TIME RUNNERS


“If you control the time, you can win any race”

This Is a board game that I created on the first term at VFS(Vancouver Film School).

Time Runners is played on a circular board that resembles a clock, and has 60 spaces on it. Every 5 spaces is an hour just like a normal clock, and at the center there is hand of time to point to the hours.(See image)

Board

The game has 70 cards with different abilities. For example, the player can move the clock hand of the clock to a determined hour, change position with another player, and add or subtract 1, 2 or 3 hours. The cards are like this:

Set hour card Plus 1 hour Plus 2 hour
Plus 3 hour Subtract 1 hour Subtract 2 hour
Subtract 3 hour Change position

The player at the beginning of their turn must have six cards in their hand. If they have less then six cards, they must draw a card until they have six in their hand. The player can only use their cards after they roll the dice for their turn and move their character. Instant cards are an exception to this rule, as seen below:

instant

If a player has a card that says Instant, they can use the card at any moment, even during an opponentŐs turn.

The number of cards are:

Set hour X 5Change position X 5
+1 hour X 6 -1 hour X 6
+2 hour X 6 -2 hour X 6
+3 hour X 6-3 hour X 6

Total normal cards = 46

Instant cards

Set hour X 3Change position X 3
+1 hour X 3-1 hour X 3
+2 hour X 3-2 hour X 3
+3 hour X 3-3 hour X 3

Total instant cards = 24

And the last thing that is needed for the game is one 6 sided dice.

RULES

To set up the game you must first shuffle all the cards and deal six cards out to every player. Every player must then put their character on the start point. To determine who is going to start first, all players roll their dice and the highest dice roll starts. The starting hour always points at twelve.

Every turn the player rolls the dice and advances the number of spaces indicated by the dice unless the player is being affected by the hour they are currently on, which in that case the player has to go backwards the number of spaces indicated by the dice.

A player is being affected by the hour if they are on one of the spaces that are inside that hour. For example the Hour One affects the spaces from Start to 5, the Hour Two affects the spaces from 6 to 10, and so on. If the player is being affected by the hour and has to recede beyond the start point, they stay on the start point instead.

Every turn is as follows:

1. If the player in turn has less than 6 cards, draw cards until they have exactly 6.

2. The player rolls their dice.

3. The player moves their character the number of spaces indicated by the dice.

4. The player has to use at least on of their cards, they can use as many cards as they want.

If the player is about to arrive at the goal they have to land exactly on that spot, for example if the player is on the space number 58, they have to roll a 2 to win. If the player rolls more than a 2, they advance to the goal and then move back rest of the spaces rolled. For example, if the player rolls a 6 they advance 2 spaces towards the goal, and move back 4 spaces and land on space 56.

If a player has a card with the legend Instant, they can use that card at any moment in the game; even during an opponents turn or the time before their own turn.

If you have any feedback or comments, please feel free to leave it here on the blog or send me an e-mail at: ramon(at)gama(dot)vg.