2015 BGG rank #1850

Tides of Time

2 players 20 min Ages 10+ 1.6/5 complexity 6.3/10 rating

About this game

Play as an ancient civilization as they prosper and collapse through time. Build gigantic monuments, raise impenetrable fortifications, and amass vast knowledge as the ages pass. The greatest civilizations will leave their mark long after their collapse. From times long forgotten to times recently lost, civilizations will rise and fall as the tide of time carries them. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective. After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

What it feels like

Set Collection Closed Drafting Ancient Card Game Civilization

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Setup

1. Shuffle all 18 game cards and deal 5 to each player as their starting hands.\n2. Set the remaining 8 cards aside face down to form a Draw pile.\n3. Place the pencil and notepad nearby for scorekeeping.\n4. Keep the 4 Relic tokens accessible — they will be used after Round 1 and Round 2 to mark Relic of the Past cards.\n5. The reference card is not used in play but may be kept out as a memory aid.

Turn flow

Each round consists of a drafting phase followed by a scoring phase.\n\nDRAFTING PHASE: Both players simultaneously choose one card from their hand and place it face down in front of them. Once both have chosen, both cards are revealed and placed face up in their respective Kingdoms. Players then pass the remainder of their hands to each other. This continues — choose a card, reveal simultaneously, pass hands — until all cards in hand have been played.\n\nSCORING PHASE: Players count Victory Points from the scoring objectives on all cards currently in their Kingdom (including any Relic of the Past cards from previous rounds). Scores are recorded on the notepad.\n\nBETWEEN ROUNDS (Rounds 1 and 2 only): Each player picks up the cards played that round back into their hand (Relics stay in the Kingdom). Each player selects one card to keep as a Relic of the Past (marked with a Relic token) and one card to discard from the game. Each player then draws 2 new cards from the Draw pile, restoring their hand to 5 cards.

Scoring and victory

After 3 rounds, players sum their recorded VP totals from each round. The player with the highest grand total wins. Ties result in shared victory. Scoring sources: Per-suit count cards (3 VPs each per matching suit card), Majority cards (7 VPs if you have more of a specific suit than your opponent), Set collection cards (9 VPs per set of 3 specific suits, 5 VPs per set of 2 specific suits, 13 VPs for all 5 suits), Missing suit bonus (3 VPs per suit absent from your Kingdom), Singleton suit majority (8 VPs if you have more singleton suits than opponent), Highest card comparison (8 VPs if your top-scoring card beats opponent's), Doubling effect (The Roof of the World doubles most numerous suit count, amplifying other cards)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

General

The game consists of exactly 3 rounds of card drafting and scoring.

Tides of Time is played over exactly 3 rounds. Each round involves drafting cards to build a Kingdom and then scoring Victory Points. After all 3 rounds, players sum their scores from each round and the player with the most total VPs wins.

General

The game contains 18 game cards, 1 reference card, 1 pencil, 1 notepad, and 4 Relic tokens.

Game components: 18 game cards and 1 reference card (120x80 mm), 1 pencil, 1 notepad, and 4 Relic tokens. The reference card is NOT used during play — it is provided only as a memory aid. All 18 game cards are used in every game.

General

Each card has a name, an ability/scoring objective, and most have a suit.

Every card has a name and an ability. Most abilities are scoring objectives that provide Victory Points. 15 of the 18 cards belong to one of 5 suits: Palace, Library, Garden, Temple, or Stronghold. There are exactly 3 cards per suit. The remaining 3 cards have no suit. Cards without a suit still count toward your Kingdom and provide abilities, but they do not belong to any suit group.

General

There are 5 suits (Palace, Library, Garden, Temple, Stronghold), each with exactly 3 cards.

The 5 suits are: Palace, Library, Garden, Temple, and Stronghold. Each suit has exactly 3 cards in the game. 3 cards in the game have no suit. Suits are used by many scoring objectives that check for majority, counts, or sets of suits.

Setup

Shuffle 18 game cards, deal 5 to each player, set remaining 8 aside as a Draw pile.

Shuffle all 18 game cards and deal 5 to each player face down as their starting hand. The remaining 8 cards are set aside face down to form a Draw pile. Place the pencil and notepad nearby. Keep 4 Relic tokens accessible for use after Rounds 1 and 2. The reference card is kept out as a memory aid only and is not part of the draw pile or hands.

Turn structure

Each turn, both players simultaneously choose one card from their hand face down, reveal together, then pass remaining hands.

On each drafting turn within a round: (1) Both players simultaneously select one card from their current hand and place it face down in front of them. (2) Once both players have chosen, both cards are revealed face up and placed in the respective player's Kingdom. (3) Players then pass ALL remaining cards in their hand to the other player. (4) This process repeats until all cards have been played. Since each player starts a round with 5 cards, each round consists of 5 drafting turns.

General

A player's Kingdom is the collection of face-up cards in front of them used for scoring.

A player's Kingdom is the set of face-up cards played in front of them during a round, plus any Relic of the Past cards from previous rounds. Cards in the Kingdom are what determine Victory Points during scoring. Cards remain visible to both players at all times once revealed.

Scoring

At the end of each round, players count VPs from all scoring objectives on cards in their Kingdom.

At the end of each round, each player totals the Victory Points earned from the fulfilled scoring objectives on every card in their Kingdom (including any Relic of the Past cards from prior rounds). Unfulfilled scoring objectives score 0 VPs — they do not penalize the player. Scores for each round are recorded on the notepad.

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