Timestreams: Deck 2 – Medieval vs. Modern Day
Timestreams: Deck 2 – Medieval vs. Modern Day Rulebook
Table of Contents
Table of Contents
Turn Structure Each Era
Take the following steps each Era:
Draw cards at the start of the Era:
- 2 players – draw 6 cards
- 3 players – draw 5 cards
- 4 players – draw 4 cards
- 5 players – draw 4 cards, then discard 2
- 6 players – draw 4 cards, then discard 2
The Player of the earliest deck takes the first turn in the first Era (The Stone Age). In each future Era, the next deck in order (Medieval Era, Renaissance Period, Industrial Revolution, Modern Day, Future Tech) takes the first turn.
On Your Turn
On your turn you may:
-
Play an Invention from your hand to the bottom of the current Era. Use any Play effects of the Invention you play. Ignore Score effects until later.
OR
-
Play an Action card. Do what it says on the Action card. Discard it unless it remains in play attached to an Invention or Era.
OR
-
Pass. If you pass, you may still act if play comes back around to you. The Era ends when all players pass in order.
Scoring
Scoring once all players have passed on the last Era (Future Tech):
- All players discard any remaining cards in their hands.
- Look at the top Invention card of the first Era (Stone Age). The player that played that card uses any Score abilities on that card. Continue until the first six Inventions in the Stone Age have used their Score abilities (if any).
- The first six Inventions of the Stone Age are placed into the score piles of the players that invented them. Any Inventions remaining in the Stone Age are discarded.
- Continue scoring the first six Inventions of each Era in order.
- Once all Inventions are scored, total up the value of Inventions in your score pile, plus any bonus points you have scored. Whoever has the most points has seized control of the timestream and wins!
Source Notes
The second page of the source is the scoring Player Aid Card, which is printed with the same "Player Aid Card" header as the first. It is transcribed as printed.
Not covered by the source: setup, the text of individual Invention and Action cards (Play and Score abilities are printed on the cards themselves), and any tie-break rule.