Asked Questions
- Quick Reference Guide
Components
- 1 city board
- 15 city tiles
- 4 time machines
- 4 character cards
- 4 character pieces
- 16 goal markers (4 colors / 4 each)
- 1 Enforcer
- 1 first player marker
- 56 event cards (14 of each type)
- 28 enforcement cards
- 28 side job cards
- 10 faction cards
- 4 reference cards
- 2 supply trays
- 15 time locks
- 20 upgrades
- 30 time gems
- Money (30 ones / 15 fives)
- 15 each of: med kits, attaché cases, weapons, disguises, cameras, communicators
Game Setup
Janusburg - Main Board
- Place the city mat in the center of the table within reach of all players.
- Place the Timelancer HQ city tile on a space on the main board that is surrounded by 6 open spaces.
- Shuffle the remaining city tiles and randomly place one - either side facing up - on each edge of Timelancer HQ. There will now be 7 city tiles on the main board with Timelancer HQ in the middle.
- Place the remaining city tiles in any configuration using the following guidelines:
- All city tiles must be placed within the borders of the city.
- All city tiles must be adjacent to at least 2 other city tiles.
Event Cards
- Sort event cards into the following four types - Cultural, Military, Science, and Social - and shuffle each event deck.
- Place each event deck around the main board. Reveal the top 3 cards from each deck and place them in face-up rows that are visible to all players.
Enforcer
- Shuffle the enforcement cards and place them and the Enforcer near the main board. Reveal the top enforcement card and place it face-up next to the deck.
The Supply
- Place the supply trays near the main board.
- Shuffle the side job cards and place them in a deck near the supply trays.
First Player
- Choose a starting player. They become Player 1 and receive the first player marker.
A recommended city set up for the first game (3 player game) is shown in the manual's diagram.
Player Setup
- Each player chooses a character and takes the matching character piece, character card, time machine, 4 goal markers, and a reference card.
- Place each player's character piece on Timelancer HQ on the main board.
- Each player places 1 goal marker on the move counter on their character card.
- Randomly deal 1 faction card to each player.
- Randomly deal 2 side job cards to each player.
- Players start the game with the following items:
- Player 1 - 5 money, 1 time gem
- Player 2 - 5 money, 2 time gems
- Player 3 - 6 money, 1 time gem
- Player 4 - 6 money, 2 time gems
- Starting with the last player and working backwards to the first player, each player chooses an event card from the face-up cards and adds it to their reserved event space on their character card.
Goal of the Game
Each player is a Timelancer whose goal is to gain the most merits as efficiently as possible so that they can move up the ranks of the Timelancer hierarchy.
Timelancers gain merits by capturing events, completing faction goals, completing side jobs, upgrading their time machines, and by collecting time locks, resources, and money.
Game Overview
The game is played over a series of rounds, with each player taking one turn each round. A player's turn consists of making up to three moves - either in Janusburg, their time machine, or a combination of both. Players will collect resources for their mission while in Janusburg and then use those resources to capture events with their time machines.
Repeating or revising an event and placing it onto a time machine is known as CAPTURING THE EVENT. Events currently on a player's time machine are known as CAPTURED EVENTS.
Once each player has taken a turn the round ends. Then, the Enforcer performs their actions, moves to a new city tile, and a new enforcement card is revealed. Gameplay continues until the end game is triggered.
As soon as any player completes their faction card's 4 end goals, the end game begins. Each player that has not taken a turn during the round will take their turn, the Enforcer will perform their action, and then the game immediately ends and players add up their merits.
Advanced and Solo rules are in Game Variants below.
Player Turns
Each player begins the game on Timelancer HQ. On each player's turn, they may make up to 3 moves - either in Janusburg, their time machine, or a combination of both.
Moving in Janusburg
Players may move from the city tile they currently occupy to an adjacent city tile and perform the action of the new city tile. Moving to a new city tile and performing the action on that city tile counts as 1 of their 3 moves. All city tile actions are explained in City Tile Explanations below.
- At the start of their turn, players MUST move to a new city tile - they cannot perform the action of their starting city tile unless they return to it on a later move.
- During the current turn, players cannot immediately return to the city tile they just previously occupied.
- Players may NOT end their current turn on a city tile occupied by another player - except for Timelancer HQ. Players may pass through and take the action of a city tile that is occupied by another player as long as they do not end their turn on that city tile.
- Players may NOT pass through, perform actions, or end their turns on a city tile occupied by the Enforcer. The Enforcer is explained below.
- Players do NOT have to perform the action on a city tile to pass through it. If a player moves to a city tile and does not perform the action, it still counts as 1 of their 3 moves.
Moving To and From Time Machines
When players are ready to time travel, they will need to go to their time machines. The only way to move to and from time machines is by going to Timelancer HQ. Moving from Timelancer HQ to the time machine and performing an action counts as 1 move. Moving back to Timelancer HQ and acquiring a time gem also counts as 1 move.
Moving in Time Machines
Each time machine has 9 time machine actions a player may perform. Above each time machine action are empty upgrade slots that signify the time gem cost associated with that action. A player may only land on and perform a time machine action if they can afford the time gem cost and if they are capable of performing the time machine action.
Once in their time machines, players may move to any time machine action, including doubling back to a previously used time machine action, however players may NOT perform the same time machine action two times in a row. They must move to a different time machine action or Timelancer HQ first.
When paying the time gem cost, check for upgrades that lower the time gem cost (e.g. an upgrade means the player pays 1 less time gem). More about upgrades below. Players may also have constant abilities that lower the time gem cost. More about abilities below.
After paying the time gem cost, a player may perform the action ability (if available) of the event that is currently placed on the time machine action they occupy.
Once a player has paid the time gem cost and performed their action ability, they MUST perform the time machine action they currently occupy.
Time Machine Actions
- Revise an Event (Modern / Middle Ages / Ancient)
- Repeat an Event (Modern / Middle Ages / Ancient)
- Rotate 1 of your events
- Flip 1 city tile
- Reserve an event
Turn Example 1
Move 1:
- Kylin starts his turn at the Tailor and moves to the Archives.
- He gets 1 attaché case.
Move 2:
- Kylin moves to Timelancer HQ.
- He gets 1 time gem.
Move 3:
- Kylin moves to his time machine and chooses the Repeat a Middle Age Event action.
- He has 1 upgrade, so he only pays 1 time gem.
- He performs the action ability of the event card that is already there: he gets any 2 resources. He chooses a disguise and a camera.
- He performs the action of Repeating a Middle Age Event.
- He pays the resource cost for the Invention of the Gutenberg Press event card.
- He places the event card, in chronological order, with the REPEAT side touching his time machine.
- He gets 3 money.
Resource Limits
Players may NOT have more than 10 resources before making their next move. Players may acquire more than 10 resources and use them while performing their current move, but they must discard down to 10 resources before making their next move.
If a player acquires more than 10 resources while in Janusburg, they must discard down to 10 resources and leave the discarded resources on the current city tile they occupy. If a player acquires more than 10 resources while in their time machine, they return the discarded resources to the supply.
If any player moves to a city tile with discarded resources on it, that player may freely acquire any or all of those resources - keeping in mind the 10 resource limit.
Capturing Events - Revise or Repeat
Players may capture events from the face-up event card rows or from their own reserved event spot. They may choose any event type, but it must be the correct era according to the time machine action they perform: Modern, Middle Ages, or Ancient.
Event types: Cultural, Military, Science, Social. Event eras: Modern, Middle Ages, Ancient.
When players capture events, they should check their constant abilities first to see if they have any discounts. Then, they will pay the remaining resource cost of the event that they are capturing. The resource cost of each event is shown on the left side of the event card.
Players must place captured events on one of the 9 spaces on their own time machine IN CHRONOLOGICAL ORDER (oldest event on the left). The event does not need to be placed on the time machine action the player currently occupies and it does not need to touch other events on their time machine.
If players perform a repeat action, they will place the event so that the title side of the card is touching their time machine. If players perform a revise action, they will place the event so that the REVISE side of the card is touching their time machine.
Once an event has been placed on a time machine, it may not be moved unless capturing another event on a subsequent turn would force it to move so that the events can be placed in chronological order. If multiple cards must be moved, the player may choose which card or cards to move, but they may only move cards far enough to clear one spot for the newly captured event.
Each event card shows (repeat side): merits, ability, resource cost, event era, event type, and money received (side tab on the right); and (revise side): ability and merits.
Players may capture events that are not required by their faction card. If a player has completely filled up their time machine, they may replace a captured event with a newly captured event. Return the discarded event to the bottom of its corresponding deck. Players may never have more than 9 events on their time machine at one time.
After capturing the event, the player receives the amount of money shown on the side tab on the right of the event card. Always remember to get your money!
After a player captures an event, do not refill the face-up rows until the end of their turn.
If the captured event was revised it causes a ripple effect and players will follow the Revising Events steps below.
Revising Events
If the captured event was revised, players will perform the following steps:
- Step 1. Note the event type and the year it occurred.
- Step 2. All players - including the current player - will rotate all events on their time machines that match the event type AND occur chronologically AFTER the newly revised event. Rotate the event from repeat to revise or from revise to repeat.
- Step 3. Flip over ALL of the city tiles that match the type of the revised event - including city tiles that are currently occupied by other players or the Enforcer. Flipping a city tile means to turn the tile over to the opposite side.
Repeating Events
If the captured event was repeated, players will proceed to their next move without performing the Revising Events steps listed above.
Other Time Machine Actions
Reserve an Event
Players will choose any one event from the face-up event card rows or a card off the top of one of the event card decks and place it on the reserved event spot located on their character card. They are now the only player that can capture that reserved card on a future turn. Players may only reserve one event at a time, however they may exchange a new event with the one they currently have reserved. Return the old event to the bottom of its corresponding deck. After a player has reserved an event, do not refill the face-up rows until the end of their turn.
Rotate Your Event
Players will rotate one of the events on their own time machine - either from repeat to revise or from revise to repeat. For a traditional game, this will NOT cause any of the Revising Events steps listed above to occur.
Flip a City Tile
Players will flip over one city tile in Janusburg - including city tiles occupied by other players or the Enforcer.
Turn Example 2
Move 1:
- Jeune starts her turn on the Revise a Modern Event action and moves to the Reserve an Event action.
- There is no time gem cost for this action.
- She performs the action ability and gets 2 disguises.
- She performs the action of Reserving an Event.
- She places the First Ancient Olympic Games event card on the Reserved Event spot on her character card.
Move 2:
- Jeune moves to the Revise an Ancient Event action.
- She has 3 upgrades and a Pay 1 Less Time Gem constant ability on her time machine, so there is no time gem cost for this action.
- She performs the action of Revising an Ancient Event.
- She pays the resource cost for the First Ancient Olympic Games event card.
- She places the event card, in chronological order, with the REVISE side touching her time machine.
- She gets 6 money.
- Because she revised the event, all players rotate any Cultural event cards that occur after 776 BCE. Jeune rotates the Taj Mahal Completed event card on her own time machine.
- She flips all of the Cultural city tiles.
Move 3:
- Jeune moves from her time machine to Timelancer HQ.
- She gets 1 time gem.
The Enforcer
After each player has taken a turn, the round ends. At the end of each round, the Enforcer will perform the actions shown on the face-up enforcement card that was drawn at the start of the round - or during the game setup if it is the end of the first round.
There are two types of cards with actions that the Enforcer may perform:
- REVISE EVENT: Choose the oldest event card from the face-up cards matching the event type shown on the enforcement card and perform the Revising Events steps as if the card had been revised. Return the event card to the bottom of its corresponding deck and refill the empty spot. If the enforcement card shows two event types, perform the actions for both in the order they appear on the card from left to right.
- FLIP CITY TILES: Only flip over the city tile that matches the location shown on the enforcement card.
After performing the action, move the Enforcer to the location shown. Then reveal a new enforcement card and place it face-up on the discard pile. This will be the Enforcer's next action and location at the end of the round. The Enforcer performs their action at the end of the game.
During the round, players may NOT pass through, land on, or end their turn on the city tile where the Enforcer is located. Players may use the Laboratory to copy the action of the city tile where the Enforcer is located.
Since the location where the Enforcer will move to is revealed at the start of the round, players should plan accordingly and NOT end their turn on that location. If a player is on the city tile where the Enforcer moves, they will be trapped and have to skip their turn for the round as they hide from the Enforcer.
If the enforcement deck runs out, shuffle the discard pile and continue drawing cards.
Event Abilities
Each event has two abilities - one for repeating and one for revising the event. Players only receive ONE ability from the event at a time, NOT BOTH abilities. Players receive the ability that is currently touching their time machine. The ability the player receives will change if the event rotates.
Action Abilities
Action abilities are triggered whenever a player performs a time machine action which has a captured event on it that has an action ability. Action abilities should be performed after the time gem cost has been paid and before the time machine action is performed.
Constant Abilities
Constant abilities are always available for the player once they have been placed on their time machine and work no matter which time machine action is being performed. The constant ability must be on the side of the event card currently touching the time machine. The "-" (minus) symbol is the symbol for a discount. Abilities with a "-" symbol mean to pay less of whatever symbols come after it.
Example: "- disguise" would pay 1 less disguise to capture an event.
Resources
There are only 6 types of resources in the game: Attaché Case, Med Kit, Weapon, Disguise, Camera, and Communicator. The "any resource" symbol signifies any resource. The other items in the game - money, time gems, time locks, etc. - are not considered resources.
There is a 10 resource limit for players between moves, however, there is no limit to the number of resources in the game. If the supply runs out of a certain type of resource, use another item as a suitable place holder. A player's leftover resources are worth merits at the end of the game - every 3 resources are worth 1 merit.
Money - Janusburg Dollars
Players will earn money for each event they capture. Money can be used to buy items in Janusburg and excess money is worth merits at the end of the game. Every 5 money is worth 1 merit.
There is no limit to the amount of money a player can have. If the supply runs out of money, use another item as a suitable place holder.
Time Gems
Time travel is not possible without Temporillium - aka time gems. Timelancers are the main users of time gems, so they always have some available at Timelancer HQ. Since they are made so easily available, they are not worth merits.
Players MUST pay the correct amount of time gems in order to perform time machine actions. When a player pays a time gem cost, they will return the time gems to the supply.
There is no limit to the number of time gems a player can have. If the supply runs out of time gems, use another item as a suitable place holder.
Time Machine Upgrades
Upgrades lower the amount of time gems required to perform a time machine action. Once a player buys or receives an upgrade, they must immediately place it on an upgrade slot above one of their time machine actions. Once all of the upgrade slots above a time machine action have been filled, no more upgrades may be added to that action.
Upgrades can be bought at the Engineer or received as an action ability.
There are a limited number of upgrades in the supply. If the supply runs out, no more can be acquired by any player. Every upgrade is worth 1 merit.
Time Locks
To combat the disruptive, ripple effects of revising history, scientists created Temporal Stasis Mechanisms - aka Time Locks - that can briefly freeze an event on the historical timeline.
Players can protect their captured events with time locks that can be bought at the Locksmith or received from an action ability.
If a player is required to rotate an event, they may discard a time lock instead of rotating their event. One time lock only stops one event from rotating. Players may discard multiple time locks if they have multiple events that are required to rotate. Players may choose which event their time lock keeps from rotating. Alternatively, players may choose to rotate their events and keep their time locks for their merit value. Discarded time locks are returned to the supply.
There is no limit to the number of time locks a player may have, however there are a limited number of time locks in the supply. If the supply runs out, no more can be acquired by any player. Every time lock is worth 1 merit.
Side Jobs
Players can earn merits by accomplishing side jobs during the game. Players are dealt 2 side jobs at the start of the game. More side jobs can be obtained in Janusburg at the Capitol or received from an action ability.
Side jobs are worth 3, 2, or 1 merits as shown on the card.
Side jobs can ONLY be accomplished when a player captures an event. The player must revise an event that matches the event type and era listed on the side job card (for example, Revise an Ancient Cultural Event).
Players should keep their side jobs hidden until they are accomplished, at which point players will immediately reveal the card and set it aside to be scored at the end of the game. Only one side job can be accomplished per captured event.
Side jobs CANNOT be accomplished by rotating events already on time machines.
There is a side job hand limit of 3, but players may draw new side jobs and exchange them with those in their hand. There is no limit to the number of side jobs players may accomplish and set aside. Any side job a player does not accomplish before the end of the game has no effect on their score.
If the side job deck runs out, shuffle the discard pile and form a new deck. If the side jobs completely run out, no more can be acquired.
Faction Cards & Goal Markers
Faction cards provide each player with their faction's 4 end goals. A traditional game will require players to capture 5 events, with events either needing to be repeated or revised depending on the symbol shown above each event section. Players may capture more than the required number of events listed on their faction card.
When players accomplish their end goals, they will place a goal marker on the event section beneath the completed end goal. This is important in order for all players to track the game's progress. Goal markers are not permanent and can be removed. On a subsequent turn, if events rotate and a player is no longer meeting an end goal, they must remove the corresponding goal marker.
During the game, players will use one of their goal markers to keep track of their moves with the move counter on their character cards. Once a player accomplishes their faction card's 4th goal, they must move the goal marker from their character card to the final spot on their faction card. Once any player has accomplished all 4 of their faction card's goals, they may not make any more moves. Their goal markers then become permanent and their time machines cannot be affected by any other player or the Enforcer.
Ending the Game
As soon as any player completes their faction card's 4 end goals, the end game begins. Each player that has not taken a turn during the round will take their final turn. Then, the Enforcer will perform their action - this may affect players that have not completed all 4 of their end goals. After the Enforcer's action, the game immediately ends and players add up their merits.
It is possible for one player to cause a ripple effect leading to another player completing their faction's end goals and start the end game. Each player that has not taken a turn during the round will take their final turn. If the player that completed their faction's end goals has not taken a turn during the round, they skip their turn.
It is possible for the Enforcer to cause the end game. If the Enforcer causes a ripple effect that leads to a player or players completing their faction's end goals, the game immediately ends before a new round starts.
Calculating Merits
Players add up all of their merits earned from the following:
- Captured events. Events score the merits listed on the corner of the card. Only count the number on the side of the event that is currently on the time machine. Do NOT count both numbers of the event.
- Completed end goals - 2 merits each
- Merits from accomplished side jobs
- Time locks - 1 merit each
- Upgrades - 1 merit each
- Every 5 money (rounding down) - 1 merit
- Every 3 remaining resources (rounding down) - 1 merit
The player with the most merits wins. If there is a tie, the player with the most captured events wins. If there is still a tie, the player with the oldest event wins.
Example
- CAPTURED EVENTS: 32 merits scored. Kylin captured six events and scored the merits listed on the corner of the event that is touching the time machine.
- COMPLETED END GOALS: 8 merits scored. Kylin completed all 4 end goals.
- MERITS FROM ACCOMPLISHED SIDE JOBS: 5 merits scored. Kylin accomplished 3 side job cards during the game = 2 + 2 + 1.
- TIME LOCKS: 2 merits scored. Kylin has 2 time locks worth 1 merit each.
- UPGRADES: 5 merits scored. Kylin has 5 upgrades worth 1 merit each.
- EVERY 5: 3 merits scored. Kylin has 16 money. Every 5 is worth 1 merit.
- EVERY 3 RESOURCES: 1 merit scored. Kylin has 4 leftover resources. Every 3 is worth 1 merit.
KYLIN'S TOTAL SCORE = 56 MERITS
Game Variants
Advanced Game
Estimated Play Time 70-90 Minutes
The setup is the same except for the following:
- Players will use the Advanced side of their faction cards.
The rules are the same except for the following:
- Players must complete their faction card's 4 end goals. The ADVANCED side requires 9 captured events.
- When a player performs the ROTATE YOUR EVENT action on their time machine and rotates an event to REVISE, this causes a ripple effect just like when an event is revised when it is captured. Players will follow the Revising Events steps listed above when this occurs (Step 1. Note Event Type and Year. Step 2. Players Rotate Events. Step 3. Flip City Tiles).
Solo Game
Estimated Play Time 30-45 Minutes
The setup is the same except for the following:
- Remove all enforcement cards marked with the gear-with-"2" symbol (printed icon in the manual) from the enforcement deck and return them to the box. They will not be used.
- Use the ADVANCED side of the faction card.
- Start the game with 6 money and 1 time gem.
The rules are the same except for the following:
- Players can make up to 5 moves on their turn before the Enforcer performs actions and moves.
- When a player performs the ROTATE YOUR EVENT action on their time machine and rotates an event to REVISE, this causes a ripple effect just like when an event is revised when it is captured. Players will follow the Revising Events steps listed above when this occurs.
- When the Enforcer performs actions, they will keep the event cards they revise instead of placing them at the bottom of the event deck. Keep all of the cards the Enforcer collects in a pile - the total of the REVISE side of the events will be the Enforcer's score at the end of the game. The Enforcer's event cards are not affected by revised events and do not rotate.
- When an enforcement card shows two revise symbols, the Enforcer will revise and collect two events - one from each type in the order shown on the enforcement card.
- After a player completes their goals to end the game, the Enforcer will collect their final event. The revise action will not affect the events on the player's time machine.
Scoring:
- Players score merits exactly the same as a multiplayer game.
- The Enforcer will score merits from the event cards they collected throughout the game. Remember to only score the REVISE side merits to get their total.
- If the player has a higher score than the Enforcer, they win! Follow the multiplayer rules for tie breaking.
City Tile Explanations
Each city tile has two sides; the two actions listed are the two sides.
- Archives: Receive 1 attaché case / Receive 2 attaché cases.
- Armory: Pay 1 money to receive 1 weapon / Pay 1 money to receive 2 weapons.
- Bank: Receive 1 money / Receive 2 money.
- The Capitol: Draw 1 side job / Draw 2 side jobs.
- Courthouse: Reset 1 face-up card in any 1 event row / Reset 3 face-up cards in any 1 event row. Place reset cards on the bottom of the deck and reveal new cards.
- Engineer: Pay 1 money to receive 1 upgrade / Pay 2 money to receive 1 upgrade.
- Hospital: Receive 1 med kit / Receive 2 med kits.
- Jeweler: Pay 1 money to receive 2 time gems / Pay 2 money to receive 2 time gems.
- Laboratory: Copy the face-up action from another city tile after paying its cost. Players can copy city tiles that are occupied by Enforcers. Transport to another city tile and perform its action. Moving to Laboratory, transporting to a different city tile, and performing that city tile's action all count as 1 move. Players cannot immediately return to Laboratory if they transport to a city tile next to Laboratory, BUT they may transport to the city tile they just previously occupied before the Laboratory.
- Locksmith: Pay 1 money to receive 1 time lock / Pay 2 money to receive 1 time lock.
- Market: Trade any 1 of your resources for any 1 resource from the supply / Trade any 1 of your resources for any 2 resources from the supply.
Frequently Asked Questions
Do I have to perform the action on the city tile I land on? No, you do not.
Can I end my turn on the same city tile I started my turn on? Yes. You just cannot immediately return to the same city tile. It is possible to return to the city tile you started on using your third move.
Can I go back and forth between my time machine and Timelancer HQ multiple times on the same turn? Yes. You can start on Timelancer HQ, go to your time machine and perform an action, then return to Timelancer HQ. Think of it as: your time machine is located inside of Timelancer HQ and you're getting in and out of it while inside of the building. You will also receive a time gem each time you land on Timelancer HQ.
Can I reserve more than one event? You can only keep one reserved event at a time, but you can exchange it for a different event. Return the discarded event to the bottom of its corresponding deck.
Can I transport to my time machine from the Laboratory city tile? No. You can only transport to other city tiles. The only way to get to and from your time machine is through Timelancer HQ.
Do I immediately perform the action ability of the event I just captured? No. You only perform action abilities when you land on a time machine action that already has an event with an action ability.
What if we forgot to flip the city tiles when an event was revised? Just continue playing and remember to flip them next time.
I revised an event and it was worth 5 merits. If it rotates and the game ends with it being repeated, how many merits is it worth? It is worth 4 merits, since the repeated side is now touching the time machine. It does not matter how the event was originally placed on the time machine, only which side is touching the time machine at the end of the game.
How did you determine the dates for the eras? Depending on which experts you speak to, they have different dates that signify the change of eras and it's difficult to lock in an exact date. For the end of antiquity we chose 500 CE and for the end of the Middle Ages we chose 1500 CE because they were in the experts' average date ranges that would be easy to remember while playing the game.
Quick Reference Guide
On your turn
- Make up to 3 moves.
- In Janusburg, move to an adjacent city tile and choose to perform the action.
- Move to and from your time machine through Timelancer HQ.
- In your time machine, move freely between time machine actions.
Between rounds
- Perform Enforcer actions, move the Enforcer to a new city tile, and then reveal a new enforcement card.
Ending the game
- Any player completes all of their faction goals.
- Each player that has not taken a turn that round, takes one last turn. Then the game ends.
Starting items: Player 1 - 5 money, Player 2 - 5 money, Player 3 - 6 money, Player 4 - 6 money (plus time gems as in setup).
Scoring merits: Captured events; 2 per faction goal; side jobs; 1 per upgrade; 1 per time lock; 1 per 5 money; 1 per 3 resources.