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Timelancers

Game ID: GID0452966
Game Info
Year
2024
Players
1-4
Age
14+
Playtime
90 min
Collection
Your Tier
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Mechanic profile
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Description

A time-travel set-collection game where freelance time travelers capture historical events to climb the ranks.

Description

A time-travel set-collection game where freelance time travelers capture historical events to climb the ranks.

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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
Mentions per page
Showing 1–3 of 3
Video BymOqJxa6OI Gamer is Back Rules Teach at 0:00 sentiment: positive
video_pk 76525 · mention_pk 184847
Gamer is Back - Timelancers video thumbnail
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
Board Game Coffee - Timelancers video thumbnail
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
Board Game Coffee - Timelancers video thumbnail
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.
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