You and your opponent are rival time travelers trying to erase each other from history. To prove you are the one true inventor of time travel, you must use your invention to find your enemy in time and murder them — before they get you!
Unfortunately, since your enemy has strewn many copies of themself across the timeline, you may have to do the terrible deed many, many times before it sticks. Just make sure you don't get erased first!
That Time You Killed Me is an abstract narrative game of time and murder that introduces new scenarios with unique rules and components as you play. As with any game about mucking about across time, you must play through this content in a strict, unalterable order.
To set up, place three game boards in a row to represent past, present, and future. Each player starts with a player piece in the same location on each 4x4 board, with the start player having their focus token in the past while the other has it in the future.
On a turn, choose a single copy of yourself on the board where your focus token is located, then take two actions with this copy, with actions being movement to an adjacent orthogonal space, time travel forward to the next board (travel from the past to the future is not allowed), or time travel back to the previous board, leaving a copy of yourself in the current location when you do. Sure, you traveled to the past, but if you stick around long enough, you'll be right back where you started, so now you're there, too! At the end of your turn, move your focus token to a different board.
Under the basic rules, you murder a copy of your opponent by pushing them into the wall of the game board. You have a limited number of copies of yourself in reserve, and murdered copies don't return to your reserve because that would be gross. If you run out of copies, you can no longer travel to the past since you can't leave a copy of yourself behind.
If on your turn, your opponent has copies of themselves on only one board, you win!
Play through four chapters of escalating difficulty, adding more wild time-travel shenanigans and unlocking more content as you master the game!
- novel time-travel puzzle with a campaign feel
- two-player abstract with narrative flavor
- unfamiliar title may confuse new players
- rules and setup can be nontrivial
- time-travel conflict with multiple eras
- time travel rivalry across eras
- campaign-like narrative with unlockable content
Mechanics (from transcript analysis)
- interactions and ripple effects — ensuring opponent's plans are disrupted through timing
- limited-action turns — each turn allows two actions and strategic era selection
- three-era time travel board — past, present, and future boards with copies of yourself
Video topics + discussion points
Quotes (from this video)
- it's a really good two-player game
- the production value of this game is so good
- it's a tight game that feels tense especially with the drafting
- this game can be quite mean because you're going to be blocking each other a lot
- it's the kind of game that stresses me out like in a good way
- it's got a lot of luck it's not too heavy
- it's another game of historical World War II simulations
- sometimes the dice just aren't on your side
- it's a brain burner
- it's that time you killed me
References (from this video)
- compact two-player abstract
- tight, quick play
- abstract strategy with time travel
- Time travel duel between two players
- competitive abstract
Mechanics (from transcript analysis)
- abstract movement / area control — players jump pawns between past/present/future to outmaneuver the opponent
Video topics + discussion points
Quotes (from this video)
- we had a freaking blast on our board game vacation
- I started a new job this week and I'm pretty freaking excited about it
- Kaia broke her leg but she's a trooper
- two massive board game hauls
- Pathfinder in person was amazing
- we are planning on doing another Q&A
References (from this video)
- Upcoming game mentioned with excitement
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- do those things that's going to keep us safe yeah so that we don't get overcome again
- the games from 2021 that we loved and we picked our top 10 games from that
- board games that bring the fun to the table
- i used to read yes you did when we first got married i would read yes i loved uh books
- i can do so much more yeah with board gaming than with golf
- they want to be known as the steam platform for board gaming
- embracer is becoming that you know so big that they're gonna be so diversified for geek culture
- we want to be that one-stop shop where if you're looking for people of color you want to hear what they have to say
- diversity inclusion that's what we're shooting for
- it's a beautiful game and you know the market you know because you gotta always look at the market
- i ain't mad at you
- the dice ain't nice
- we love you guys we we we're just glad you're still with us and keep on coming back
References (from this video)
- intriguing time travel concept
- quick to teach
- modular potential
- limited depth for long campaigns
- component availability depends on modules
- Time manipulation and alternate timelines
- Time travel themed
- abstract puzzle-like with modular timing
Mechanics (from transcript analysis)
- time travel/module chaining — players manipulate timelines to optimize outcomes; modules can be added to alter flow
Video topics + discussion points
Quotes (from this video)
- it's a time travel chest and it's really well done
- i dug it
- i'm sold so i want to play the game that lights up
- blue clues with benedict cumberbatch
- I got 84 gold
- this is gamma so far gamma's been
References (from this video)
- interesting mechanics with hype
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's a really, really good game
- I absolutely love this game
- it's an amazing game
- this is one of my most favorite solo games
References (from this video)
- innovative time-travel framing
- engaging for players who like thematic twists
- some players may find it heavy or convoluted
- availability and awareness vary
- time travel puzzle competition
- presents a past, present, and future mechanic
- thematic with time travel motif
- Tac
- Philosophy
Mechanics (from transcript analysis)
- time-slice movement — players move across past/present/future timelines to outplay opponents
Video topics + discussion points
Quotes (from this video)
- it's 100% strategy you are just trying to optimize the placement of your pieces and trying to block the other person
- it's the cutest version of a chess like game
- Santorini is probably one of the closest like direct comparisons
- Go which is probably even older than chess and more popular than chess
References (from this video)
- strong thematic integration across multiple eras
- innovative two-player abstract with time travel and growth mechanics
- high production value and components
- self-contained modules with campaign potential
- deep tactical play and high replayability across scenarios
- very thinky and potentially off-putting to casual players
- initial complexity can be steep before mastering early boxes
- growth scenario is arguably less interesting than later boxes
- espionage/time manipulation with clones and paradoxes
- Three eras (past, present, future) across three boards; time travel dynamics shape play and positioning
- narrative flavor text and modular content; self-contained rules in each box
- 3D chess
- Azul
Mechanics (from transcript analysis)
- board progression — end of turn moves the focus token to another era, affecting next actions
- clone/duplication — moving into the past leaves behind a new copy; time travel creates copies across boards
- environmental obstacles — shrubs act as walls; trees can be toppled and fallen trees function as obstacles
- Movement — orthogonal movement of a single piece by one space per action
- paradox elimination — pushing copies into walls or into each other can eliminate copies; self-paradox kills are possible
- pushing — pushing into spaces or walls to displace opponents and potentially topple trees
- seed/shrub/tree growth — plant seeds to grow shrubs and trees in future eras; growth cascades add strategic depth
- Time travel — move a piece between past, present, and future boards; focus token dictates active era
Video topics + discussion points
Quotes (from this video)
- we are enemies and we're just trying to remove each other from time
- the object of the game is to completely eliminate your opponent from at least two of these different boards
- two player only kind of abstract strategy game
- the seeds grow into shrubs and then trees and that affects strategy
- production value is through the roof
References (from this video)
- clever time-travel mechanic; quick setup for 2 players
- strong modular expansions
- rules can be opaque; some setups can be confusing; requires explaining to new players
- time travel conflict; multi-dimensional play
- time-travel-themed abstract duel; past/present/future boards
- thematic but abstract; modular scenarios
- Other abstract two-person games; generic comparison to 'two-player abstract'
Mechanics (from transcript analysis)
- focus token and time dimension — players move a focus token to decide where to act; two-player alternation
- multi-board time-travel grid — three boards (past, present, future) with focused movement
- plants / statues modules — expansion modules that add obstacles or push/pull mechanics across timelines
Video topics + discussion points
Quotes (from this video)
- this game is hard it is not a sunny day at the beach
- super easy barely an inconvenience
- the time mechanic is refreshing
References (from this video)
- Innovative three-time-zone mechanic that makes time travel tangible and impactful
- High quality packaging and presentation that elevates abstract games
- Extensive modular content provides replayability and variety
- Can feel bloated due to many modules; may overwhelm purists
- Lack of cohesive narrative; packaging promises story that isn't central
- Not as elegant or streamlined as the best traditional abstracts
- Time travel, paradox, invention race
- Three time zones (past, present, future) on three boards in parallel
- Minimal cohesive narrative; emphasis on atmosphere and campaign-like content without a continuous story
- Shobu
- Quarto
- Yinch
- Camasado
- Onotama
- Azul
- War Chest
- Patchwork
Mechanics (from transcript analysis)
- elimination win condition — win by pushing all opponent pawns off two boards
- focus token progression — move a focus token to a different time zone, preventing replay on the same boards in successive turns
- grid movement — move a pawn up, down, left, or right on a board; can also jump to the next time zone
- paradox — if two copies occupy the same space, both pawns are eliminated at end of turn
- time travel jump — jump forward in time to the corresponding position in the next time zone, or jump backward to leave a copy behind
Video topics + discussion points
Quotes (from this video)
- this is simply not how you package an abstract strategy game
- the box cover did an incredible job of drawing me in
- the stunning graphic design and clever writing in that time you killed me has lifted the bar
- pandasaurus have masterfully taken an odd little concept and turned it into something truly desirable
- i think that time you killed me will sell very well indeed
- it's impressive that the colours of the game are borrowed directly from the pandasaurus logo strengthening the brand
- the abstract strategy genre deserves exploration and development
- not as elegant and streamlined as the best in the genre
- the packaging of the additional content demonstrates how innovations from modern games can be applied even to the most ancient genre of abstract strategy games
- the box, the modules, and the envelopes with secret content create a vibe of progression even without a narrative