The Loop Rules
The Loop Rules
The Loop Rules
“Welcome to this group reading of the Rules and Procedures for new Time Agents. My name is Mario Von Time,
a.k.a. Mr. Time, and I will be your D.I. (Designated Instructor). You will find more details on the Agency and Dr.
Faux in your Operational Booklet, but here’s the long and short of it:
“The evil Dr. Faux has built a terrrrible time machine to become master of the universe. At the helm of this
immensely powerful machine, he travels in loops, from era to era, creating an army of duplicates of himself. But,
most importantly of all, the instability and flaws in his Omniscience 2000 project are opening rifts in spacetime.
MR. TIME And these breaches will soon destroy the universe…
“Our Super-Magnetic-Auto-Cassette-Komputer (S.M.A.C.K.) has picked, out of our database, just a handful of the biggest, baddest
temporal power houses, the numero uno quantico… You were either on this exclusive list, or just happened to be available... No
pressure or anything, but… EVERYTHING DEPENDS ON YOU!*”
Introduction
Your shared goal is to defeat Dr. Faux. And here at the Agency, we cooperate: either you win together, or Dr. Faux
will have ruined the universe too much for it to make sense to wonder who lost the least.
Dr. Faux is using his Machine to create Rifts and Vortexes that will destroy Spacetime, and creating many Clones
of himself to help him. You’ll need to collect powerful temporal artifacts and use them wisely to complete Missions
that damage Dr. Faux’s Machine. Stop him before it is too late!
Components 100 cards (x79 Artifact, x7 Faux, x14 Ultramachina) 38 tokens (x28 Clone, x7 Supa Clone, x3 Centrifuge)
1 Spacetime board 65 plastic cubes (x30 red, x30 green, x5 blue) 1 bag
1 HQ board 10 Mission tiles 1 Operational Booklet
1 Dr. Faux’s 3D Machine 3 Vortex tiles 1 Solo Mode leaflet
5 wooden Agent pawns 8 big tiles (x5 Agent, x1 Player Aid, x2 Game Mode) This rules booklet
*Most of our Senior Agents threw in the towel, and the ones who stayed are all demanding raises… Imagine what that would do to our payroll costs… I shudder to even think of it…
Setup 1 Spacetime board 2 Dr. Faux’s Machine
Place the Spacetime board in the middle of the table. Each segment rep- If this is your first time playing,
Before starting setup, choose a Game Mode resents one of the 7 Great Eras of Spacetime. assemble Dr. Faux’s Machine
and difficulty setting from the Operational as shown, then wedge its base
Dawn of Time
Booklet. Once you’ve chosen, follow the num- into the circular hole in the
bered loop around this page to begin setup. Medieval Era “Behold this model of the vitroceramic
induction hob technology developed by Dr. center of the board. How it is ori-
Renaissance Era
“The Agency strongly advises against new
Faux to travel through time. See how easily ented does not matter for now.
players getting too big for their britches!
Industrial Era it connects all of Spacetime! Looks like HE
didn’t skip those advanced mad-science
Start with the S.A.B.O.T.A.G.E mode at the Globalization Era classes…” “Isn’t model-building fun?”
Employee of the Month difficulty level, and
don’t even think about moving on till you’re Age of Robots MR. TIME
ready.”
End of Times
MR. TIME
12 Clone tokens
Place the 28 Dr. Faux Clone tokens in the bag.
“Each of these tiles is a piece of Dr. Faux’s machine that you must damage in order to
stop him.”
“Energy is a Time Agent’s main resource. Throughout the game, you can add Energy to Eras,
or spend Energy in your current Era.”
6 HQ board
Place the HQ board away from the Space-time
board.
8 Vortex tiles
Place the 3 Vortex tiles to the right
of the HQ board. Unless instructed
otherwise by the Operational Booklet,
use only the Vortex side shown here
(not the “Mega Vortex” side – you’ll
learn about those later).
1st, 2nd and 3rd Cycles
“A Temporal Agent’s worst nightmare...”
10 Artifact cards
9 Faux deck
Set aside the 30 Starting Artifact cards (with an Agent icon
Shuffle the 7 Faux cards, then place them in a facedown stack
in the bottom-left). Shuffle the 49 remaining cards and place
on the left most space on the Cycle track at the bottom of the
them in a facedown pile on the top left space on the HQ
HQ board.
board.
“In our special Agency jargon, we call this pile the Huge Deck. It’s full of powerful “A rudimentary but reliable technology for tracking Dr. Faux and anticipating his
temporal objects used to fight Dr. Faux.” moves.”
Setup (Continued)
Anatomy of an Agent tile
15 Starting Clones and Artifacts FREE MOVE: CHARGED/EMPTY BATTERIES:
Draw a number of Clone tokens Reminder that you can use a free Shows whether your or not you
from the bag based on your move action by flipping your Agent have used your free move this turn.
player count. Place each token in tile.
the Era marked on its back (with- BACK FRONT
out the image of Dr. Faux). Orient DECK DIMENSIONS:
each token so that its front (with Dr. Faux) is faceup.
How many Artifacts of each
Then reveal a number of Artifact cards from the deck Dimension are in your starting
based on your player count. Place each card faceup draw pile.
under the Origin Era shown in the bottom left of the
card.
SPECIAL ABILITY: NAME AND ORIGIN ERA:
A special ability you may use, and Who you are and where you start
Players 1 2 3 4 the conditions for using it. your journey through Spacetime.
Clones 7 7 5 4
Artifacts 2 2 3 4
Anatomy of an Artifact card
DIMENSION: NAME:
16 Starting Agent decks
Important for doing LOOP What the Artifact is.
Each player shuffles their 6 Starting Artifact cards actions.
and places them facedown next to their Agent tile to
form their draw pile. Each player then reveals the top ABILITY (TEXT):
3 cards from their pile and places them face up next to it ABILITY ICONS: Detailed description of the
to form their hand. What the Artifact’s ability affects. Artifact’s effect.
“I hope that I don’t have to explain to you that matter flows through dimensional channels that are sealed up tight like big sewer pipes... It’s…
Quantum! Look… a consulting firm worked very hard for 2 years to come up with these Dimension names. It might look easy at first glance, but it
was actually quite expensive.”
MR. TIME
Game Flow
Agent Decks
Starting with the first player, players take turns in clock-
Each Agent uses their own deck of Artifacts to fight Dr. Faux. Here are the basic concepts of this system: wise order. This continues until your team either wins or
loses the game.
DRAW PILE HAND Each time the Faux deck is empty, the Faux cards are shuf-
fled and placed on the next space of the Cycle track to
signal the start of a new Cycle (see page 9).
If your team has not won by the end of the 3rd Cycle, the
game is over and you lose!
EXHAUSTED CARD
Goal
READY CARDS
Victory
Each Mission you complete damages Dr.
Faux’s Machine. If you are able to complete 4
DISCARD PILE Missions, Dr. Faux’s Machine is destroyed, and
your team immediately wins! (Some game
Your Deck Your Draw Pile modes add additional victory conditions.)
This is your very own deck of Artifact cards. Whenever you are instructed to draw a card, “K.U.D.O.S! I’d be lying if I said that we had complete confidence in
your abilities...”
These cards are split between your draw pile, reveal the first card from your draw pile and
your hand, and your discard pile. Each Agent place it face up with the other cards in your
starts with a deck made up of 6 cards. hand. Defeat
Your Hand Your Discard Pile Your team loses immediately if any of the fol-
Cards in your hand are placed faceup in front Whenever you are instructed to discard a lowing happens:
of you. You can use cards in your hand to take card, place it faceup onto your discard pile.
actions during your turn. Discarded cards accumulate in this pile. • You are forced to place a 2nd Vortex in any
single Era.
Cards in your hand may either ready (normal “ ... everyone knows the famous equation: V + V = ”
reading orientation) or exhausted (turned Empty Draw Pile
sideways). All cards you draw arrive in your • You are forced to place a 4th Vortex
Whenever you would draw a card, but your
hand ready. When you use a card, turn it 90 anywhere around the board.
draw pile is empty, shuffle your discard pile
degrees to indicate that it is exhausted and
into a new facedown draw pile. Then continue “Vortexes are a non-renewable resource, I’ll have you know!”
can no longer be used until it is made ready
drawing normally.
again. • You reach the end of the 3rd Cycle without
Note: You will always have at least 3 cards in completing 4 Missions.
your hand, but some abilities can cause you to “Dr. Faux achieved his dreams. Everyone laughed at his
Omniscience 2000 project, but who is laughing now?! Nobody,
have more at different points during the game. that’s who.”
Revealing Artifacts
Whenever you reveal a new Artifact, flip the top Destroyed Artifacts
card from the Artifact deck, check its Origin Era icon Whenever an Artifact card is destroyed,
in the bottom left corner, and place the card faceup place it face up on the Destroyed pile in the
under the matching Era. If the Artifact deck is ever top right of the HQ board. If an ability destroys
empty, shuffle the Artifacts in the destroyed pile (in the several cards at the same time, place them in
top right of HQ board) to make a new Artifact deck. the order of your choice.
Example II. Action Phase “Look how perfect this time loop is, with the End
of Times flowing right into a new Dawn of Time!
I’m just overwhelmed by the poetry of it all…”
On his turn, Theo draws this Once Dr. Faux has done his worst to Spacetime, you
Faux card, sending Dr. Faux can let loose and perform your actions. MR. TIME
to the Globalization
Era. Since there are You may perform each of the 3 available actions
2 Clones in this Era, he as many times as you wish and in any order, until you
drops 4 Rift cubes into the Machine. decide to stop or don’t have the resources to continue. Navigating Spacetime
Two land on the Globalization Era and two land
You must always completely resolve an action before
on the Industrial Era.
beginning a new one. Your Era
Unfortunately, the Industrial Era is full, and there’s Your Era is the Era where your Agent
no more room to put new Rifts there. That means the
Era becomes a Vortex! Theo permanently discards the
A) Move pawn is on the Spacetime board.
unrevealed Mission there and replaces it with a Vortex Spend 1 Energy cube in your current Era to move
tile. Adjacent Eras
to one of the two Eras adjacent to yours. Return the
The two Eras on either side of an Era are
spent Energy to the supply, then move your Agent
considered adjacent. Since Spacetime is a
pawn to your new Era.
loop, the End of Times and Dawn
If there are no Energy cubes in your Era, you of Time are also considered adjacent. An
cannot perform this action. “adjacent piece” (such as a Clone or Rift)
is a piece in an adjacent Era.
B) Use an Artifact Note: If an Artifact ability does not say oth-
Use the ability on any ready Artifact card in your erwise, assume “an adjacent Era” means
hand, then turn it sideways to show it is exhausted. adjacent to your Era.
MR. TIME
Free Move
Once per turn, you may take a free move to
Pop quiz!
an adjacent Era, without spending1 Energy. Here is an example of an entire Action Phase to make sure that you’ve digested this very important section.
Indicate that you have used your free move for
the turn by flipping your Agent tile to its Allison is playing everybody’s favorite instructor, Mr. Next, Allison uses Mr. Time’s spe-
empty batteries side. Time. In her Faux Phase, Dr. Faux activated his Machine cial ability to move her ally Theo,
in the Globalization Era, and the team is now close playing the Time Prowler, to an
to a second Vortex (and utter defeat) in the Age of adjacent Era. She chooses to place
Robots… But all is not lost! Theo on the Era for the remain-
Destroying Clones ing steps of her awesome plan. Then
she exhausts her “Ionic Temporo-
Dr. Faux’s Clones are tough, but they have a fatal graph” to add 1 to Theo’s Era.
weakness: if a Clone ever enters its Paradox Era, it will
Next she uses her free move to
be immediately destroyed by a temporal paradox!
travel from the Era to the adja-
The Paradox Era where a Clone can be destroyed is cent Era, flipping her Agent tile
over to empty its batteries.
shown on the front of the token, in its monocle. If a
Clone ever enters this Era, it is immediately removed and
returned to the bag.
The main way to move Clones is using Artifacts with a
Clone icon (see page 11). Allison’s first action is to exhaust her
“Gutenberg’s Wormhole” card. It
Progress on Missions allows her to remove 1 on her
Era, then 1 in an Era with a
Before completing a Mission, your team must fill up the Vortex (she chooses the Era).
required number of progress slots. Each time a player Next, she spends 1 in her
meets the condition printed on a revealed Mission tile, Era to move to the adjacent
place a cube (of any color) on a progress slot. (In some Era.
She’s now ready to take a LOOP action. She spends the 1
cases, you will need to place the cube on a specific she placed in the Era (this being her 1st LOOP this turn)
slot matching the Era where you met the condition.) and chooses the Dimension, which allows her to ready
both “Ionic Temporo-graph” and “Gutenberg’s Wormhole.”
Once you have filled the required number of slots on Then she exhausts “Mechanical Grappling Hook” to pull the
a Mission, a player must end their actions on the Era orange Clone on Era with her into Era. Since
the Clone has on its front side, it is destroyed!
where that Mission is to complete it (see next page).
Destroying a Clone in Dr. Faux’s era
allows her to place a progress cube
“Note that you are free to use whatever on the “Reunite the Fauxs!” Mission
color of cube you want. Let your artistic
impulses run wild!” tile that is currently revealed.
MR. TIME
• There should always be 2 revealed Missions • To place a cube on a Mission, you must fulfill • Unless otherwise specified, a single action that
around the board (unless there is only 1 its condition during your Action Phase, either fulfills a condition of a single Mission several
uncompleted Mission tile left, and all others have before or after (but not during) any action. times allows you to place multiple cubes on it.
been completed or removed).
• A single action that fulfills the conditions of • A Mission can only be completed after you’ve
• Whenever a Mission is completed or removed multiple Missions can allow you to place finished taking actions on your turn, and only if
by a Vortex, immediately reveal another Mission cubes on multiple tiles. you are in the Era where the Mission tile is.
in Dr. Faux’s Era (or the next clockwise Era that has
an unrevealed Mission).
Energy: Lets you add Energy to one or more Artifact: This ability interacts with other Clone: Lets you move one or more Clone
Eras. Take new Energy cubes from the supply. Artifact cards. tokens on the board. If a Clone is moved to
the Paradox Era shown in its monocle, it is
• Draw: Draw an Artifact from your draw
Rift: Lets you remove one or more Rifts. destroyed and returned to the bag.
pile and add it to your hand, in ready
Return removed Rift cubes to the supply.
position. • Pull: Move a Clone to your Era from an
adjacent Era.
Movement: Lets you move yourself or an ally • Discard: Discard an Artifact from your
to a different Era. hand. • Push: Move a Clone from your Era (or
the indicated Era) to an adjacent Era.
• Move # Eras: Move the indicated Agent • Reveal: Flip the top card of the Artifact
from their Era to an adjacent Era, up to deck and place it faceup in its Origin Era. • Destroy: Return a Clone in the indicated
the indicated number of times (either Era to the bag.
• Acquire: Place the indicated Artifact
clockwise or counterclockwise). facedown on top of your draw pile and • Carry: When using this card’s move abil-
• Move to Era: Move the indicated Agent permanently add it to your deck. ity, you may pick up a Clone from any Era
to a specific Era. you visit, and move it with you to another
• Destroy: Place the indicated Artifact in the
Era you visit.
• Move to Any Era: Move to any Era on destroyed Artifacts pile.
the board. You may move to the Era you “Ah, paradoxes… When a Clone that you just
sent back into the Great Beyond suddenly shows
currently occupy. up again out of the bag, don’t lose your cool. Just
act natural, and everything will be ok.”
MR. TIME
Using abilities during the Choosing an Agent Allowing multiple Agents to draw
Action Phase
If an ability targets “any Agent,” you may Players can draw in an order of their
Mr. Time and V-Girl can trig-
choose any Agent, including yourself. choice. One player can draw and
ger their abilities during the
decide what to do before the next
Action Phase. They must use If an ability targets “another Agent,” you may
player draws and decides.
their ability either before or choose any Agent other than yourself.
after (not during) an action.
Carrying a Clone In your Era or in every Vortex
When an ability lets you When you resolve “Timenado,” You
carry a , you may move must choose to either add 1 in
a that is in any Era you your Era or add 1 in each Era with
pass through to any other Era a Vortex. If you are in an Era with a
you pass through later in the Vortex, you still only place 1 there,
same move. regardless of the option you pick.
Discarding or destroying a card in your hand
For example, if you move from the Medieval Era,
Some abilities require you to discard or destroy a card Era where you sent a Clone
through the Renaissance Era, and end on the
from your hand. You can choose to discard or destroy When you resolve “Brutal De -
Industrial Era, you can pick up 1 from either the
an already exhausted card, including the one that you Localizer,” you must push a in
Medieval or Renaissance Era, and drop it off in
just exhausted to use this ability. order to resolve the rest of the effect. If
either the Renaissance or Industrial Era.
you push a and it is destroyed,
If you are using Double Joystick, you must pick up a you still resolve the effect in the Era
from an Era on your route where there is a Vortex. where it was destroyed.
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