OBJECTIVE OF ANACHRONY: The objective of Anachrony is to be the player with the most Victory Points at the end of the game.
NUMBER OF PLAYERS: 1 to 4 Players
MATERIALS: 1 gameboard, 4 player boards, 80 workers, 80 resource coins, 24 energy coins, 66 Victory Point coins, 4 path boards, 24 exosuit markers, 8 leader cards, 4 player aid cards, 4 player banners, 8 time travel markers, 32 path markers, 30 water coins, 60 building tiles, 36 warp tiles, 11 mine cards, 11 recruit cards, 1 impact tile, 12 timeline tiles, 18 superproject tiles, 15 collapsing capital tiles, 1 paradox die, 2 research die, 45 breakthrough tiles, 12 anomaly tiles, 9 unavailable tiles, 8 endgame cards, 16 asset cards, 1 scoring pad, and directions
TYPE OF GAME: Strategy Board Game
AUDIENCE: Ages 15 and Up
OVERVIEW OF ANACHRONY
Anachrony takes place in the 26th century, and a catastrophic explosion has destroyed the world as we know it. The people that survived are divided into four groups, depending on how they want civilization built, salvation, progress, dominance, and harmony. Players must collect resources in order to keep their civilizations alive, all while trying to avert the cataclysm. The player with the most points becomes the new Capital, and they decide the future for the human race.
To begin general setup, place the game board in the middle of the playing area. Place the dice and the evacuation tiles on the assigned spaces on the board. The 11 Recruit cars and 11 mine cards are shuffled and placed in two decks, facedown beside the board. Divide the building tiles into power plants, factories, labs, and life supports. Each deck should be shuffled and placed to the side of the board, facing up.
Place the anomalies, Paradox die, and tokens in their assigned places. Place the resources on the upper right corner of the board, with the Water on the top left. Breakthroughs, energy cores, and workers are placed beside the board. All VP tokens are within reach of all of the players.
Timeline tiles are placed in a line below the board, creating the timeline. The impact tile is oriented between the 4th and 5th tiles of the timeline. A randomly drawn superproject is placed above each timeline tile, with only the first one facing up. Each of the players will place their marker under the left tile.
Each player will then choose a Path, receiving the player board, exosuits, warp tiles, path markers, morale, and travel markers assigned to that Path. They will place their paths in front of them, with a random side up. Players will then gather all their things, as assigned by their Path.
Each player will choose a leader card from their Path, placing it on the assigned place on their board. The players will then gather their banners and the game will begin.
The game consists of seven eras, and each era consists of six phases. The phases are completed in chronological order. During the first phase, the players will reveal the next superproject. Thye will then shift the building stacks, refresh the supply of resources that are available for the upcoming Era.
The Paradox phase is skipped during the first Era, but it is completed for the rest of them. Players who completed Warping will roll for Paradoxes. During the next phase, players can power Exosuits, allowing the workers to complete actions on the board. Players are then able to place Warp tiles on the timeline, collecting assets.
In the Action phase, the players will rotate taking actions on their board and the game board until all players have made a pass. Finally, players will gather workers and exosuits from the spaces, and set the players’ markers onto the next Era. Gameplay will continue in this manner for seven Eras.
END OF GAME
The game comes to an end whenever the last Capital Action space is no longer available or when the 7th Era is completed. Players must then determine the issues with the timeline, fulfilling the outstanding Warp tiles in order to remove them from the timeline. For every single Warp tile that the players are not able to fulfill they earn two Victory Points.
Players will then examine the five Endgame cards that are found above the gameboard. Each of the players will score three Victory Points for each of the conditions that they met. Players will then tally their points from Endgame conditions that were met, timeline penalties, Victory Points won, Morale, buildings, Anomalies, Time Travel, and Superprojects using the scoring pad.
Each Breakthrough wins one Victory Point, and each set of three will win the player two Victory Points.
The player with the most Victory Points, wins the game! This player becomes the newest seat of the World Council.