In this game, you play a powerful lord and his faithful companion engaged in a fight for influence throughout time. The game proceeds simultaneously over three different periods. You start the game in the Middle Ages, on the first of the three game boards (that of the commanderies). With 4 action cards in hand per turn, you have seven turns in which to develop your domains by building various types of military, religious, and civil buildings. Depending on their size, certain buildings are moved in time, which means that they are transferred to the same place on the priories board (Renaissance period) and on the brotherhoods board (modern period), in ruins for military and religious buildings (castles, abbeys…).
Thanks to the watch makers' invention, and with enough money, you can make your two adventurer pawns travel in time… Because if the construction of certain buildings can be profitable, taking over domains on the various boards is essential, since it will allow you to earn bonuses on the 4th and 7th turns and to move ahead of your opponents.
Playing with time is not without consequences, and it can produce surprising results! To give just one example, an abbey created on the priories board could be destroyed by a castle built later in the game in the same place but on the commanderies board, and then moved to the other board… The abbey finally never existed!
On the 4th and 7th turns, each controlled domain generates profits for the players depending on the board. On the the commanderies board, a player who controls a domain militarily, i.e. the one with the biggest military building, will receive the value of the civil buildings in this domain in profits. On the priories board, it is the religious control that will be taken into account. On the brotherhoods board, the players who have best populated the civil buildings and restored the ruins will secure the best profits.
The possibility of destroying and regrouping buildings to unite or divide domains provides a strong and permanent level of interaction between the players.
- Uninspiring after initial plays
- Time travel
Mechanics (from transcript analysis)
- Card Play — The host mentions connecting cards, suggesting card-based gameplay.
- Time travel — The game's theme involves time travel.
Video topics + discussion points
Quotes (from this video)
- We're literally trading our life essence for money to pay for things
- Imagine how much art and creativity and Imagination there would be if this country had healthare for where you didn't have to take a job you hate so you can have health care
- I think that he will never I think that he's 70 years old man I not else at least it doesn't appear that way I think that he will I think that he will finish it I think he'll finish this book but there's zero chance he will he will write a dream of spring zero chance
- I just didn't want to have to you know turn into where I'm just doing collections instead of doing something I actually love to do which is the game design stuff
- You know you know what's crazy that Main Avenue Mexican Village you know exactly the one uhuh that is now the best uh uh comic book slash role playay gam slash uh uh game store in town called Paradox comics and cards