← all games

Anachrony

#185343BGG ↗

2017 · 1-4 players · 120min · weight 4.00 · 21,455 ratings

v2 v3 fit 0.629

BGG raw

ID
185343
Name
Anachrony
Year
2017
Rank
48
Min players
1
Max players
4
Playing time
120
Min playtime
30
Max playtime
120
Avg weight
3.9975
Num weights
1177
Bayes avg
7.73267
Average
8.04221
Users rated
21455
Num owned
27171
Wanting
972
Wishing
8858
Num comments
3480
Fetched at
Sat Apr 25 2026 16:15:25 GMT+0000 (Coordinated Universal Time)
Mechanisms (14)
ContractsDice RollingDie Icon ResolutionEnd Game BonusesEventsMap ReductionOpen DraftingSet CollectionSolo / Solitaire GameTurn Order: Claim ActionVariable Player PowersVariable Set-upWorker PlacementWorker Placement, Different Worker Types
Categories (2)
EconomicScience Fiction
Description (2185 chars)

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 to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of victory points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...

LLM v2 (wide)

Core verb
suit up exo, place worker
Decision shape
combinatorial
Reward schedule
engine_compounding
Aesthetics
["Discovery", "Challenge", "Fantasy"]
Core loop pitch
Equip workers in exosuits to claim action spots, with optional time-loans you must repay or face paradox penalties.
Translation difficulty
Medium
Difficulty reason
Dense bookkeeping suits digital but only Tabletopia/BGA exist; no native Mindclash port.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["two_tier_worker_placement", "time_loan_paradox", "asymmetric_path_objectives", "exosuit_gating", "warp_back_resource_loop"]
Confidence
0.7
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (818 chars)
{
  "game_id": 185343,
  "name": "Anachrony",
  "core_verb": "suit up exo, place worker",
  "decision_shape": "combinatorial",
  "reward_schedule": "engine_compounding",
  "aesthetics": [
    "Discovery",
    "Challenge",
    "Fantasy"
  ],
  "core_loop_pitch": "Equip workers in exosuits to claim action spots, with optional time-loans you must repay or face paradox penalties.",
  "mobile_translation_difficulty": "Medium",
  "translation_difficulty_reason": "Dense bookkeeping suits digital but only Tabletopia/BGA exist; no native Mindclash port.",
  "direct_digital_port": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "two_tier_worker_placement",
    "time_loan_paradox",
    "asymmetric_path_objectives",
    "exosuit_gating",
    "warp_back_resource_loop"
  ],
  "confidence": 0.7
}

LLM v3 (deep)

Core verb (long)
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 (long)
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
Tactile reason
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.
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.
Meta-layer ideas
["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 \u2014 'you borrowed X from the future, now resolve in 3 actions without paradox' \u2014 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 \u2014 players collaborate to repair anomalies left by an NPC opponent, racing the asteroid timer, with each player controlling one Path's resource warp"]
Closest mobile genre
tactics RPG / asynchronous euro-strategy
Live-service potential
low
Confidence
0.75
Extracted at
Mon Apr 27 2026 10:41:58 GMT+0000 (Coordinated Universal Time)
Raw v3 JSON (6277 chars)
{
  "game_id": 185343,
  "name": "Anachrony",
  "mechanics": {
    "core_verb_long": "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_long": "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",
    "tactile_dependency_reason": "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": {
    "digital_meta_layer_ideas": [
      "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"
    ],
    "closest_mobile_genre": "tactics RPG / asynchronous euro-strategy",
    "live_service_potential": "low"
  },
  "confidence": 0.75,
  "extraction_version": "v3"
}