Viagem no Tempo
Viagem no Tempo Rulebook
Table of Contents
Table of Contents
Game Components
- 1 board
- 53 cylindrical pieces representing "scientists" (12 per color for 3 players; 9 per color for 4 players; 8 per color for 5 players)
- 7 "Bonus" tokens of the Time Machine (one for each of the seven Periods of the board)
- 25 "Scientific Proof" tokens: Age of the Dinosaurs 2pt / 3pt; Prehistory 2pt / 2pt / 3pt; Ancient Age 2pt / 2pt / 3pt / 3pt; Middle Age 2pt / 2pt / 3pt / 3pt; Modern Age 2pt / 2pt / 3pt / 3pt; Contemporary Age 2pt / 2pt / 3pt / 3pt / 4pt; Future 2pt / 2pt / 3pt
- 1 token with the Spaceship symbol
- 30 Scientist tokens
- 30 "Action" cards (10 Time Machine cards and 20 Special cards)
- 40 numbered tokens for the Time Tunnel Countdown
- 25 Historical Figure cards
- Markers for travel symbols
Objective
Each player will command a team of scientists who must travel through time collecting "Scientific Proofs" from various periods of human history. Along this trip, important "Historical Figures" can also be found by the players, bringing advantages or dangers. After a certain number of rounds, the player with the highest score wins the game.
Board Overview
Periods: the main area of the board is formed by the seven time periods of human history: Age of the Dinosaurs, Prehistory, Ancient Age, Middle Age, Modern Age, Contemporary Age and Future. Each period has a specific color and the game takes place in the Contemporary Age. Note: throughout the manual the term "current epoch" (época atual) refers exactly to the area on the table in front of each player.
Clock: "tool" used by players to travel in time. Each number on the clock has a bonus associated with it.
Epochs: each Period of Time is subdivided into numbered epochs. The Age of the Dinosaurs has two epochs, Prehistory three, etc.
Travel symbols: show players which tools are available to travel in time from a given epoch. There are three different symbols: Spaceship, Clock and Time Machine.
Scoring board: indicates the score received according to the periods visited and the diversity of scientific proofs "collected" by the players during the game.
Spaceship speeds: "tool" used by players to travel in time. The numbers represent the speed of the spaceship and indicate how many epochs a scientist piece can travel on the board.
Time Tunnel: during the game, the players' scientist pieces are "sent" to this area and stay trapped there. When the countdown ends and the tunnel closes, the trapped scientists "die".
Countdown spaces: spaces for placing the Countdown tokens. These tokens, numbered 1 to 10, are removed from the board during the game and indicate the "closing" of the Time Tunnel.
Black Hole of the Galaxy: after the closing of the tunnel, the dead scientists are placed in this area.
Spaces for Scientific Proofs: the proofs are "collected" by the players during the game and are worth points at the end.
Score track: used to record the points obtained by players during the game.
Setup
- Open the board in the center of the table within reach of all players.
- Each player chooses a color and takes a certain quantity of cylindrical pieces of that color according to the number of players. Unused pieces are returned to the box.
- 3 players: 12 BLUE, 12 RED and 12 YELLOW pieces
- 4 players: 9 BLUE, 9 RED, 9 YELLOW and 9 GREEN pieces
- 5 players: 8 BLUE, 8 RED, 8 YELLOW, 8 GREEN and 8 WHITE pieces
- Each player places one of their cylindrical pieces at the top of the score track, above the number 1.
- Place the Scientific Proof tokens on the board, each group of tokens in its respective Period. Organize the tokens according to the points they are worth (Age of the Dinosaurs - 2 / 3; Prehistory - 2 / 2 / 3; Ancient, Middle and Modern Ages - 2 / 2 / 3 / 3; Contemporary Age - 2 / 2 / 3 / 3 / 4; Future - 2 / 2 / 3).
- Place the seven Time Machine Bonus tokens in a row beside the board, in chronological order, starting with the Age of the Dinosaurs and ending with the Future token.
- Shuffle the 25 Historical Figure cards and form a pile face down beside the board. Draw the top three cards and turn them face up on the table, revealing the three figures to everyone.
- Shuffle the 30 Action cards and deal three cards to each player. They are kept secret in each player's hand. With the remaining cards, form a face-down draw pile beside the board.
- Place the Spaceship token on the board, near the circle with spaceship speed 1.
- Place the 10 numbered Countdown tokens, face up, in the circles around the Time Tunnel. Note: there is a differentiated circle with a spiral inside. Place token number 10 in it and, starting from it, clockwise and in descending order, the other tokens (9, 8, 7, etc.) until all the circles are filled.
- Leave the 40 markers and the 30 scientist tokens in a general supply near the board.
- The last player to have watched a movie or TV series about "Time Travel" starts the game. He receives two scientist tokens, which he places in front of him on the table, and then places one of his cylindrical pieces exactly on number 1 of the Clock on the board. The next player clockwise also receives two scientist tokens and places a piece on number 2 of the Clock. This continues until everyone has received two scientist tokens and placed a piece of their color on the Clock. Note: the last player in turn order receives THREE scientist tokens!
Note: in the initial placement of pieces during setup, there are two restrictions that must be observed by the players:
- No player may have more than two scientists within the same Period.
- In every Period, at least one epoch must remain empty.
There is no limit of pieces within the same epoch during setup, as long as the first restriction above is respected. The same player may also have more than one piece in the same epoch, although this is not very convenient as we will see later. Another important detail is that these two restrictions apply only to the setup phase of the game, and from the first round on, the players' scientist pieces may move and occupy freely all epochs of all periods of the board.
How to Play
Each game of Viagem no Tempo has a variable number of rounds. Each round always proceeds in the same way, starting with the first player in turn order (the one who started the game) and continuing clockwise around the table. On his turn, each player will perform ONE or TWO actions, in the following order:
- 1st ACTION (mandatory): TRAVEL IN TIME
- 2nd ACTION (optional): MEET A HISTORICAL FIGURE
1st Action (mandatory): Travel in Time
Traveling in time means moving scientist pieces through various epochs on the board with the goal of collecting scientific proofs from the epochs visited. For this, players can use three distinct tools: the TIME MACHINE cards, the SPACESHIP and the CLOCK. Each of these tools allows a different type of movement on the board, as we will see below. In addition, on his turn, the player can only travel in time once and with a single piece. Pieces trapped in the Time Tunnel or off the board (area called the current epoch) cannot travel in time!
Traveling with TIME MACHINE cards
The player chooses a piece of his color in any epoch of the board that has a Time Machine travel symbol available, that is, without a marker on it. Then the player places a marker on the symbol and plays from his hand a Time Machine card. The card indicates the period to which the piece can travel, that is, its destination.
The player moves the piece to any epoch of his choice within the period shown on the card and places the card in a discard pile beside the board. If, when moving his piece, the player leaves the epoch he just departed completely EMPTY, with no other piece inside it, he has the right to collect a scientific proof, always the one of lowest value still available, relating to the period he was in.
Example 1: The Blue player decides to travel using a Time Machine card that shows the Prehistory period. In this period he has two pieces, one in epoch 1 and another in epoch 3. To have the right to collect a scientific proof from this period, he must leave the epoch he departs from EMPTY. So he travels departing from epoch 3 and moves his piece to epoch 2. He then places a marker on the Time Machine travel symbol, discards the card and collects a scientific proof from Prehistory (the one of lowest value still available), leaving it in front of him on the table face down.
Example 2: The Yellow player decides to travel using a WILD Time Machine card, which allows travel to any of the seven periods of the board. He has two solitary pieces in the Ancient Age, one in epoch 1 and the other in epoch 4. He then chooses to move the piece from epoch 4 to epoch 1 of Prehistory. So, he places a marker on the Time Machine travel symbol, discards his wild card in the discard pile and collects a three-point scientific proof from the Ancient Age.
Example 3: The Red player decides to travel using a Time Machine card that shows the Ancient Age period. He decides to depart from epoch 2 of the Age of the Dinosaurs and chooses as destination epoch 3 of the Ancient Age. He then places a marker on the Time Machine travel symbol and moves his piece. The card used goes to the discard and he collects the LAST scientific proof available in the Age of the Dinosaurs. Note that the next players who travel departing from this period will NOT collect any more proofs!
Time Machine BONUS tokens: for each of the seven periods of the board there is exactly one bonus token. A player may receive one of these tokens when he is the FIRST player to travel using a Time Machine card to the period corresponding to the token. Each bonus token gives the player a scientist token immediately (see Scientist tokens below) and is also worth 2 points at the end of the game.
In the example above, if the Red player had been the first player to use a Time Machine card with destination to the Ancient Age, he would immediately receive the bonus token of that period and place it in front of him on the table, face down. Note: when traveling to any of the seven periods of the board using a wild card, the player also receives a bonus token and can choose any one still available.
Traveling with the SPACESHIP
The player chooses a piece of his color in any epoch of the board that has a Spaceship travel symbol still available, that is, without a marker on it. Then the player places a marker on the symbol and checks which spaceship speed he must use. The speeds are represented by the numbers printed on the board and indicate the maximum number of epochs that a scientist piece can travel. These speeds are always used in ascending order - 1 / 2 / 2 / 3 / 3 - until they complete the cycle (last circle with number 3) and return to 1 again.
Players use the token with the spaceship symbol to indicate the speed being used. The movements of the pieces must always occur in orthogonal lines and never diagonally. When a player uses spaceship speed 1 he immediately receives two points and advances his marker two spaces on the board's score track. In addition, through use of the spaceship it is possible to collect, at most, two scientific proofs of any kind in the same turn.
Example 1: The Blue player decides to travel using spaceship speed 1 to receive two points. He chooses to depart with his piece from epoch 1 of the Age of the Dinosaurs. The dotted lines indicate the allowed (orthogonal) movements and the two red X's show the forbidden (diagonal) movements. The player then places a marker on the spaceship travel symbol, moves his piece, collects the two-point scientific proof of the Age of the Dinosaurs and advances his marker on the track two spaces for having used speed 1 of the Spaceship.
Example 2: The Red player decides to travel using the Spaceship and transfers the token to speed 2. He chooses to move his piece that is in epoch 1 of the Contemporary Age and places a marker on the travel symbol. He would like to reach the adjacent period, the Future, but with only two movements this is not possible. The dashed blue lines indicate some of the allowed movements. He chooses movement A and moves his piece from epoch 1 to epoch 4 of the Contemporary Age and right after to epoch 4 of the Modern Age. Thus, he manages to collect, in the same turn, two scientific proofs because upon LEAVING epochs 1 and 4 of the Contemporary Age, both were left EMPTY! (The token of the spaceship is moved from speed 1 to speed 2. Note that the next transfer of the token will still keep the spaceship at the same speed (2)!)
Example 3: The Green player travels with the Spaceship and transfers the token to speed 3. He moves his piece from Future 3 to Ancient Age 3, passing through Age of the Dinosaurs 2 and Prehistory 3. He leaves three epochs empty when departing with his piece, but as he can collect only TWO proofs, he chooses the proofs shown in the example. (The spaceship token is transferred to the LAST speed of the cycle. The next player to use the SPACESHIP to travel must start a NEW cycle, placing the token again on speed 1 and receiving 2 POINTS.)
Remember: the maximum number of proofs that a player can collect in his turn is TWO proofs, and always those of lowest value still available in the period.
Traveling with the CLOCK
Unlike the Time Machine cards and the Spaceship, the Clock tool allows other opponents also to travel on the player's turn. To use the Clock the player chooses a piece of his color in any epoch of the board that has a Clock symbol still available, that is, without a marker on it. Then the player places a marker on the symbol and checks the sequence of movements. All participants who have at least one piece of their color in the same epoch from which the movements will depart must travel. The order of travel starts with the player to the LEFT of the one who selected the Clock and continues clockwise until it returns to the player of the turn, who will be the LAST to travel. When traveling through the Clock, players can move a single piece to any epoch of any period. Then they also move their markers on the Clock printed on the board, always to the next unoccupied number, and receive an immediate bonus corresponding to the number they were on. See which bonuses are available for the twelve numbers of the Clock:
- Receive 1 Scientist token.
- Send 1 opponent piece to the Time Tunnel.
- Receive 1 point.
- Receive 1 Scientist token.
- Free 1 piece of your color from the Time Tunnel and bring it to the current epoch.
- Receive 2 points.
- Send 2 pieces, of two different opponents, to the Time Tunnel.
- Return up to 2 pieces of your color from the current epoch to one or two epochs in any period of the board.
- Receive 2 points.
- Free up to 2 pieces of your color from "blocked" epochs and bring them to the current epoch.
- Receive 3 points.
- Return up to 3 pieces of your color from the current epoch to one or more epochs in any period of the board.
Note: the bonuses of numbers 2 and 7 must always be carried out. The bonuses of numbers 5, 8, 10 and 12 can be carried out as long as the player has pieces in the indicated positions (Time Tunnel, blocked epochs or current epoch). In the case of the bonus of number 10, both pieces may be in the same epoch or in different epochs!
Example 1: The Red player decides to travel in time using the clock of epoch 2 of the Modern Age. There are two more pieces there, one of the Green player and another of the Yellow. By turn order, the first to travel is Green. He moves his piece to any other epoch on the board and then transfers his marker from number 4 to number 5 of the clock, taking a scientist token from the general supply. Then it is Yellow's turn. He also travels with his piece and transfers his marker from number 1 to number 4, which is now the next free number. On leaving number 1 he also receives a scientist token. Now it is the Blue player's turn, but he does not travel because he has no piece of his color in that epoch. Finally it is Red's turn. He decides to travel to epoch 3 of the same period and, as he leaves epoch 2 empty, he collects the three-point proof. Then he transfers his marker from number 3 to 6 and advances one point on the track.
Example 2: The Yellow player decides to travel in time using the clock of epoch 3 of the Future. All the pieces shown in the illustration are there and the turn order is the same as in the previous example. Blue goes first and moves one of his pieces to any other epoch of the board and then transfers his marker from number 8 to 9 and, as he has no piece outside the board (current epoch), fails to execute the bonus. Then it is Red's turn, who after traveling with his piece transfers his marker from number 6 to 8 and receives two points, advancing his marker on the score track. Now it is Green, and after traveling he transfers his marker from number 10 to 11, executing the bonus that allows him to free up to two pieces of his color from blocked epochs. He then frees the pieces shown in the illustration, bringing them to the current epoch. Finally it is Yellow's turn and after traveling he transfers his marker from number 7 to 10, executing the bonus that allows him to send two opponent pieces into the time tunnel. He chooses to send the second piece of the Blue player that is in epoch 3 of the Future and a piece of any other opponent elsewhere on the board. Note that, despite all these movements, one piece of the Yellow player remained inside the epoch and therefore no proof was collected! (An epoch is "blocked" when there is no more travel symbol available inside it to be used!)
2nd Action: Meet a Historical Figure
There are 25 Historical Figure cards in the game and each of them corresponds to a different epoch of the board. The three cards that stay face up on the table show the players which Figures can be met each turn. Each card shows the exact location of the Figure on the board (e.g., Ancient Age 2) and the bonus it offers to the player who meets it - Points / Scientist tokens / Send opponent pieces to the Time Tunnel.
To meet a Historical Figure, the piece of the player who just traveled in time must end its movement in the epoch where the figure is. The player then receives the bonus indicated on the card, places it in the discard pile, draws a new card from the top of the pile and places it on the table, so that there are always three face-up cards.
Important: Each player can meet only one Historical Figure, in his own game turn and only with the piece that just traveled!
Example 1: The Yellow player, after traveling in time, ends his movement in Modern Age 3 and meets William Shakespeare! He then receives 3 points and advances his marker three spaces on the score track. The card goes to the discard pile. The player draws a new card and places it on the table.
Example 2: The Blue player, after traveling in time, ends his movement in Middle Age 2 and meets Lucrezia Borgia! He receives two scientist tokens from the general supply and places them in front of him on the table. Scientist tokens are very useful for players and their use will be explained later!
Example 3: The Red player, after traveling in time, ends his movement in Future 1 and meets the Cyborg! He receives 1 point, a scientist token and sends any opponent piece into the Time Tunnel. This bonus (time tunnel symbol) MUST always be carried out!
Example 4: The Green player travels in time with the spaceship at speed 3 and departs from Contemporary Age 1. He makes two movements and decides to meet Santos Dumont in Contemporary 3, to receive two points and send two opponent pieces to the time tunnel. After this his piece can no longer travel and the third movement is lost.
Note: there is no option to end a piece's movement in an epoch where a Historical Figure is and NOT meet it, for the purpose of avoiding the "closing" of the Time Tunnel (see below). Therefore, if a player realizes it will not be interesting for him to meet a given figure, he must not move his piece to the epoch where this figure is!
Time Tunnel - Countdown - Black Hole of the Galaxy
The Time Tunnel, represented in the center of the board, is the area where scientist pieces are trapped, due to technology failures, when "traveling" in time. Around the tunnel there are spaces for ten numbered tokens that represent a countdown. Whenever a player meets a Historical Figure that shows the tunnel symbol or receives the bonus of number 2 or 7 of the Clock, he must immediately send any opponent piece, for each symbol shown, into the tunnel. In addition, for each piece sent, exactly one numbered token is removed from the board, accelerating the countdown. At the moment the last token is removed, all scientist pieces trapped in the tunnel die and are placed in the Black Hole of the Galaxy area on the board.
Only at the end of the turn of the player who closed the tunnel must the players return the ten numbered tokens to the board, placing them around the tunnel again. Thus, during the game, the tunnel can close and reopen several times.
Example: The Blue player travels in time using the clock and applies the bonus of number 7. He sends two pieces, of different opponents, to the Time Tunnel (A and B) and removes tokens 3 and 2 from the countdown. After that he meets the Tyrannosaurus Rex and applies the bonus of the card, sending piece C and removing the last token of the countdown (token no. 1). Thus, he ends the countdown, closes the tunnel and the 4 pieces trapped there are immediately sent to the Black Hole of the Galaxy. Note that the second tunnel symbol present on the Tyrannosaurus Rex card is not applied, because the countdown ended before and the tunnel closed!
Note: the bonus of number seven of the Clock and certain Historical Figures determine that two pieces be sent to the Time Tunnel. When a player applies these effects, he cannot penalize the same opponent twice; that is, he must send two pieces of DIFFERENT opponents to the Time Tunnel.
Use of Scientist Tokens
During the game, players receive Scientist tokens through the clock bonus (numbers 1 and 4) or by meeting certain Historical Figures. The number of tokens a player can have is unlimited and they have three functions in the game:
- Free a piece trapped in the Time Tunnel. To free a piece of his color trapped in the tunnel, the player spends one scientist token. The freed piece is placed in front of the player on the table (current epoch).
- Free a piece trapped in any "blocked" epoch. An epoch is blocked when its two travel symbols have already been used! To free a piece of his color trapped in a blocked epoch, the player spends one scientist token. The freed piece is placed in front of the player on the table (current epoch).
- Return a piece from the "current epoch" to any epoch of the board. To return a piece of his color from the current epoch to any epoch in any period of the board, the player spends one scientist token.
Note: a player can use as many scientist tokens as he wants and can DURING his game turn. Using a scientist token does NOT count as an action and the tokens may be used in the same turn in which they were received. Used tokens are always returned to the general supply. Also do not forget that, in the game setup, the last player in turn order receives one more token than the other participants, that is, 3 tokens.
Action Cards
There are 30 Action cards in the game. Of these thirty cards, ten are Time Machine cards, used to travel, and twenty are special cards. A player can use from 1 to 3 special cards on his turn, but never two cards with the same marked symbol in the same turn. They can be used before or after traveling in time and/or meeting the Historical Figures. In addition, in the first round of the game only, it is also not allowed to use cards with the other marked symbol. Used action cards go to a discard pile and at the end of his turn, the player refills his hand to three cards, drawing new cards from the top of the pile. If the pile runs out, reshuffle the discard and form a new draw pile of action cards.
Note: if a player does not use any Action card on his turn, he can, after concluding his normal actions, exchange his whole hand of cards. He then returns all the cards to the discard and draws 3 new cards from the top of the pile. After this his turn is over!
The special cards are:
- Time Tunnel (x2): Using this card, the player removes exactly one scientist piece of his color that is trapped in the Time Tunnel and places it in front of him on the table (current epoch).
- Time Tunnel (x3): Using this card, the player sends one piece (2 cards) or two pieces (1 card) of different opponents to the Time Tunnel. They can be taken from any epoch in any period of the board.
- Permission to Travel (x2): Using this card, the player returns exactly one scientist piece of his color from the current epoch (area in front of him on the table) to any epoch of any period on the board.
- Back Home (x3): Using this card, the player sends one piece (2 cards) or two pieces (1 card) of different opponents to the Current Epoch. They can be taken from any epoch in any period of the board.
- Disorientation (x2): Using this card, the player pushes exactly one opponent piece to an adjacent epoch, BEFORE traveling with a piece of his own departing from that same epoch. With this, it becomes easier to collect a scientific proof from this period!
- Time Failure (x3): Using this card, the player places two markers on any two travel symbols on the board. These symbols can be in the same epoch or in different epochs.
- Expedition Leader (x3): Using this card, the player can collect exactly one scientific proof when he moves a piece of his color to any EMPTY epoch. That is, with this card the player collects the proof when he ENTERS and not when he leaves the epoch!
- Countdown (x2): Using this card, the player can place OR remove exactly two tokens of the Time Tunnel countdown. Thus, he will slow down or accelerate the countdown.
End of the Game
When there remain on the board, at the end of a player's turn, 0, 1, 2 or 3 scientific proofs of any kind, all players, including the one who triggered the end of the game, must take a last turn. It is possible that in this final sequence of turns, due to the scarcity of proofs in the periods or the difficulty of moving the pieces, someone may "pass" the turn, but even so, everyone will have a last opportunity to improve their situation in the game. After this, the game ends and the players do the final count of points.
Scoring and Winner
Besides the points obtained during the game, through the clock bonuses, speed 1 of the spaceship and the Historical Figures, the players must add to their track position the points of the scientific proofs, the Time Machine bonus tokens, the diversity of periods visited and the scientist pieces traveling on the board. However, pieces trapped in the Time Tunnel or in blocked epochs and those deposited in the Black Hole of the Galaxy give NEGATIVE points to the players. Pieces off the board (current epoch) are equivalent to zero points in the final count.
Positive points: each scientist piece traveling on the board = 1 pt.
Negative points: each piece trapped in a blocked epoch = -1 pt; each piece trapped in the Time Tunnel = -2 pts; each dead piece (Black Hole) = -3 pts.
Example (Blue player):
- Collected six scientific proofs = 16 points
- Obtained two Time Machine bonus tokens = 4 points
- Visited four different periods = 5 points
- Has four scientist pieces traveling in time = 4 points
- Current position on the track = 12 points
- This gives a total of 41 points
- One piece trapped in a blocked epoch = -1 point; one piece trapped in the Time Tunnel = -2 points; one dead piece in the Black Hole of the Galaxy = -3 points
- TOTAL points: 41 - 6 = 35 points
Tiebreak Criteria
- Among the tied players, the one with the largest number of scientist pieces on the board wins. Pieces trapped in the Time Tunnel or in blocked epochs do NOT count for this criterion!
- Among the tied players, the one who collected the largest number of scientific proofs wins. The values of the proofs are irrelevant!
Frequently Asked Questions
- Can the same travel symbol be used twice? No, once used and with a marker on it, the symbol is not used again.
- In what way can a player "collect" two scientific proofs on his turn? Only through speed 2 or 3 of the spaceship or by using the action card Expedition Leader, after traveling in time.
- Can a player travel in time and not collect any scientific proof? Yes, this can occur, most of the time, due to the lack of proofs in the period.
- When player A travels in time on player B's turn through the clock, can he meet a Historical Figure? No, because each player can only meet a Historical Figure in his own game turn.
- Is it possible to meet a Historical Figure by returning a piece from the current epoch to the board? No, only the pieces that travel in time using Action 1 meet the Historical Figures.
- Is it possible to meet a Historical Figure in a "blocked" epoch? Yes, but in this case, the player's piece can only be removed from this epoch if he spends a scientist token.
- Can a player move a piece a smaller number of epochs than the spaceship allows? Yes, at speed 2 the player can make only one movement and at speed 3, one or two movements.
- Using the spaceship, can a player's piece "cross" a blocked epoch, that is, enter and leave it? It is not allowed to cross a blocked epoch. If the player's piece enters this epoch, it will be trapped.
- Must the pieces that return to the board through clock bonuses 8 and 12 return to the same epoch? It doesn't matter, the player chooses. These pieces may return to the same epoch or to different epochs.