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The game is played over 7 turns and on 3 game boards, each representing 

the same region, but during three successive time periods:

The 

age of Might

The

 age of Faith

The 

age of Reason

Each player controls two time traveling adventurers, each voyaging to 

allow him to construct military, religious and civil buildings. They give 

players a chance at becoming the richest player by the end of the game.
Certain constructions produce money, Ecus, and that is one way to gain 

wealth. As these buildings are grouped they form domains. This allows 

players  to  establish  dominant  positions.  In  function  of  the  period,  the 

criteria for dominion will be either military, religious or civil. Domains 

allows players to earn tax and tithe revenue on turns 4 and 7 if they control 

them. Earning Ecus in this manner is the second way to gain wealth.
The players also have the power to destroy certain buildings or attempt to 

connect domains in an effort to change their overall ownership within an 

epoch. Depending on their size, certain constructions cast time shadows 

and are “rippled”, or copied, from one game board to the next, expanding 

a player’s domination forward through time.
But beware; the echoes of time are difficult to hear and might surprise. 

An edifice constructed during the age of Faith might very well disappear, 

never to be remembered, if its geographical footprint is replaced by an 

older structure. Time can be a most difficult river to navigate.
At the end of the 7th turn, the player holding the largest pile of wealth is 

declared the winner.

G

AME

 M

ECHANICS

  

AND

 

OBJECTIVE

Place the game boards in the center of the table as shown on page 2. 

Turn Indicator

Place the “Turn Indicator” pawn on the first square of the game turn 

counting ruler, found on the bottom of the Age of Might board.

Building Tiles

Organize the 155 tiles by color and place them in the compartments 

found in the box:

• The  Military  buildings  are  orange;  20  Watchtowers,  24  Keeps 

and 9 Castles.

• The Religious buildings are fuchsia; 20 Chapels, 20 Monasteries, 

and 9 Abbeys.

• The Civil buildings are blue; 20 Hamlets, 24 Towns and 9 Cities.

10 Hamlets are already printed on each of the three game boards.
The  value  indicated  on  each  tile  corresponds  to  both  its  building’s 

construction cost and the number of Ecus yielded during the revenue 

phase of the 4th and 7th game turns.
The Keep, Castle, Monastery and Abbey tiles also have a back side 

representing vestiges of the same building gone to ruins.

S

ET

-

UP

 M

ATERIAL

“ My Faithful Companion,

The Master Clocksmith came to speak to me this morning revealing a fabulous secret... We can travel in time, my friend!
Not just dreaming about it like my astrologist does, but actually going there.
I can hardly believe it! There seem to be periods in our future where the strength of our walls will be nothing compared to the 

strength of our collective faith. Or an even stranger future epoch where the people will rule themselves. The Master Clocksmith 

has convinced me that our power is now limitless. Our lands and domains are ours forever.

My opponents will not wait and my Lords have already started preparing for their journeys. My dear friend, come with me, 

for from this day forward, I will be remembered as the king who forged our own destiny...  literally! “

Hichmat, Great Lord of the Western Lands

12+ 

90 min. 

2-5 

Ludovic Vialla, Arnaud Urbon

 • 

Art : Jean-Claude Adelmand, Geoffrey Stepourenko 

© 2006 Editions du Matagot

  Watchtower

  Keep 

Castle

 

Chapel

  Monastery 

Abbey 

Hamlet 

Town 

City

Summary of Contents for Khronos 222

Page 1: ...ge 2 Turn Indicator Place the Turn Indicator pawn on the first square of the game turn counting ruler found on the bottom of the Age of Might board Building Tiles Organize the 155 tiles by color and place them in the compartments found in the box The Military buildings are orange 20 Watchtowers 24 Keeps and 9 Castles The Religious buildings are fuchsia 20 Chapels 20 Monasteries and 9 Abbeys The Civ...

Page 2: ...nding 1 Ecu a player can use the Time Machine to travel in time Each time it is used the player moves one of his Adventurer Pawns to one of the other two game boards A player can use the Time Machine as many times as he wants with either the same Adventurer or both Adventurer Pawns Each player takes two Adventurer Pawns of the same color and places them on their corresponding locations on the Age ...

Page 3: ... the same color type for the chosen building and only that type must be spent Orange cards are used for Military buildings fuchsia cards for Religious buildings and blue cards for Civil buildings The number of Construction Cards necessary to build a building is indicated on each tile A building may be constructed on the Might and Faith boards but it is forbidden to construct a building during the ...

Page 4: ... River squares The Forest Whenplayingwithtwoor threeplayers iftheconstruction or upgrade of a building covers at least one forest square the player must spend one additional Construction card of any color they wish For 4 and 5 player games the forest has no effect The Mountain Whenplayingwithtwoor threeplayers iftheconstruction or upgrade of a building covers at least one mountain square the playe...

Page 5: ...structed without rippling at all or by only rippling to the age of Faith but not rippling to the age of Reason for lack of a tile The ripple of a Civil building might create a junction between domains on successive boards In that event domain rules are immediately applied see A2 Temporal Paradox If the legal construction or expansion of a building during the Age of Might creates a ripple on to the...

Page 6: ... of equal power the building s to be downsized would be in priority those of the player who caused the junction or if the player has no building affected by the violation of the Hierarchical rule the building the player chooses The player proceeds in the same manner if the Hierarchical rule is not respected for Religious buildings During the Age of Faith The procedure is identical but the player w...

Page 7: ...uilding are taken off the board An exception is made if a printed hamlet lies under the destroyed building in that situation the player possessing the most control cubes on the older building keeps one cube on the hamlet In the event of a tie for most cubes on the destroyed building the player who provoked the paradox takes cubes off first then it is decided if one and only one player has a majorit...

Page 8: ...isting buildings To restore aWatchTower a player must spend one Military Construction card To restore a monastery a player must spend one Religious Construction card To restore a Castle a player must spend 2 Military Construction cards These cards may be played on two different turns and by two different players To mark the first card spent the player places a control cube on the ruin To restore an...

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