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Anachrony

#48

2017 · 1-4 players · 120min · weight 4.00

port: no portdifficulty: Mediumfit 0.629
Bayes
7.73
Users rated
21,455
Owned
27,171
Wishing
8,858

Core loop (v2)

Equip workers in exosuits to claim action spots, with optional time-loans you must repay or face paradox penalties.

Verb
suit up exo, place worker
Decision shape
combinatorial
Reward schedule
engine_compounding
DiscoveryChallengeFantasy
two_tier_worker_placementtime_loan_paradoxasymmetric_path_objectivesexosuit_gatingwarp_back_resource_loop

Mechanics (v3 deep)

What you do

Each Era you suit up your worker meeples (Engineers, Scientists, Administrators, Geniuses) into Exosuits — slotting them into the six hex bays on your player board, paying energy cores for the bottom three suits — then deploy suited workers onto Capital action spaces while unsuited workers stay home for cheaper inboard actions. The repeated action is an explicit two-step: power up the suit, then place the suited worker onto a contested action slot on the central board. The signature load-bearing twist is the Warp phase: at the start of an Era you can request resources from your future self via the Time Rift, taking now what you promise to send back later — and accruing paradox tokens if you forget to close the loop.

Core loop

A game runs 4-7 Eras (the asteroid impact happens at Era 4, then 3 evacuation-phase Eras follow). Each Era: Preparation (reveal Superproject, refill workers and resources, advance Timeline), Power-Up (slot exosuits, paying energy cores), Warp (optionally borrow resources from a future Era — placing a Warp tile on the Timeline tile two Eras ahead), Action Rounds (alternate placing workers — suited workers go to the Capital's contested slots; unsuited workers act on your personal mining/research/breakthrough boards), Cleanup (retrieve workers/exosuits, resolve world events, advance Era). Endgame triggers after the final Era; score VPs from your chosen Path's unique objective (e.g., Harmony scores breakthroughs, Dominance scores buildings), Capital evacuations, paradoxes-cleaned, and bonus tokens. Anomalies — the punishment for unrepaid time loans — clog your player board with paradox markers that you must spend actions to clear or pay heavily at endgame.

Decision space

The defining tradeoff is now-vs-later: borrowing from the future via Warp gives a massive immediate tempo swing but creates a debt that, if unpaid, becomes board-clogging anomalies. Alongside that, every turn you weigh inboard vs. outboard actions (suited workers reach the Capital but cost energy + worker; unsuited workers do private engine work for free), worker-type efficiency (Geniuses are wild but rare), and Path-objective tunnel vision vs. opportunistic VP scavenging. The option space is large — typical Era sees 8-15 plausible action sequences — and the dice rolls (workers get die icons assigned each Era for wild-action triggers) inject controlled randomness. What makes a 'good move' hard is that the Timeline is shared but personal: your Warp into Era 3 can be repaid by you alone, so missing the loop is purely self-inflicted pain.

Skill expression

Strongest skill: turn-economy planning across the full Era arc — knowing how many actions you'll get and which can be substituted with future-borrowed resources. Second: Path-specific engine optimization, since each of the four Paths scores VPs differently and the building/breakthrough markets must be drafted with that endgame in mind. Third: timeline arithmetic — keeping mental track of which warp tiles must close on which future Era, and accepting calculated paradoxes when the math says the VP gain exceeds the anomaly cost. Memory load is moderate-high; opponent reading is light because the game is parallel-engine euro with mild blocking, not direct conflict. Math is constant but bounded.

Tactile dependency
low — Heavy component count (exosuit hexes, water tokens, energy cores, worker meeples, anomaly tiles, timeline tiles) but every component is a categorical resource. A digital version would dramatically simplify upkeep — automated cleanup, surfaced legal action spaces, automatic paradox tracking — and the time-travel mechanic is a natural fit for digital UI (animate the resource warp). The exosuit/timeline iconography is a candidate for reskin, not removal.

Theme

Promise

Lead one of four post-apocalyptic ideologies — Harmony, Dominance, Progress, Salvation — racing to rebuild civilization before an asteroid hits, while bending time itself to borrow resources from your own future.

Setting
Science fiction, post-apocalyptic, dieselpunk-meets-time-travel, 26th century
Narrative
embedded — each Path has a faction backstory and unique objective; the asteroid impact at Era 4 is a scripted world event; the optional Doomsday and Fractures of Time expansions add story modules. Story is real but structural rather than scenic — it's flavor for the mechanics rather than driving choices.
Audience
hobbyist Eurogamer, hardcore strategist
Art direction

Mindclash's house style, art-directed across illustrators László Fejes, Márton Gyula Kiss, Péter Meszlényi, Villő Farkas, and Laslo Forgach. Palette is rusted-bronze, deep teal, atomic orange; visual language fuses 1950s pulp-sci-fi (chunky exosuits, art-deco silhouettes) with post-apocalyptic grit. The 27-page Anachrony Art and Story Book makes clear the visual world was built before the rules — a rarity in hobby Eurogames.

Translation potential

Closest mobile genre
tactics RPG / asynchronous euro-strategy
Live-service potential
low
Digital meta-layer ideas
  1. Solo roguelite Path campaign: pick one of four Paths, face a procgen sequence of Eras with random world events; persistent meta is unlocking Path-specific exosuit upgrades and breakthroughs; run ends if the Capital evacuation fails
  2. Timeline-puzzle daily challenge: a fixed seed of one Era's state — 'you borrowed X from the future, now resolve in 3 actions without paradox' — leaderboard by VP and elegance; leverages the deterministic time loop as a real puzzle structure
  3. Async 4-player Path league: each player picks a Path, weekly Era resolution windows, persistent civilization with breakthroughs that carry between games; functions as a slow-burn macro strategy game in the vein of Polytopia leagues
  4. Co-op timeline-rescue mode: invert the formula — players collaborate to repair anomalies left by an NPC opponent, racing the asteroid timer, with each player controlling one Path's resource warp

BGG tags

Mechanisms
ContractsDice RollingDie Icon ResolutionEnd Game BonusesEventsMap ReductionOpen DraftingSet CollectionSolo / Solitaire GameTurn Order: Claim ActionVariable Player PowersVariable Set-upWorker PlacementWorker Placement, Different Worker Types
Categories
EconomicScience Fiction