David Smith
United States
Fitchburg
Massachusetts
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Email me or geekmail if you have any thoughts or would be interested in getting more detailed files showing board and some pieces on the game or to playtest.
dave

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TIME AGENT
Number of Players (3-6)

HOW TO WIN / GAME END
A player wins (and thus ends the game) by one of the following means:
1. Disconnecting invention of “Time Travel” from all other races (in play) except yours [connection of Time travel to all races is assumed through upside down hexes until proven otherwise by flipping them up and their being rotated in such a way that there is no connection]
2. Connecting your race to all the Technologies first [If two races are connected to all the technologies simultaneously then the player with the most RP in hand at that time is the winner.]
3. Being connected to more technologies than all the other races when the invention of “Time Travel” has been disconnected from every race (in play). [If two races are connected to the same number of technologies at this point then the player with the most RP in hand at that time is the winner.]

Note: Player’s “assumed” connection to their starting technology DOES count towards victory for 2. and 3. above as long as it has not been “disconnected”.

RESOURCE POINTS AND AVAILABLE ACTIONS EACH TURN
Each player gets numerical cards indicating resource points at a rate of 6 per turn (one 3, one 2, and one 1) at the start of their turn which can help them do the following:

1. Muster a Time Agent in the present (pick location in one of your race’s starting/home hex’s) – 2 RP
2. Move agents in the past – 1 RP per hex moved from current location
3. View (and if desired) flip over a hex (positioned randomly by die roll if not positioned) – 1 RP
4. Rotate position of a hex to desired orientation – 2 RP
5. Switch 2 face up hexes (maintain current rotations) – 4 RP (or 2 RP if you have an agent on both hexes)
6. Fight another agent in the past – [player chooses amount of] RP in secret auction [this action can’t be taken for the first 2 rounds and a tie results in both agents being killed]
7. Initiate Secret other room diplomacy – 1 RP and the other player(s) must give 1 RP to agree and join the secret diplomacy meeting

One cannot hold more than 7 RP cards (which could represent 7-21 RP) in their hand at any time). This allows a visible accountability limit of how much store up but leaves enough mystery for other players to not know how much you have.

One cannot get “change” from the RP “bank” so which denominations of RP “currency” you hold can make a difference to your RP “spending”.


TECHNOLOGIES
Each players get 12 RP to start with (three 3’s, three 2’s, and two 1’s) for bidding on their starting technology or technologies. The following technologies will be auctioned using the “open auction” technique with a starting bid of 2 [option to pick which technology will be bid on and to if they want to take the starting bid rotates around the table beginning with the player who owns the fewest board games]. If everyone passes on the starting bid then no race will start having that technology. If the game is played with fewer players or some players choose to keep their starting RP rather than use them to try and acquire any technologies then certain players may start with more than only one technology. However, a race can have no more than 2 starting technologies.

TECHNOLOGIES [STARTING LEVEL]
1. Warp Drive – Player’s time agents can travel 4 hexes for 3 RP or 9 hexes for 6 RP
2. Cloning – Player can muster new time agents for only 1 RP and start them 1 space into the past
3. Solar Fusion - Player receives an extra 1 RP card at the beginning of their turn
4. Genetic Engineering – Player’s time agents gain +1 RP in a fight if they initiate and +2 RP in a fight when another player initiates
5. Telepathy – Player can look at adjacent hexes for 1 RP & flip over hexes their agents are on for 0 RP
6. Telekinesis – Player can rotate a hex to their desired orientation for 1 RP

After each technology is auctioned off, the player who acquired that technology places his agents off the hex board right next to the 3 starting hexes of that technology and then starting from his home hex flips over one hex at a time and orients it, then moves to a hex adjacent to that hex he/she just flipped over or again adjacent to one of his home hexes and again flips it over and orients it. The player does this 12 times (16 for 3-4 player games). Then the next technology is selected and auctioned off by the next player (clockwise from the player who owned the least number of board games) and that player explores, flips, and orients 12 time connection hexes in the same fashion. The next auction starter proceeds clockwise to the next player, auction resolved, 12 hexes (16 for 3-4 player games) explored, flipped, rotated and so on until all technologies have been acquired or not. In order from the first auction initiator then clockwise, players who did not acquire any technologies then choose one of the leftover starting spots (although they do not gain a “starting” use of the technology associated with it) and explore, flip, and orient 12 (16 for 3-4 player games) hexes in the same way as the others. Players that acquired more than one technology do not get to explore 12 hexes (16 for 3-4 player games) again after their second technology acquisition.

A race’s connection to their “starting” technology is assumed with the face down hexes (they are assumed to connect through all 6 faces). As hexes are flipped over and “actual” time connections begin to resolve throughout the board, these “assumed” connections can be eliminated if they are shown to be actually “disconnected”. Also, other players can create a manual time connection from technologies to their race and thus gain the technology. Once a race has a time connection to a technology’s invention point, they can have their agents travel through time to the place in time and space where that technology was created. It is possible to have agents on that hex “cherry picking” prior to getting the connection and immediately improve to the advanced level. Once a player has at least 2 agents on that space-time hex of that technology’s creation they immediately (on that turn) achieve the advanced level/ability of that technology. A player who started with the technology must still have a manually demonstrated time connection (rather than the starting “assumed” one) to improve to the advanced level.

TECHNOLOGIES [ADVANCED LEVEL]
1. Warp Drive - Player’s time agents can travel 3 hexes for 2 RP or 9 hexes for 5 RP.
2. Cloning – Player can muster new time agents for 0 RP and start them 2 hexes into the past
3. Solar Fusion - Player receives an extra 2 RP card at the beginning of their turn
4. Genetic Engineering – Player’s time agents gain +3 RP in all fights
5. Telepathy – Player can look at hexes 2 spaces away for 0 RP & adjacent hexes they’ve viewed can be flipped up (if they wish) for only 1 RP
6. Telekinesis – Player can rotate a hex to their desired orientation for 0 RP and may rotate face up hexes that are one space away for 1 RP. Switching two hexes costs 3 RP or 1 RP is they have agents on both of them.


 
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Frank Strauss
Germany
Berlin
Unspecified
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I´m trying to get 300 years old, so now I´m a teenager
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Re: Game idea/prototype called "Timelines" -CommentsPlaytest
Do you know:
Time Agent
???
 
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David Smith
United States
Fitchburg
Massachusetts
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It is definitely a bit like Time Agent but doesn't take 4-5 hours to play and the winner then determined randomly when all the tiles are flipped when time travel is cut off. Cool concepts - not a very good game. If you look at "El Cabellerro" and "Carcassone" they are very much the same type of game (connecting guys to land features to get points for them) but El Cabellerro is way too complex and every turn takes forever analyzing all the options. Carcassone is a simplified version which is an awesome game that anyone and everyone can play. I wanted to take the good aspects of Time Agent and build on them with more of a simply "Tikal" Resource Point system of investment each turn and do the 'game winning' condition simply by having all the technology connections rather than an intricate "Victory Point" system.

Does this make sense or sound valid? Any other thoughts?
 
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Gláucio Reis
Brazil
Rio de Janeiro
RJ
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Re: Game idea/prototype called "Timelines" -CommentsPlaytest
Did you notice that you wrote "Timelines" in the subject, but "TIME AGENT" in the game description?
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Ken K
United States
Louisville
Kentucky
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Re: Game idea/prototype called "Timelines" -CommentsPlaytest
Short answer: yeah, I'd be interested in a game that uses clever mechanics to simulate time travel.

Tile laying sounds like a great approach.
 
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