Game Info
Year
2024
Players
1-4
Age
14+
Playtime
90 min
Collection
Your Tier
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Description
A time-travel set-collection game where freelance time travelers capture historical events to climb the ranks.
Featured Videos
Rules Teach
Timelancers - Quick Preview
Playthrough
Timelancers - Playthrough
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Images
GID0452966.jpg
GID0452966_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video BymOqJxa6OI
Gamer is Back Rules Teach at 0:00 sentiment: positive
video_pk 76525 · mention_pk 184847
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Thematic time travel that influences future events
- Accessible euro-style puzzle with a clever twist on revisions and repeats
- Two playable modes (core and advanced) for different groups
- Variable board shapes add replayability and strategic depth
Cons
- World history coverage feels incomplete (limited Africa and other regions)
- Prototype board art is sparse; more thematic art would help immersion
- Occasional confusion around timeline costs and placement
- UI aids could be improved (markers for upcoming enforcers) to prevent missteps
Thematic elements
- Changing the past to influence the future through timeline manipulation
- Far-future where genetic engineering creates time-traveling temps; factions vie to control history
- Timeline-based puzzle with revision and repetition of events
Comparison games
none
Mechanics (from transcript analysis)
- Advanced mode with nine events — An optional harder mode requiring more complex arrangement and interaction.
- Compound Scoring — Points are earned by meeting color-based event objectives and through side jobs and resources.
- Event revision and repetition — Players can revise or repeat events at specific costs, altering the timeline and future rewards.
- Modular Board — Board tiles are modular and can be flipped/activated to grant resources; movement and tile activation drive actions.
- Modular board with activatable tiles — Board tiles are modular and can be flipped/activated to grant resources; movement and tile activation drive actions.
- Objective-based scoring — Points are earned by meeting color-based event objectives and through side jobs and resources.
- Time enforcers — Time-enforcer pieces that threaten or block certain actions/spaces, shaping route choices.
- Time gems / time travel resource — Time gems enable travel through time; costs and placement affect future events.
- Timeline placement and ordering — Revised or repeated events must be placed on a chronological timeline, affecting objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a euro Style game where you are racing to kind of correct the timeline
- the core of this game absolutely captures in what is a relatively simple mechanical game
- time travel nails that thing of you change one thing in the past and it has drastic events for everybody in the future
- it's a quick game you can really knock out a game very very quickly
References (from this video)
No references stored for this video.
Video rc7CZAfzyGQ
Board Game Coffee Playthrough at 0:00 sentiment: positive
video_pk 13180 · mention_pk 38561
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong core loop of resource gathering, action efficiency, and timeline manipulation
- High variability due to random board setup and event cards, creating replayability
- Rules are approachable after a few plays, with meaningful strategic depth
- Physical components (in prototype) look polished and convey gameplay well; dice aids help memory and flow
Cons
- Rule clarity can be challenging in the prototype; players occasionally describe mechanics imperfectly during playthroughs
- Two-player pacing relies on shared attention and can feel slower if players over-elaborate
- Some events and tile mechanics can be confusing without reference sheets or a quick-start guide
Thematic elements
- time manipulation, pursuit of points via event capture and revision of history
- a time-traveling city where mercenaries operate across eras, collecting events to power a time machine and influence history
- episodic, pulp-adventure vibe with butterfly-effect consequences
Comparison games
- Gutenberg
- Supermarket
- Time Lancers (prototype/this playthrough)
Mechanics (from transcript analysis)
- action selection with a time machine — On a turn you get three moves; actions at various locations power your time machine and enable event capture or modification.
- board manipulation via time ripple and green/blue/red/purple tiles — Revising events alters the function of tiles and event types (culture, military, science, social) across Johannesburg, affecting both players’ boards.
- cops/time enforcers and restricted spaces — Cops patrol certain spaces; the two-player variant uses time enforcers to constrain movement, introducing spatial tension and planning decisions.
- End Game Bonuses — Players end the game by filling their faction goals, repeated/revised event requirements, or cycling through enough events to trigger the final round.
- endgame conditions via cards and markers — Players end the game by filling their faction goals, repeated/revised event requirements, or cycling through enough events to trigger the final round.
- event capture and timeline revision — Capture modern/middle ages/ancient events. Revisions flip future events and create ripple effects on cards, tiles, and your and your opponent's time machines.
- Events — Capture modern/middle ages/ancient events. Revisions flip future events and create ripple effects on cards, tiles, and your and your opponent's time machines.
- Resource Management — Resources include time gems (diamonds), weapons, disguises, med kits, radios, cameras, etc., used to pay for actions and upgrades on your time machine.
- Resource management and upgrades — Resources include time gems (diamonds), weapons, disguises, med kits, radios, cameras, etc., used to pay for actions and upgrades on your time machine.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The prototype looks really good, there’s a lot planned for final production and the prototype already feels polished.
- Butterfly Effect—that ripple effect—shows how one action can cascade through time and space.
- Time Lancers is basically time travelers working for the highest bidder, with side jobs for extra points.
- Rules are simple to learn, but there’s a deep strategic layer once you start tying cards and tiles together.
- The cops/enforcers add a nice pressure, making you plan and adapt on the fly.
References (from this video)
No references stored for this video.
Video Dhct0KwqGjs
Board Game Coffee Rules Teach at 0:25 sentiment: positive
video_pk 10555 · mention_pk 31035
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Engaging time-manipulation mechanics with ripple effects that create meaningful interaction
- Multiple viable paths to scoring through events, revisions, and side jobs
- Resource flow feels balanced; not all players starve for resources
- Dynamic tension created by time locks and enforcement agents
Cons
- Prototype version shown may not reflect final production components or balance
- Ripple mechanics can be complex and potentially chaotic for new players or groups seeking calm play
- Unknown designer and publication details may affect perceived support and longevity
Thematic elements
- Time travel, altering history for personal gain, and navigating a mutable timeline
- Johannesburg, a modern-fantasy version of the city where time travel and historical events are manipulated by mercenaries
- Events exist in chronological order but can be revised to create ripples that affect future events and city actions
Comparison games
none
Mechanics (from transcript analysis)
- City tile interaction — City tiles in Johannesburg provide actions; ripples and flips can alter which actions are available
- End-of-game scoring variety — Points are earned through captured events, side jobs, and efficient time manipulation
- Money and free actions — Some actions require money, while others are free (e.g., certain market or capital actions) to perform
- Opponent interference — Time enforcement agents can block tiles, adding tension and strategic blocking to the timeline
- Resource Management — Players collect resources in Johannesburg to power their time machine and cover costs for capturing events
- Ripple effects — Revising events creates ripple effects that modify future events of the same type across all players’ timelines and city tiles
- Side jobs / achievements — Side jobs act as achievements that grant extra points at game end
- Tableau Building — Players build a personal action set from time machine actions and city tiles to perform their turns
- Tableau-building / action selection — Players build a personal action set from time machine actions and city tiles to perform their turns
- Tile/Map Shifting — City tiles in Johannesburg provide actions; ripples and flips can alter which actions are available
- Time locks — Lock certain events to prevent their flip and protect a chosen outcome from disruption
- Time machine actions — Nine distinct time machine actions are available, enabling event capture, tile flips, or reserving events
- Time travel / event capture — Capture historical events and choose to repeat or revise them, with revisions producing time ripples
- Turn structure — Each player turn consists of three moves, chosen based on the time machine or location actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Time Lancers is a one to four player competitive Resource Management Tableau building game
- it's so easy to mess with time when you have a time machine
- flip it on its head like this which makes perfect visual sense because you're messing with the timeline
- the ripple effect isn't just limited to your time machine it affects all events of the same type that come after it in chronological order
- ripples and you want to protect a certain event from being affected you can use these time locks to lock them down
- not only do they allow you to capture events but also flip an event flip a city tile or reserve an event
- so those were the broad Strokes what time Lancers is all about
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3