RulesPal
Chat
Rulebook
Tsukuyumi: Chronomasters thumbnail

Tsukuyumi: Chronomasters

Expansion for Tsukuyumi: Full Moon Down

Tsukuyumi: Chronomasters Rulebook

Table of Contents

Table of Contents

  • Strategy Tips
  • Set up
  • Phases and Colours
  • Faction Rules
    • Time Warp
    • Send them Back
    • Sacrifice the future
    • Rulers of Time
    • Shipwreck
  • Unit Types
    • Monkey
    • Chimp
  • Further Notes
    • 2 player mode
    • Control the anomaly
    • Synchronize the clocks
  • Goal of the Chronomasters

Strategy Tips

You will lose a lot of areas. Many opponents will be overwhelmed by the sheer mass of your starting areas and will target you as their main opponent. Be prepared to end up with significantly less than you started with.

Prefer as starting areas radioactive areas, mountain ranges and areas that are far away from enemies and their homezones in general.

Small Time Warp is a powerful attack against some enemies and terribly wasted against others. Against factions that can move fast and far, you should switch to other attacks.

By allowing you to play your phases in any order, you can always take the initiative. It's tempting to use your red phase attacks at the end of the turn, of course, but remember that with Annihilation or Small Time Warp, you can stop your opponent from targeting your areas.

Set up

No matter how many players are involved, the total number of area tiles is increased by an additional 7 areas whenever the Chronomasters are in play. However, these areas are placed as usual by all players.

You always start in the last place of the initiative order. This means that you may move the Fireborn to second place if there is a tie for third place between you in a three-player game.

Phases and Colours

When rules refer to the colour of a phase, you must consider it when you use that phase, regardless of when it happens during your round. If you start the game with a phase other than the white phase, you must turn over your action card and show it to the other players.

Faction Rules

Time Warp

If you may relocate units, remove them from the board and place them in their target area. The distance between the starting and target area is irrelevant. Oni may be relocated to different areas.

Faction effect: Time Warp does not count as a combat action by the Gorillas. No counterattacks are chosen.

Time control: This really excludes all possibilities to change the initiative, e. g. counterattacks or similar effects. The only possible way are the counterattacks on the Chronomasters' combat cards.

Time is relative: Even if the Chronomasters would fulfill a mission, they may not mark it. They also do not get VP from their position on the initiative board or the center of the moon.

Send them Back

This counterattack, as always, also has an effect when all your units are destroyed.

Sacrifice the future

The territory marker returns to your supply as usual. You can remove a maximum of one territory marker per attack, but you can use this effect as many times as you like per round. You can only do this if you are the active player, e.g. not on a counterattack that deals damage.

Rulers of Time

Example: If you want to start the game with the red phase, place the red phase marker on position 1 of the Rulers of Time card.

Shipwreck

Shipwreck is a regular area and does not count as a homezone. Do not shuffle it with the rest of the area tiles during game setup, but place it as part of your starting units. As a special rule, Shipwreck may never be removed from the game, but very well rotated, devastated or moved.

Unit Types

Even though your units have individual names, the characteristics, stats and abilities of one type (Monkey, Chimp, Gorilla) are always identical.

Monkey

Monkeys' ability to ignore BLOCKADES does not count as flying, so Monkeys may not ignore enemy units when moving. The bonus range is applied to any movement, including e. g. counterattacks.

Chimp

Teleport can only be used when you are the active player, e.g. not as a counterattack. Teleport takes place instead of a movement, so the Chimps may not move before or after it. All your other units are not affected and may move normally.

Further Notes

2 player mode

In 2 player mode, you can also earn immediate VP as described on the victory card. Action cards that prevent you from using a certain phase also affect you.

You always start in 2nd place in the initiative, even if you are playing against the Fireborn, for example.

Control the anomaly

It doesn't have to be consecutive rounds where you control the center of the moon.

Synchronize the clocks

Your playing time includes:

  • Choosing and placing your starting units
  • Time you need for your actions, including Oni actions and choosing a counterattack when you may decide for them
  • Choosing counterattacks when you are defender

Your playing time does not include:

  • Game set up
  • Choosing your action card
  • Enemies choose counterattacks on your combat cards

Goal of the Chronomasters

You have no goal. Keep in mind that you get 2 VP for Shipwreck at the end of the game if you control it and if it is no longer toxic. Only you may profit from this. A 2 VP marker does not increase the VP gained for Shipwreck.