T.I.M.E. Stories
Description
In T.I.M.E Stories, players are at the service of T.I.M.E, an organization that masters time travel and parallel realities. Agents go on missions to solve potentially dangerous situations for the space-time continuum.
T.I.M.E Stories has elements unique to role-playing. Agents are sent to "receptacles," characters from the universe visited. Players completely control these bodies, which have a distinct identity, personality and abilities.
T.I.M.E Stories offers simple and immersive mechanics, decksploring, and relies on scenarios, which combine with generic game equipment (plateau, pawns, dice,...). A scenario is played out in several hours. A backup system allows you to pause the game and cut it into several sessions.
Each scenario comes in the form of decks of cards, to be discovered only at the beginning of the game. A panorama represents each scene observed by the players as they go on their adventure. Agents "enter" scenes to interact with the situation, people or objects depicted. Actions take time, measured in Time Units (U.T.). Once the U.T.s are completed, the officers are sent back to the base and then return to the mission for a re-test. The goal of the game is to pass the current scenario in a minimum of trips.
The basic T.I.M.E Stories box contains all the game material (plateau, dice, etc.) and the Asylum scenario (Manuel Rozoy/Peggy Chassenet, illustrated by Benjamin Carré, David Lecossu and Pascal Quidault). This scenario propels players at the time of the Roaring Twenties in France, in an establishment where a strange situation is taking place.
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