Some time in the last year, I learned to play T.I.M.E. Stories. I'm not going to review it here, because it's a very different kind of game. I'll just give you a quick overview before going on to my main point.
The game itself is, similarly to a roleplaying game's core rulebook, more about the mechanics and less about the objective. Whereas most board games state, 'To win this game, you must collect the most gold coins' (or whatever), when you play a roleplaying game, the rules state, 'These are the mechanics involved in playing. Now decide what goal your group must accomplish in order to win.'
T.I.M.E. Stories's base game contains the board and all the counters you'll need to play. It also includes a deck of cards. Most of these cards are similar to the pages of a Choose Your Own Adventure book. Each player is sent back in time to occupy the body of a person in a specific place. Whilst in this body, the player must help to solve a problem of some sort to fix the timeline. You lay out the cards in a specific order on the board, and the art of these cards collectively shows you what you see. For example, in the included scenario, you are inhabiting the body of patients in a 1920's mental asylum. The first set of cards that you lay out on the board will, when seen together, show you the day room of the asylum. Here's what I mean:
Showing posts with label T.I.M.E. Stories. Show all posts
Showing posts with label T.I.M.E. Stories. Show all posts
29 January 2017
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