T.I.M.E Stories: The Marcy Case

2015 · Udvidelse til grundspillet

T.I.M.E Stories: The Marcy Case

A mysterious illness spreads through a small American town in 1992. Players assume roles of time-traveling agents sent to investigate the outbreak, exploring locations, gathering clues, and resolving events through scenario-driven scenes and card-based encounters. Gameplay focuses on cooperative problem-solving, managing actions and resources across runs through the scenario to uncover what is causing the disease and how to stop it.

Spillere
2–4 bedst 4
Spilletid
60–90 min
Alder
12+
Kompleksitet
2,7 / 5
7,5 på Ludoyafra 168,44 kr.Science fictionModen / VoksenKooperativt spilTerningekastAfstemning

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48
Registrerede partier
68
Spillere
3h 14m
Gennemsnitligt parti
84
I samlinger
1
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7,5/10

fra 25 anmeldelser på Ludoya

  • Benjamín Amorín7,0

    More action and less deduction than in the base game, but still funny

    Ingen partier logget

  • Kuroko 299,0

    6 Saltos. 32 Pm

    Første indtryk · 1 parti

Læs anmeldelserne, og giv det en vurdering

Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

When we spend 1 TU, does each player get to act, or just one of us?

Each player may perform one action for that same 1 TU; the group does not spend a separate TU per player. Resolve the actions in whatever order the team chooses (p. 9).

Do we spend TU to enter a location or read a card?

No. Entering a location and reading a card are free; entering means placing your pawn above a card. Spending TU is required for actions such as characteristic rolls and moving your pawn (pp. 8–9, 18).

Can I look at a card if my pawn isn’t on its space?

Only an agent on a space may read that card. You can tell the others what you learn, but don’t show them the card or read all of it aloud; paraphrase instead (p. 9).

Can we split up and visit different locations at the same time?

No. The group token represents everyone, so the team must choose one destination together, though agents can explore different cards within a location (pp. 4, 10).

If we leave a test unfinished, can we pick up where we left off later?

No. Leaving the space or changing locations resets the test; a lock is an exception in that you cannot leave its card until you pass the test (pp. 11–12, 18).

What happens when I roll a skull during a test?

After applying hits, if you rolled at least one skull and at least one skull shield remains, resolve a riposte: add the dice skulls to the remaining skull shields and compare the total with your resistance. You lose 1 Life Point if your resistance is lower; remaining heart and time shields also cause their penalties (pp. 11–12).

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