YET
YET Rulebook
Table of Contents
Table of Contents
Components
30 Cards:
- 3 Player Airships
- 12 Time Capsules (numbered 1-12)
- 10 Actions
- 5 Clock Cards (2 Hands, 3 Hour Markers)
Setup
- Place the 2 Clock Hands, Short Hand on top of the Long Hand, in the center of the playing area. The Long Hand will be stationary the entire game and points to the card in the 12 o'clock hour position. The Short Hand will rotate on top and point to the current time during the game.
- Shuffle all the Time Capsule cards and deal them facedown in a wide circle around the hands to form a clock, with the long hand pointing to the 12 o'clock position. (See SETUP EXAMPLE below.)
- Starting with the youngest player, each player chooses an Airship and places it on clock position A, B or C, facing the direction of their choice (clockwise or counter-clockwise):
- 2 players: A: 6 o'clock, B: 9 o'clock.
- 3 players: A: 3 o'clock, B: 6 o'clock, C: 9 o'clock.
- Set aside the Clock Hour Marker cards for now.
- Shuffle all 10 Action cards and the game is ready to begin.
Example setup for 3 players: During Setup - Step 3, Player 1 chose the RED Airship and placed it on 3 o'clock. Player 2 chose the BLUE Airship and placed it on 6 o'clock. Player 3 placed the last Airship (GREEN) on 9 o'clock.
The Clock
Note: This game requires players to know the positions of numbers on an analog clock. Though Time Capsule cards are captured and removed from the clock during play, there are always twelve positions in the clock and empty spaces can still be moved to. If the cards at the 3 o'clock, 6 o'clock, or 9 o'clock positions are ever removed, replace them with a Hour Marker card to help keep the clock in shape.
Round Sequence
- Advance the Short Hand 1 hour clockwise. On the first turn of the game, this moves from 12 o'clock to 1 o'clock.
- If the Time Capsule card it points to is unoccupied, flip that card to its opposite side.
- Shuffle all 10 Action cards and deal 3 to each player. The remaining cards are discarded face down.
- Draft cards:
- Each player simultaneously chooses one of their dealt cards and places it face-down in front of them, and passes the two remaining cards face-down to their left (clockwise).
- Players choose one card from the two cards passed to them and pass the remaining third card.
- Players pick up the last card passed to them. Each player should now have a hand of three cards.
- Each player plays 2 Action Cards. (See opposite side.)
- Capture Time Capsule Cards. (See opposite side.)
- If it's not yet 12 o'clock, begin another round.
Round Sequence (continued)
The player on the current position of the Short Hand takes the first turn. If there isn't a player's Airship there, the player that is closest clockwise to the current time takes the first turn.
That player plays one Action card and uses ONE or BOTH icons on that card (either order), then turns proceed clockwise. After a player plays their second Action card, their third is discarded face down.
Action Icons
- Movement: The gear has 1, 2, 3 or 4 large holes. Move EXACTLY this number of spaces in the direction your airship faces.
- Flip/Rotate: Flip an unoccupied Time Capsule card to its opposite side, OR change the direction of your Airship.
- Advance Time: Rotate the Short Hand one hour clockwise. If the card that it now points to is unoccupied, flip that card to its opposite side. You cannot advance the Short Hand past 12 o'clock this way.
- Foresee: Look at an unoccupied hour card that is face down and return it to its position face down OR peek at one opponent's hand.
Once all players have played 2 cards, Airships capture Time Capsule cards.
Players place Airships from top to bottom when landing on Time Capsule cards, establishing which player has capturing priority.
Capturing Time Capsule Cards
An Airship captures the face-up card it is on if its number matches the current time or a past hour. (If it's 3 o'clock, the 1, 2 and 3 Time Capsule cards may be captured this round.) If your Airship is on a face-up card with a number matching the current time, you also capture any unoccupied, face-up Time Capsule cards with numbers matching a past hour.
If multiple Airships are on the same card, the Airship that arrived first (on top) captures the card.
Captured Time Capsule cards are removed from the clock and placed in front of you, leaving your Airship in the same position and direction.
End of Round
If it's not yet 12 o'clock, begin another round.
Example round for 3 players: The Short Hand advances to 7 o'clock revealing the '12' Time Capsule. Action cards are drafted. GREEN plays the first Action card, as they are closest to the current time (7 o'clock) in clockwise direction.
- GREEN uses only one Action. They Advance Time and advance the Short Hand to 8 o'clock revealing the '10' Time Capsule.
- RED uses two Actions. They Rotate their Airship. Then, they Move 3 counter-clockwise spaces to 1 o'clock, below GREEN.
- BLUE uses one Action to Rotate their Airship.
- GREEN uses Rotate to flip and reveal the card at 4 o'clock, which began the round face down under the RED Airship.
- RED uses Foresee to peak at the card at the 11 o'clock position.
- BLUE uses Foresee to peak at the card at the 11 o'clock position. Then, they Move 4 to 10 o'clock.
After each player plays 2 cards, the GREEN Airship is on the Time Capsule '8', which is the current time that the Short Hand is pointing to (8 o'clock). GREEN captures the '8' and remotely captures the '3', which is face up and unoccupied. BLUE captures the '7' Time Capsule as it is past the current time (7 o'clock comes before 8 o'clock). Then, a new Round begins.
2 of the Hour Marker cards are being used at 6 o'clock and 9 o'clock.
Game End and Scoring
At the end of a round, if the Short Hand is at 12 o'clock, the game ends. Players total the numbers of all the captured Time Capsule cards they have in front of them. The highest total wins.
If tied, the tied player with the lowest Time Capsule card wins.