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Subject: Time Tossed rss

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Jason Washburn
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Name: Time Tossed
Type: Card Game
out of the box but has extras
Players: 2 to 6 (have not tested it above this)

The flavor of the game is simple and the art work is also simple. It is all in black and white. This is a design choice and adds to the whimsy feel of the game. There is a fair amount of humor in the game and in the flavor text of the game.

Each army is different. There really is not limit to the type or flavor of army. We can do zombies or robots or pirates or underwater fishmen! there really is no limit on this and that is part of the fun and flavor of the game. I want to create several types of armies for the game. With the release I want to have 4 to 6 open to the players. I would love to have more but sadly the cost is far to high to do that as each army has around 45 cards that are unique to the army.

I have posted the rules as I have them now. The format got a bit jacked as I wrote them in word, I did not host my file for download, I just posted it here. It will be a bit before the artwork is done for the game, I am but one man and I work full time and go to school full time, I have 4 children and I work in community theater. So I am busy but my love of games keeps me going back to the well and designing games.

If you want to play it I can set something up so you can get all the information and cards, and what cards are needed for the army and such.

I am also completely open on suggestions for armies. Nothing is out of bounds as I even had a friend suggest a food based army, lol (throw the cheeseburger at the big guy!)

Time Tossed was given the name due to the armies that can be played. You can have an army from any era really as the cards are broken down by so many of each type and they are given attack and defense based on type and kind.

Time Tossed
Time tossed a turn based stagey card game where each player is attempting to beat the other army with tactics and strategy. Each player begins with a deck of no more than 100 cards. This is considered the Army’s Base.

Objective of the game?

The object of the game is to destroy the other player’s army by depleting it of resources and units. Your cards are considered your resources and the base may be attacked directly or indirectly based on cards played during your turn. When a player runs out of cards they are out of the game.

What kind of cards are there and how do they work?

There are four types of cards in the game of Time Tossed: Units, Resources, Mission, and Enhancement Cards. You can send Army Units and Special Units on missions or you can use them to defend your resources and base. Enhancements can be used to enhance any type of Unit or Resource detachment. You play mission cards when you are attacking or to help you defend an enemy attack.


Units Cards:

Unit cards are units from your army. These are the actual units that will do the fighting during your missions.
Some Units may have special rules or abilities. These will be listed on the card if this is the case. Special rules go into effect if that card is played.


Conscripts fall under the unit banner but are not part of the army. They are added in if you have the cards in your deck. They are like mercenaries but you are limited in which you can have based on your army type.

Army commander:

An Army Commander is a unit card but it is placed on the field at the beginning of the game and counts as one resource point. Your commander may be attached to a unit to boost that unit over all. If the Commander is attached to a unit you will no longer gain a resource point from that Commander. A Commander may also make a special roll to see if he dies when the unit he is attached to is destroyed in battle. If the die roll fails he dies along with the unit he was attached to.
If he is not attached to a Unit he may have up to two Headquarters characters attached to him. During a deployment phase you may detach a Headquarters Unit from the commander and place the Commander with a unit however the Headquarters unit then must move to your discard pile and you lose all bonuses provided by that card.


Each army is allowed to have two Heroes in its deck; however you are only allowed to have one Hero on the playing field at a time. A Hero may attach to a Unit but if the Unit is defeated in battle the Hero has a chance to die with the unit. A Hero may function as a solo unit and attack and defend like any other unit. A Hero is only allowed to carry one enhancement card.

Resource Cards (Core Cards):

A Logistics card is played to grant resources to your army. These cards are played and then stay in play until they are either removed from the field of battle by taking damage or with a special ability from the enemy. They grant the amount of resources that are listed on the card. The points listed on the card are used during the deployment phase.
An Asset card is played to boost a Logistics card. An Asset card can only boost another resource card. These cards only cost one resource point to put into play.

Mission Card (Core Cards):

Mission cards enable you to complete tasks or event during the mission phase of your turn. The effects of that mission card last only until the end of your turn.
Enhancement Card (Core Cards):
An enhancement card is placed on a unit or used in conjunction with a mission card. Each card will have text that will tell you how that card is to be used during your turn. Enhancement cards also have a resource cost associated with them.

Special Cards:

Special Cards are just that, special. They will have special text and abilities stated on the card. Special cards are cards that come with the army that you chose and are not core cards. Also you may not have more than one Special card of that type in play at a time. So if you deck contains two of the same special cards you cannot have both out on the field of play.

Playing Area:

The playing area is broken into different quadrants. You will play the different cards in each quadrant of the game board.
Your Base Quadrant holds your deck and any cards that are protecting your base. Your deck of cards is your base and the power for all your resources.

The Resource area is where you will deploy resources cards. Logistics will be placed and assets will be placed just under the logistics card in order to amplify or boost the logistics cards. The area just behind the resource deployment area is the staging area. This is where you will play resource cards face down until the end of your turn.
The forward area of your playing field is the deployment area and battlefield. This is where you place units that have been purchased with resource points. If they are in deployment area they cannot be committed to defending an objective.
Discard pile is where all the cards go once they have been removed from the field of play.

Playing the game

Time Tossed is a multi-player game you need at least two people but you may have as many as six. Each player can only bring 100 cards into battle, so chose the cards that fit your play style or manner of play. Each player should shuffle their deck and then have an opponent cut their deck. Then each player draws 7 cards. When deciding who goes first you can use any system you wish but rolling a die would work well also. Some cards may require you to roll a 6 sided die, ensure you have one on hand as your deck may require this. Also is you are not sure how to build a deck or are a first time player you can use the deck straight out of the box if you wish.

Player turn and order of play

Draw / Refresh Draw three cards
Deploy or stage Place Units in the deployment area and resources in the Staging area
Missions / Combat Attack Units or Objectives
End your turn Place resources from the staging area into the resource area



At the start of your turn sequence you will draw three cards unless you have a special card in play and you are directed to draw more. You will always draw three cards unless a card is in play that tells you to draw more. You may never draw less than three cards.
There may be cards that you can activate during the DRAW phase. If this is so you must draw your first card then you may use and cards that are to be activated during the draw phase. After this is completed you may

draw your second and third card.

After you draw your cards all exhausted cards on your playing field are refreshed and ready for battle. Likewise resource cards are refreshed as well and all cards should be turned back to their ready state or ready posture.


You will then deploy cards based on resources that are in play. All unit cards will move to the deployment area if you are buying them. You may also place resource cards any special cards that direct you to play them during the deployment phase.
To count a resource is must be in your resource area at the start of your turn. Any cards in the resource area that give you resource points can be counted towards deployment of new cards and abilities. In order to show this to your opponent(s) you will turn your resource card on a 90 degree angle from how it sits in its normal state. The process of turning a card is referred to as exhausting that card. When you exhaust a card you use the resource value listed on that card.
You may not deploy cards if you do not have the resources to do so. There may be cards in the game that can be deployed without spending resource points. For example; an instant deployment card may be placed into the field of play without spending resources on it.

Be mindful that even resource cards cost resources to play. If you are paying for resource cards they will be placed face down in the staging area of the board and will stay there till the end of your turn. The reason for this is so that you do not use a resource card you are placing that same turn. Resource cards that are paid for during a turn are activated at the end of your turn.
You may only play asset cards on a resource that is already deployed. Meaning that you cannot place an asset card in the staging area with the resource card. When you bring an asset to the playing area you must place attach it to the resource you wish to enhance.

You may not deploy more than five units during a deployment phase. This pertains to army units only and does not include resource cards you are playing in the staging area.

Lastly units that were placed in the staging area as a result of losing combat are able to make a break test to see if they can return to the field of battle. A break test is a simple roll of a six sided die. On a roll of a one or a two the unit fails the break test and must remain in the staging area until the beginning of your next turn where you will have a chance to roll again. However if you roll and 3-6 you may move the unit back into the field of play. It does not cost you resource points as you paid for the Unit in a previous turn and the break test is merely a rally of a broken Unit.


At this time you will move units to defend objectives or leave them in the deployment area showing that they are on the field of battle and ready to complete missions.

Units that are moved to a defensive position should be placed in front of whatever objective they are defending. For example; if you wish to have a unit defend your resources then you will move the unit and place them in front of your resource area on the playing board.
This represents that unit defending the resources behind it. If your opponent wishes to attack the resources they must defeat all of the units in a defensive posture in front of the resource area. Once they have defeated the units protecting the resources damage can then be
dealt to the resource area.

During this phase you may also assign Hero’s and your Army Commander to a unit. A unit can never have a Hero and Commander both. Once you attach a hero or Commander to a unit they move and function with that unit. If that unit is defeated in battle you must roll a six sided die and you have a chance of losing your Hero or Commander. The information regarding the needed roll will be located on the card.

A unit will become stronger with a Hero or Commander attached to it however you run a risk of losing that special card if that unit is defeated. Refer to the Hero or Commander card for enhancements the unit gains if they are attached to a unit.


Send your units on missions to achieve objectives and attack your opponent’s resources or units. You should resolve all combat during this phase. There are several types of mission cards in the game and each of them has text that explains the mission. You may declare a basic attack on a deployed unit or unit that is in a defensive posture protecting an objective however a mission card can offer an enhancement to the unit that is declaring an attack.

As a defender you may have cards in your deck that you may be able to use during the mission phase if the card states you may use as a defender.

EXAMPLE: Kyle declares an attack on his opponent’s base and has the mission card “Adrenaline Rush” that allows him to add a plus one to his Attack while attacking. Kyle’s opponent has a card “Elite Troops” in his hand and plays it as a defensive card during the combat. So even though it is Kyle’s turn his opponent is allowed to play cards during the mission phase if he has cards in his hand that allow him to do so.

When you attack an objective that does not have a defensive unit protecting it your opponent has the opportunity to move a deployed unit to intercept your advance. However if you have a faster moving unit then the slower moving defender cannot reach the intercept path in time and thus is not allowed to intervene. If you are able to intercept the advancing unit resolve combat as normal.

If your opponent plays a mission card that declares a charge, meaning that the unit is disregarding all other things and focusing just on the objective you may not attempt to intercept this unit without an ambush card in your hand. An ambush card is the only type of card that may press a unit to intercept a charge.

If you wish to use an artillery unit during your mission phase there are special cards that will allow you to ignore the unit in defense of an objective. This represents the ability to lob shells or munitions over the defending force and attack the objective directly. Mind you the card that enables this play must be in play and attached to the artillery unit that you would declare this action with. Also the Artillery Unit must be in the deployment area and cannot be in defense of an objective.

Once you use a Unit card during a mission you have exhausted that Unit and you should turn the card 90 degrees showing other players that that card has been used in battle.

There is no limit to how many Units you can take to a fight but they must all be in the deployment area and cannot be in a defensive posture in order to carry out an attack or mission. They must also be in a ready state and not exhausted. Once a unit has engaged in combat is must be exhausted unless you have a card that refreshes that Unit for reuse in the same mission phase.

When you declare an attack in the mission phase you are telling your opponents which units and objectives you are going to attack. When you look across the playing field your opponent’s cards in the deployment area may be exhausted they are still allowed to defend themselves with the given defensive number on the card plus any enhancements they may have attached to them. However they are not allowed to intercept an attack or charge, nor can you use that Unit in an ambush. Likewise they cannot return fire to the unit that is attacking.

When you move a Unit to intercept an attacking Unit or Units they will intercept on their own and will receive no help from the defending Units they are running interference for. If the intercepting Unit wins the combat the attack is fought off and both Units attacking and intercepting are exhausted until the start of the player’s turn and cards are refreshed.

You may not play two of the same Mission cards in the same combat.

When an attack occurs this becomes a battle and the following rules apply:

Units may only partake in a battle if they are attacking, defending, or intercepting. If it is an attack the attacker must declare which units will be attacking. At the time of the mission any mission cards are played.

Enchantments are taking into account if they are attached to Units or Resources. Enhancements that have been attached to objectives, ie: Logistics Cards or a players Base will affect the outcome of the battle.
Assets also affect the outcome of battle as they boost Logistics cards and your base.
Before a side goes first after the attack has been declared initiative must be established. Each unit will be given an initiative. If you take more than one unit into battle the initiative does not stack.

EXAMPLE: Kyle attacks his opponent’s resources and brings two Units to the fight. His opponent has one Unit in a defensive posture protecting the resource. The Units that Kyle is attacking with are both ground troops and the cards show that a ground troop has a base initiative of one. Kyle is not allowed to add the initiative from each unit to equal two. The player with the highest initiative wins. Enhancement cards can give bonuses to the initiative.

The player with the highest initiative will have the advantage and will go first. All damage is added and any Mission Cards and Enhancement Cards are played to affect the damage output. This number is considered the attack strength of the Units attacking. The defender must add his defensive number and add any Mission cards or Enchantments that would increase the amount that can be absorbed. These numbers are compared and the higher number wins. In the event of a tie the defender will roll a die. If the roll is 1-3 the attack is broken off and the defensive unit remains in defense of the objective. If the roll is 4-6 the Unit that was defending is moved back to the staging area for redeployment face up.

This can create an issue where a unit ties combat but fails the rally and after the card is moved the objective is unprotected. A second attack may now be sent if the player still had Units that are not exhausted and ready for missions.

Attacking Your Opponents Resources

When you declare an attack on the resource of your enemy you must fight through he Units that are in a defensive posture which are protecting the resource. Any damage that is not absorbed by the defensive unit will be applied to the resource.

EXAMPLE: Kyle attacks his opponent’s resource area with three Units and wins the initiative and so he can go first. Kyle adds the damage from each of his Units and this number equals 12. Kyle also has a Hero attached to one of the Units and this adds a plus 2 to the attack bringing it to 14. Kyle’s opponent has one Unit in a defensive posture and the defense on that Unit is 5. His opponent also has a resource card that provides 3 defenses to the Unit defending it and this bring the total defensive number to 8. Kyle’s opponent also has an Asset card attached to the Logistics card that grants the effect of “Hard Target” this adds a further defense of 5 bringing the total to 13. There are no other Mission cards played and thus Kyle wins the combat by a damage of one.

Subtract the defensive number from the attacking number and this will total the amount of the attack that was absorbed by the defending unit. In this case there is one damage point left over and one of the logistics cards in the resource area must be removed from play and added to the discard pile. The defender has the right to choose which resource he wants to discard.

Attacking Your Opponents Base

This works the same way except any damage that is left at the end of the attack is dealt to the pile of cards or Base. If the damage left over is three then the player must remove the top three cards from the deck to the discard pile.

End of Turn

Place all defeated units in the discard pile and remove any mission cards from the field of play that were expended during this turn. Also any Unit that attacked must be exhausted and therefore all Units that were played this turn should be turned 90 degrees showing that they are exhausted.

If you have a Logistics card that allows you to return a card from your hand back to the deck you may place it at the bottom of the deck at this time. There is no limit to the amount of cards a player can carry in their hand and therefore you do not have to discard any cards from your hand.

Building a deck

When constructing a deck for play in the game you must pick an army. You will construct a deck using the army of your choice. There are a few rules regarding the building of your deck and there are things you must place in your deck as well:
Every deck must have a Commander to represent that army.
Every deck must have at least 4 ground troop choices.
You may not have doubles of Headquarters Cards
You may only have two Heroes in your deck
You may not have more Core Cards then you have Army Cards
You may not have more than 4 conscripts in your deck

Each deck will come with the same amount of cards in each category. So no matter what army you choose to play as you will have the same choices as another player. While the flavor of the army and style of that army may be different you will have the same options.

Each Army has the same amount of cards:
Commander x2 you may only take one Commander into battle
Headquarters units x4 each card may have a special ability / you may only have 2 Headquarters units in play at a time. They must be attached to your army commander.
Scout Unit x6 no special abilities / cheap to deploy / can be free to deploy based on resources in play and army cards in play.
Ground Units x10 no special abilities
Heavy Units x4 no special abilities
Mounted Units x6 no special abilities
Artillery Units x4 no special abilities
Elite Units x4 no special abilities
Special Cards x5 each may have a unique ability
Hero x4 only one Hero may be in play at a time. The Hero may have a special ability.

What are the Units?


The Commander is the leader of your army and he is deployed at the start of the game. When you set up your board, you will place him in the playing field free of charge. Your Commander counts as a resource point as long as he is not exhausted from combat and is not attached to an army unit. You may only have one Commander on the field and each army comes with two choices. They will each have different abilities to take with them.


A Headquarters unit can be deployed and must be attached to a Hero, Commander, or to any Unit of the same speed of slower. The Headquarters Unit will effect the unit it is attaching to. A HQ Unit does not have an attack or defense and relies on the attributes of the unit it is attaching too. Different HQ Unit will do different things for their army.
Kyle places a communications officer with a Heavy Unit. By doing this is enhances the speed of the Unit by one. This allows the Unit to move at a faster speed when conducting an attack.
A HQ Unit can do many things for an army depending on the type of HQ unit it is and the cost to deploy. Your army will only have 4 HQ units in it to choose from.


Scouts are super cheap to deploy and move fast however they do not have a high attack value. They do have a special ability if played with certain mission cards. They can also be free to deploy if certain goals are met during game play.

Ground Troops

These are the foot soldiers of your army and therefore are the largest part of it. They are average in battle and have no special abilities. When building a deck you must include 4 ground unit choices.

Heavy Units

Heavy Units are the slowest units but they pack a ton of damage. They also have a higher cost to deploy. You must have at least two heavy units in your deck.

Mounted Units

Mounted units are fast moving units. They are not allowed to dig in or become a hardened target due to their fast movement capability.

Artillery Units

These units have special attacks tied to them. You may enhance them further with other cards. Artillery units have the ability to disregard terrain and sometimes defending or dug in units.

Elite Units

These are units that come from different areas of your army but they are elite. This means they have better abilities and may have a special ability. A commander or Hero may not attach to an Elite Unit.

Special Cards
All armies will have 5 social cards that are only for that army. These cards vary depending on the army.


A Hero is a single person unit. It may attach to a certain unit and move with them. The Hero will enhance the unit by granting the unit the attributes from his card. You may only have two Hero cards in the deck and only one can be in play at a time unless a special card is in play that allows more that one hero.

I have the cards in Excel files and I am currently doing the art work for the game. The cards are being built in Illustrator.

here is a design of the card

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John "Omega" Williams
United States
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What does a units movement type effect? Speed of deployment? Who attacks first? etc?
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