Playing Timeline Game: The Rules

Steam Workshop Link to Play via Tabletop Simulator Mod

Objective

The objective of the game is to reduce your opponent's life points to 0. Players will use cards and abilities to battle each other on the timeline, which is the field of play.

Setup

Each player starts with a main deck of 40 cards and a poster deck of up to 10 cards. Each player begins with 25 life points.

Each game starts with a 15 quill token pool on the side, and a myriad of other necessary tokens for indicating effects.

Determine which player goes first using a fair method (e.g., a coin flip).

Most games will be played in a best-of-three or best-of-five, in which case a 10 card “side-deck” may be brought to change cards between games.

Each deck may include three copies of every card except for Hyper Rare Cards: Each deck may include one hyper rare card.

Card Types

Poster Cards: Posts are the primary resource in the game, and poster cards are used to generate posts for manifesting cards and activating abilities.

Manifestations: Cards that are played onto the timeline, usually representing creatures, artifacts, or enchantments.

Turn Structure

Each turn consists of the following phases:

Draw Phase: The active player draws a card from their main deck. If they have fewer than five posters in play, they draw a poster card from their poster deck.

Main Phase:

The active player may perform the following actions:

  • Manifest cards onto the timeline.

  • Use abilities of cards that have been in play for at least one full turn.

  • Spend quill tokens to disembody posters, allowing them to contribute two posts instead of one for that turn.

Combat Phase:

The active player may initiate combat by declaring attackers. The defending player may declare blockers. Abilities and cards may be played by the active player after declaring attackers.

End Phase:

The active player's turn ends, it becomes the next player’s turn.

Poster Cards and Quill Tokens

Each turn, the poster cards belonging to the player whose turn it is can be flipped right-side up unless restricted by another card's effect.

When flipped right-side up, poster cards can contribute a post for that turn, to pay the cost for a card.

After doing so, flip it right-side down.

When a poster card posts, place one quill token below it.

To disembody a poster card, spend four quill tokens, returning them to the token pool.

A disembodied poster can contribute two posts for the current turn and then returns to its normal state at the end of the turn.

Combat

The active player declares attackers among cards that have been in play for at least one full turn.

The defending player declares blockers among their cards in play.

Combat is resolved, and any destroyed cards are sent to the recycling bin unless otherwise specified by card effects.

Recycling Bin and Main Deck

When a card is removed from play, it goes to the recycling bin.

If a player runs out of cards in their main deck, they shuffle their recycling bin and place it as their new main deck.

Winning the Game

Reduce your opponent's life points to 0 to win the game.

Traditional games are usually played as a best-of-three or best-of-five series, with a 10-card side deck for modifying decks between individual matches.

Card Effects and Timing

Certain cards can be played at any time, even during your opponent's turn.

Players may respond to actions during any phase if they have the appropriate cards and resources.

Additional Card Types

Pinned Posts: Each player is allowed one pinned post in play at a time. They remain in play unless overwritten or otherwise removed. Playing a new pinned post overwrites the previous one, sending it to the recycling bin.

Environment Cards: Affect both sides of the timeline and have a dedicated space on the timeline for each player to designate who played the card. Environment cards remain in play until overwritten or otherwise removed.

Outfit Cards: Outfit cards permanently modify a permanent manifestation in some form, typically by boosting combat stats. Only one outfit card may be worn by each manifestation, unless otherwise indicated. Once placed on a card, they can not be attached to a new card, unless otherwise indicated.

Tokens

Flame Tokens: Reduce a manifestation's defense stat by half (rounded up) and spread to other manifestations that engage in combat with the enflamed manifestation. Card interactions may vary.

Seed Tokens: Have no effect by themselves but can interact with specific cards. Cannot coexist with flame tokens on the same card.

Baby Sheep Tokens: Interact exclusively with the "Girl with Lamb" and "Salvation" cards.

Quill Tokens: 15 tokens are available at the start of the game. Players may choose to hoard them and use them in multiples of four to disembody posters during their turn.

Token Interactions

Flame tokens replace and remove seed tokens on the same card.

Seed tokens are removed if a Flame token is placed on the same card.

Baby Sheep tokens do not interact with Flame or Seed tokens.

Disembodying Posters with Quill Tokens

Players may disembody any number of posters during their turn, as long as they have enough quill tokens in multiples of four. For example, with 12 quill tokens in play, a player could disembody three posters during their turn.

Meta-Effects

Certain cards and their abilities have so-called “Meta” effects. These are effects which can only be activated or are modified by something external to the state of play. For example, High Priestess can attack the opponent directly if it is between the hours of 9 PM and 6 AM.

These Meta-Effects are determined at the time that a card is placed on the timeline. If the game starts at 5:59 AM, and High Priestess is played at 6:04 AM, this effect is inactive. Alternatively, if the game starts at 8:50 PM and High Priestess is played at 9:01 PM, this effect is active.

For time-based Meta-Effects, the time in question is based on the time zone that the player who plays the game is located in. If all else fails, use GMT.

Good luck and have fun!

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