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2017 · 1-4 players · 120min · weight 4.00 · 21,455 ratings
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.
Power up exosuit workers, place them on action slots, optionally borrow resources from a future era via the Time Rift.
- [2]action_blocking— “suited workers go to the Capital's contested slots; unsuited workers act on personal boards”
- [3]engine_pollution— “Anomalies clog your player board with paradox markers you must spend actions to clear or pay heavily at endgame”
- [2]variable_player_powers— “each of four Paths scores VPs differently: Harmony scores breakthroughs, Dominance scores buildings”
- [2]delayed_payoff— “borrowing from the future via Warp gives a massive immediate tempo swing but creates debt”
- [2]arc_three_acts— “asteroid impact at Era 4 is a scripted world event; pre-impact build vs. post-impact evacuation”
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
Dense bookkeeping suits digital but only Tabletopia/BGA exist; no native Mindclash port.
Rules card
Synthesized from sources below. Readiness: ready. Confidence: 0.92.
Readiness
ready (confidence=0.92, rules=0.95, fun=0.85). BGG rank: 61; year: 2017; weight: 4.00; playtime: 120 min
| Source | Quality | Role | Note |
|---|---|---|---|
bga_tutorial | 0.85 | rules authority | BGA implementation rules summary |
bgg_comments | 0.75 | player voice | positive/player-voice sample |
youtube_transcript | 0.70 | teach-flow | how-to-play transcript |
tabletopia_overview | 0.30 | availability/context | Tabletopia overview; not a rules authority |
llm_memory | 0.10 | draft synthesis | sonnet-self-rated-6-unknown |
llm_memory_opus | 0.10 | source | sonnet-self-rated-4-unknown |
Core Loop
It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital. By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago... Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply. The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs — unless, of course, it is averted! The elapsed turns are measured on a dynamic timeline. By powering up the Time Rifts, players can reach back...
Turn Structure and State
- BGA tutorial is present; useful for exact turn flow and implementation gotchas.
- How-to-play transcript is present; useful for teach order and confusing steps.
- BGG description anchor: It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four [...]
Win Condition and Arc
Win/scoring arc needs verification from a rules authority.
Decision Primitives
BGG mechanisms: Contracts, Dice Rolling, Die Icon Resolution, End Game Bonuses, Events, Map Reduction, Open Drafting, Set Collection, Solo / Solitaire Game, Turn Order: Claim Action, Variable Player Powers, Variable Set-up, Worker Placement, Worker Placement, Different Worker Types
v4 controlled primitives: action_blocking, engine_pollution, variable_player_powers, delayed_payoff, arc_three_acts
Why It Is Fun
Fun read needs player-voice synthesis.
Player-voice evidence:
- Extremely tight game that has a strong balance of both strategic and tactical elements. Before you can even get your bearings, the asteroid impact has already happened and everyone is scrambling to evacuate. Absolutely no room for error...
- Time travel and mech suits--what's not to love in this worker placement game!?
- mindclash=heavy epic euro brainburner fun. This is why we play games!!!
- With Exosuit Commander Pack expansion, Fractures in Time, and Future Imperfect
- Anachrony is a standout in the worker placement and engine-building genre, delivering a deep, thematic experience centered around time travel and resource management with a hint of programming. The distinct loan mechanic of borrowing...
Friction and Failure Modes
- Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
Translation and Design Hooks
- Use this card to ask: which primitive carries the fun if theme/licensing is removed?
- For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
- For new tabletop design, look for the tension source and decide whether to preserve or invert it.
Edge Rules and Gotchas
No verified edge-rule section yet.
Sources Used
[
{
"kind": "bga_tutorial",
"path": "data/bga_tutorials/185343.md",
"quality": 0.85,
"note": "BGA implementation rules summary"
},
{
"kind": "bgg_comments",
"path": "data/bgg_comments/185343.txt",
"quality": 0.75,
"note": "positive/player-voice sample"
},
{
"kind": "youtube_transcript",
"path": "data/youtube_transcripts/185343.txt",
"quality": 0.7,
"note": "how-to-play transcript"
},
{
"kind": "tabletopia_overview",
"path": "data/tabletopia_overviews/185343.md",
"quality": 0.3,
"note": "Tabletopia overview; not a rules authority"
},
{
"kind": "llm_memory",
"path": "data/llm_memory_sonnet/185343.md",
"quality": 0.1,
"note": "sonnet-self-rated-6-unknown"
},
{
"kind": "llm_memory_opus",
"path": "data/llm_memory_opus/185343.md",
"quality": 0.1,
"note": "sonnet-self-rated-4-unknown"
}
]
Sources (6)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Legacy — v3 deep
Earlier paragraph-form enrichment, kept for reference until v4 deep covers all candidates.
- 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
- 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
- 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
- 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