Ring Side Report-Board Game Review of T.I.M.E. Stories

Product-T.I.M.E. Stories

Producer– Asmodee

Price– $ 45 here http://www.amazon.com/Asmodee-SCTS01US-ASM-Time-Stories-Board/dp/B013TRQLJO/ref=sr_1_1?ie=UTF8&qid=1459128440&sr=8-1&keywords=T.I.M.E.+Stories

Set-up/Play/Clean-up– 3 hours (1-4 players)

Type-American

Depth-Light

TL; DR-The best DnD without a DM sandbox I could ask for.95%

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Basics-Welcome to the T.I.M.E. corps!  In this game you play agents of a future agency who teleport into the bodies of  people living in various situations across space time-think Sliders and Quantum Leap.  Will you prevent the rupturing of space time?

The mechanics are as easy as they come.  At the start of each adventure, you are told to find some problem, fix it, and then return.  From the space station, you teleport into the bodies of different individuals at the scene.  These bodies have their own problems.  The first adventure is a bit of a Lovecraftian inspired tale, so you start in an insane asylum and your host bodies all have some strange ticks that prevent things from working completely well.  From there, you have a map of four Tarot-sized cards that you use to indicate where your group is currently exploring and a spread of cards that indicate the room or location you’re currently looking in.  Each card is either the introductory text of the room or a space that you can interact with.  You can look at the back of each card, but some cards have conflicts you have to resolve in order to progress.  Each body you enter has two to three different stats.  These stats indicate how well you handle different tests.  These tests can range from social, to investigative, to straight up combat.  All tests are handled the same way.  You decide if you want to handle the test, choose the appropriate stat to use, and roll the number of dice for the stat on some wooden dice.  These dice have either blue explosions or red skulls.  Each test has a number of shields, and blue explosions remove shields.  Red skulls cause the test to attack you back.  You add the number of red skulls and the number of shields that have red skulls on them, and if the number is higher than your defense stat, you lose one life.  There are also some tests that have different shields like time or life and those will either take more life or subtract time from your total.

Time is the main currency of the game.  When you move between locations, roll the dice for a test, or move between panels at a location, you spend time.  Moving between panels is just one click of time and can be done at the same time as another character at your location is rolling dice.  Moving between locations results in your rolling a different die that takes between one and three time clicks to move around the map.  When your time is up, you teleport back to the space stations.

Here is the most interesting part.  As you adventure around, you receive items and tokens.  The tokens are all color and symbol combinations that you place on the board.  As you move around, these tokens unlock new locations. Some locations have one or more pictures of colored tokens on them, and you can’t access those locations until you get the tokens from other places on the map.  The other thing a character can get is items.  Items come from their own numbered deck, and these items range from maps to chainsaws.  Some give you tokens or weapons to fight with.  The most important thing some have is a mark indicating that you get to keep them if you run out of time.  When you run out of time, you reset the board, replace all items in the deck except for any items marked with the TIME symbol.  Then you most likely get yelled at by your TIME boss, and sent back in.  But, now you can skip certain locations because you remember that information from your previous times through.  In game terms you got a new map indicating the secret tunnel (for example), and you can just head there, bypassing the whole mess and a few other locations.

Your goal is to find the problem, solve it, and head home.  Using the above mechanics, your wits, and what you discover as you move around the map, can you save time itself?

 

Mechanics– A summary from above-You have three stats, to do a test, roll the number of dice for the stat.  You spend time when you roll or move.  Moving to a new place takes time.  Spend all your time, and you go back to the spaceship.  Done!  That is the rules for the game.  With that you can get most of the game, and that level of simplicity is phenomenal!  I love the way the mechanics don’t interrupt the game’s flow or overcomplicate things.  This feels like a super simple RPG, and honestly, that’s not far from the truth in terms of how the game plays. 5/5

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Theme– This game is the best American-style game I’ve played in a long time, including some of the RPGs I play all the time.  Everything in this one feels right.  The art is amazing, the cards all feel great, and the writing for the story is awesome.  It’s got red herrings throughout that you want to check out, and little details that are awesome to understand.  The only sad part is I can only play this once… 5/5

Instructions-Writing the instructions for this game are difficult.  If you write too much, then you have to explain what some things that will happen are.  If you write too little, you leave the players scrambling to understand what you meant.  This game went a bit too little for my taste.  The rules are by no means bad, but they are a bit too open as I played I and my group had to make a few calls about what things were and to just roll with the punches.  That would be absolutely unforgivable in a game where every rule call could mean winning or losing, but since this game is a complete co-op game, it’s much more tolerable.  If you don’t mind just saying “Ya, that seems right” a few times, then you won’t have a problem.  If not, you will spend a bit of time on BoardGameGeek searching forums on how to execute the rules. 4.25/5

Execution-Execution is interesting.  The game board and tokens feel sterile, and they should since your body is aboard the space station and you’re just being beamed into a person at the scene of the problem.  The art of the cards is amazing, and it does help draw you into the scene.  What I don’t like is some of the components, more specifically, the insert to keep things organized.  It’s cheap loose plastic that was broken on my unboxing copy.  This is a $60 game that after one playthrough I can’t play again (without buying an expansion), so for my money I expect a bit more.  Also, you can’t really fit all the components well into the holes provided, so most days after opening up the box, you have a mess!  That might be  a pain, but overall the game’s parts are all done well.  For the price, it’s not bad, but it could use a bit more.  If you want to see all the pieces in action, here is my unboxing video https://youtu.be/jQsb6WBz31k 4.75/5

Summary-This is a phenomenal game that basically self destructs.  It has zero replay, and that is the main drawback.  You can’t unlearn the mystery in the mystery novel, and once you know what the right choices are, then this game is basically over.  That’s not bad, as point and click adventure games are amazing, but you have to know that going in.  For what it is, it is amazing.  Its an RPG game where you don’t have a DM/GM.  I get to play with my friends with no prep and everyone is on the same side of the game.  It’s completely cooperative.  It is expensive at $60, but not overly so.  Furthermore, since the base game is designed to serve at the springboard for future games, it’s almost like buying the console to play video games.  The story of the first adventure is fun, and any game that has sneaky Lovecraft has good Lovecraft (ie this game didn’t need to scream CTHULHU! to get sales).  If want a fun co-op game where you get to play through a random adventure each time, provided you bought the expansion, then this is an amazing game that will draw you in and keep you hooked. 95%

Daily Punch 3-30-16 Disarmoring Blades spell for DnD 5e

I like the idea of spells knocking down armor, so let’s keep working on that theme.

 

Disarmoring Blades

1st level evocation

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: instantaneous

You point at a target in range and make a ranged spell attack.  On a hit, blades of force shoot from your fingers and slice the targets armor rending it and reducing its effectiveness.  Until the armor is repaired, the AC of the target is reduced by 2.  If the target armor is natural armor, then a long rest will repair the armor or any spell that heals 5 hit points of damage will also restore the armor.  If the target has no armor or receives its armor from ability scores alone, then this spell has no effect.

 

Thoughts?

Daily Punch 3-29-16 Annoying Gnats cantrip for DnD 5e

How about some more utility spells for DnD 5e

 

 

Annoying Gnats

conjuration cantrip

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: 1 round

You conjure gnats that fly around the face of a creature in range.  That creature must make a Wisdom saving throw.  On a failure, they are annoyed with the gnats so much they take a -1 penalty to their AC for the spells duration.

 

Thoughts?

Daily Punch 3-28-16 Aware of the Dark roll modifier for Shadow of the Demon Lord

I like throwing insanity at my players, but I want them to have a bit of say over how crazy they go.  Let’s try something

 

Aware of the Dark

When you would make a challenge roll to avoid going insane, you may elect to gain one bane on the roll.  If you do so, fail the roll, and would go insane, you roll twice on the madness table and choose which result to occur.

 

 

Thoughts?  Does this allow a little more control to the players or does it change the game too much?

Daily Punch 3-24-16 Situation Awareness feat for DnD 5e

How about a feat for DnD 5e?

 

Situation Awareness

You know what around in in the battle field and where all the current threats are.  Gain the following:

  • Gain a +2 to Wisdom(perception) checks as well as to your Passive Perception.
  • When you are engaged with an enemy and you move away without disengaging, you do not provoke an opportunity attack from a single engaged enemy.  If multiple enemies are engaged with you, you choose which enemies will make their attacks, if able.

 

Thoughts?

Daily Punch 3-23-16 No_Clip spell for Shadowrun 5e

Here is a spell I’ve been thinking about for a long time and I want to get it out there to see what people think of it.  Why not be able to walk through walls in Shadowrun?

 

No_Clip

(Physical)___________

Type: P           Range: Self Only

Duration: S   Drains: F + 4 + Resistance Test for each half meter walked through (see below)

Game Genie

(Physical)___________

Type: P           Range: Touch

Duration: S   Drains: F + 7 + Resistance Test for each half meter walked through (see below)

The old pixel games had some awesome cheats to them.  One of the best was the No_Clip where you could walk through walls.  Now you can do that in real life!  You can’t walk through any living material and you can’t walk through living earth, but any mundane material could be walk through.  You will appear on the other side.  The force of the spell must be equal to the number of meters of material you must walk through, and for each half meter of material you attempt to walk through, you must roll the Objects Resistance dice pool and add all hits to the drain value of the spell.  Each round you sustain the spell, you must make the Drain roll. No_Clip can only be used on yourself, but Game Genie can be used on a character you touch while you sustain the spell.

 

 

Daily Punch 3-22-16 Do Unto Others feat for DnD 5e

How about a quick feat?  Something for the caster who loves his spell, but would love them more if they didn’t put him in danger?

 

Do Unto Others

You are a phenom when it comes to your spells, but you’d like to have them affect more then yourself.  Gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Any spell that you normally could cast with a range of Self becomes Range: Touch.  The target must be willing, and any duration effects that require concentration require the new target to concentrate and will use his or her Constitution if a concentration check is required.  Any effects dependent on ability scores are now use the new target’s ability scores.

 

Thoughts?

Daily Punch 3-15-16 Brute Endurance feat for DnD 5e

How about a feat to build on Tough?  I’m trying to walk the line here between too powerful and not powerful enough.

 

Brute Endurance

Prerequisite: Tough

You are just a mass of muscle, and for anybody to hurt you they have to cut through it all to hit a vital.  Increase your maximum hit point total equal to 1/2 your Strength modifier, rounded up, for each level you have.  When you gain a level or increase your Strength modifier, increase your maximum hit point total again.

 

 

Thoughts?