Anachrony

2017 · Science Fiction

Anachrony

Players lead one of four ideological Paths vying to rebuild a fractured, post‑cataclysm world while an incoming asteroid threatens another extinction. On each turn players assign specialists (Engineers, Scientists, Administrators, Geniuses) and deploy scarce Exosuits to secure resources, take actions in the Capital, and develop their settlements. A two‑tiered worker placement mechanic requires both personnel and protective suits to perform many tasks. Powering Time Rifts lets players send resources and support backward to earlier turns, altering their past turns on a dynamic timeline. Each Path pursues a distinct victory condition; the game runs 4–7 rounds unless the looming disaster is averted.

Players
1–4 best 3
Playing time
30–120 min
Age
15+
Complexity
4 / 5
7.3 on Ludoyafrom $48.00EconomicWorker PlacementWorker Placement, Different Worker TypesContracts

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On Ludoya's tables

Full stats in Ludoya
550
Plays logged
533
Players
2h 35m
Average play
176
In collections
38
On wishlists
1
Pre-ordered

7.3/10

from 117 Ludoya reviews

  • Garfield2.0

    Very interesting mechanism with the time travelling. But unfortunately this is a heavy multiplayer solitaire. And it needs so much time to explain :/ Because of that, no interaction and too long explanation I will never play it again. [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Very little --> Gameplay: :star::star::star::star::nostar: <!-- size 7]A lot of possible actions --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Almost no interaction --> Artwork: :star::star::nostar::nostar::nostar: <!-- size 7]Could have been better --> Luck: :star::star::nostar::nostar::nostar: <!-- size 7]Very little (dice rolling) --> Strategy: :star::star::star::star::star: <!-- size 7]Multiple strategies possible --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok, nothing special --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::nostar::nostar::nostar::nostar: <!-- size 7]A lot and time travelling is complicating at first sight --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Different strategies possible --> [/c]

  • Balleflass7.0

    It's a good game, but it had way to little player interaction. Just the same old race for certain spots on the worker places like every worker placement game.

  • Benjamín Amorín7.0

    Original worker placement game, with many mechanics of resource management, and a cool theme. Done by the same people as Trickerion it's difficult not to compare them. For me Trickerion it's more original, this one has cool things about going back and forth on time, but maybe the strongest point it's production, and for me the "mechs" are a bit annoying. By the way the game works, it's very long but has cool strategics, but has little interaction between players, kind of multi-solitaire.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When and how does Power Plant Time Travel (setting Focus and sending assets back) work?

When you activate a Power Plant you may move your Focus to a past Timeline tile no further left than the Plant’s range (you may not end up with Focus on the current Era), and you may optionally send one asset from a Warp tile on that focused tile back by spending the required asset (Workers must be spent from the Active column and Exosuits must be powered-up on your Player board); if you do both steps you then advance one step on the Time Travel track. (See Power Plant: Time Travel and Focus.) (page 9)

When do Paradox rolls happen and how do I get an Anomaly?

From Era 2 onward, each Timeline tile with Warp tiles is checked and the player(s) with the most Warp tiles on that tile roll the Paradox die and gain that many Paradox tokens; when a player receives a third Paradox token they immediately get an Anomaly, return all Paradox tokens to the supply, may retrieve one Warp tile after rolls resolve, and place the Anomaly on a free building spot. (Paradox phase; Anomalies are −3 VP each if left at game end.) (page 5)

Can I use a Genius as any worker when paying worker costs or when returning a warped Worker via Time Travel?

A Genius may be used as any Worker type when placed on Action spaces, but it may NOT be spent in place of another Worker when paying a non-Genius Worker cost, nor may it be used to retrieve Worker Warp tiles via Time Travel. (See Worker/Genius rules and Frequently Overlooked Rules.) (pages 6, 10)

When can I take the Evacuation action and how often can I use it?

The Evacuation action becomes available only after the Impact and each player may take it only once per game if they meet their Path board’s Evacuation condition; when taken place a Path marker on the tile and score the Victory Points printed on your Path board (and any additional asset-based VP per your Path). (Evacuation action; Impact/Evacuation.) (pages 8, 10)

What ends the game and what happens to outstanding Warp tiles at the end?

The game ends when the last Capital Action space becomes unavailable or after the 7th Era; at game end players must fulfil outstanding Warp tiles by returning the required assets (Workers must come from Active and an Exosuit must be powered-up) — these removals do not count as Time Travel or score points, and any Warp tile a player fails to remove is −2 VP. (Ending the Game / Untangle the Continuum.) (page 10)

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