# Anachrony: Classic Expansion Pack ## General Info - **Year Published**: 2020 - **BGG Rating**: 8.4 - **BGG Rank**: — - **Players**: 1-4 (Best with: 4) - **Duration**: 60-120 min - **Weight**: 4.25 / 5 - **Designers**: Dávid Turczi, Richard Ámann, Viktor Péter - **Artists**: Villő Farkas - **Publishers**: Mindclash Games, Grok Games, Korea Boardgames, Quality Beast, Reflexshop, Skellig Games, YOKA Games - **Categories**: Expansion for Base-game, Science Fiction - **Mechanics**: Variable Player Powers, Worker Placement, Worker Placement, Different Worker Types ## Verdict Essential for heavy Eurogame fans who crave more strategic depth. Increases complexity just the right amount.New layers of temporal strategyHigh-quality miniaturesRicher Interior explorationModules that refresh the gameplaySignificantly increases playtimeSteeper learning curveHIGHLY RECOMMENDED ## Description If you've already mastered the art of time manipulation in Anachrony, get ready to take your game's complexity to a whole new level. The Classic Expansion Pack isn't just a simple 'add-on', but a robust bundle that expands strategic possibilities through three distinct modules. First, we have 'Doomsday', which will challenge your mind by allowing you to experiment with temporal continuity and attempt to bend the timing of the Impact to your advantage. It's perfect for those who love planning every second with surgical precision. Next, 'Pioneers of New Earth' shifts the focus from the base toward exploration. You can upgrade your Exosuits to brave the most dangerous areas of the Interior, discovering valuable resources that could be the deciding factor for your victory. To top it all off, 'Guardians of the Council' introduces new miniatures and the chance to enlist these powerful allies to strengthen your robotic army. The result is a denser game with more layers of decision-making and components that make the table look visually stunning. If you feel the base game has become too 'predictable', this pack injects the necessary dose of chaos and depth to refresh the experience. It's the ideal expansion for those who love heavy Eurogames and want to squeeze every drop of strategic juice out of the Anachrony system. Ready your Exosuits, adjust your paradoxes, and try to survive the new scenario! ## How to Play Game Objective In the Classic Expansion Pack, players take control of different Paths to influence the fate of humanity. Through the Doomsday module, players conduct Experiments to either mitigate the damage of the incoming Impact to save Earth or seal the planet's fate to overcome rivals. Additionally, the Pioneers of New Earth module allows players to venture into the Outback using upgraded Exosuits to complete Adventures and recover lost relics. Finally, the Guardians of the Council module introduces powerful, worker-independent Guardians to assist in the struggle for survival. Setup Doomsday Module Place the Impact tile between the fifth and sixth Timeline Tile. Place one random face-up Level 1 Experiment card below the first Timeline tile, and one face-down Level 1 Experiment card below every other Timeline tile. Place the Doomsday board next to the Main board. Place the Trajectory dice in their slots and the Save Earth and Seal Fate tracker tokens on their starting positions. Shuffle Level 2 Experiment cards into a face-down stack next to the Doomsday board. Add the "Most Completed Experiments" card to the Endgame Condition card pool. Pioneers of New Earth Module Place the Adventure board next to the Main board. Shuffle Adventure cards into two separate decks (5+ Power and 10+ Power) and place them on the Adventure board. Place the Adventure die on the Adventure board. Give each player their corresponding Exosuit Upgrade boards. Add the "Most Successful Adventures" card to the Endgame Condition card pool. Guardians of the Council Module Place the Guardian board next to the Main board. Place a Guardian Exosuit marker (or miniature) on each of the 6 hex spots on the board. Add the "Most Guardians" card to the Endgame Condition card pool. In 2-player games, cover the right World Council hex space with a Hex Unavailable tile. Game Flow Preparation Phase Changes When flipping the Superproject for the next Era's Timeline tile, also flip the face-down Level 1 Experiment card below it. Then, place a face-up Level 2 Experiment card from the stack below each Timeline tile that currently has no Experiment card. Power Up Phase Changes Players may choose to power up their Guardians instead of their regular Exosuits. The cost is the same as powering up a regular Exosuit. The maximum number of Exosuits powered up remains 6, but owning Guardians may allow the total number of Exosuits used in an Era to exceed 6 under certain circumstances (e.g., using the Uranium Cores Superproject). Action Rounds Changes Guardians operate differently: they do not require Workers and are always treated as if a Genius was placed in them. They can use Main board Action spaces or be placed on the specific hex space from which they were enlisted to take a Capital Action (Construct, Recruit, or Research) by paying 1 Water. Clean Up Phase Changes Retrieve Workers: Retrieve Path markers from Free Action slots and Power slots next to the Adventure Action space. Retrieve Guardians: Retrieve Guardians from the Main board and from the Guardian board spaces marked with the player's Path marker. Check for Impact: Roll the two Trajectory dice and count the total (+) and (-) symbols from the dice and the current positions of the Save Earth and Seal Fate trackers. More (+): Move the Impact tile 1 space to the right (Impact occurs one Era later). More (-): Move the Impact tile 1 space to the left (Impact occurs one Era earlier), unless it would move behind the current Era tile. Equal: No movement. Special Case: If the Seal Fate tracker is on the bottommost spot, do not roll; place the Impact tile after the current Timeline tile and resolve the Impact immediately. Special Case: If the Save Earth tracker is on the topmost spot, the Impact is completely mitigated, and the game ends immediately. Actions and How to Play Experiment Action Available to any Worker in a Hex Pool. A player may claim an Experiment card if it is in Focus, the condition is met, and the cost is paid. Remove the card and place it next to the Player board. Path of Harmony/Dominance: May move the Save Earth tracker one step up. Path of Salvation/Progress: May move the Seal Fate tracker one step down. Receive the VP indicated on the card, plus additional VPs based on the tracker's new position on the Doomsday track. Note: Movements on the Doomsday track stop once the Impact occurs or a tracker reaches the final slot, though Experiments can still be conducted for their base VP. Adventure Action Available to any Worker in a Hex Pool. Calculate total Exosuit Power (from Exosuit Upgrade board and other sources). Place a Path marker on the topmost free Power slot next to the Adventure space to add/subtract the value. If no slots are free, subtract 3 from total Power. Choose a deck: 5+ Power deck (costs 1 Water) or 10+ Power deck (costs 2 Water). Draw the top card plus additional cards equal to the number of Breakthroughs on the Exosuit Upgrade board. Choose one and return the rest. Roll the Adventure die and add the value to total Power. If total Power is equal to or higher than the card's value, resolve the Success box; otherwise, resolve the Failure box. Power Upgrade Action Place a Resource on a slot at the bottom of the Exosuit Upgrade board to permanently increase Power. Path of Dominance: Only an Engineer can take this action. Path of Harmony/Progress: Any Worker can take this action. Path of Salvation: This is a Free Action costing 1 Water. Sensor Upgrade Action Spend the indicated Resource or Water to place a Breakthrough on the Exosuit Upgrade board (max 1 of each of the 3 shapes). Reward: Receive 2 VPs. (The Path of Harmony instead receives 2 permanent Exosuit Power for each Breakthrough). Benefit: Draw one additional Adventure card per Breakthrough when taking the Adventure Action. Worker specifics: Only a Scientist for Harmony, Dominance, and Progress; any Worker for Salvation. World Council Action (Enlisting Guardians) After taking a Capital Action (if applicable), a player may enlist a Guardian by paying its cost (at least one Worker and other assets). Place a Path marker on an empty slot on the Guardian board and take the Guardian into the personal supply. End Game and Scoring The game ends when the Impact is resolved or when the Save Earth tracker reaches the topmost spot of the Doomsday track (in which case the Impact is never resolved and there is no Evacuation). Additional Scoring: Most Completed Experiments: The player(s) with the most completed Experiments receive 3 VPs. Most Successful Adventures: The player(s) with the most successful Adventures receive 3 VPs. Most Guardians: The player(s) with the most enlisted Guardians (most Path markers on the Guardian board) receive 3 VPs. Tips for Winning Optimize Power: Use the Sensor Upgrade to increase the number of Adventure cards you can draw, increasing your chances of picking a card that matches your Power value. Strategic Experiments: Use Experiments not just for VPs, but to manipulate the Impact tile's position on the Timeline to buy more time or force an early end. Guardian Utility: Enlist Guardians to perform Capital Actions without using Workers, effectively bypassing worker limitations. ## FAQ ### Do I need the base game to play? Yes, absolutely. This is an expansion pack and cannot be played as a standalone game. ### Does the game take much longer with the expansion? Yes, adding the modules increases the number of decisions and actions, so expect longer play sessions. ### Is it hard to learn? If you've already mastered the base game, the transition is smooth, but be ready to read new rules regarding Guardians and exploration. ### What components are included in the box? You get the three rule modules and the miniatures for the Guardians of the Council. ### Who would I recommend this expansion to? For groups who have played Anachrony several times and feel they need new challenges and more complexity. ## Price Comparison ### Best Offers in Brazil - **Amazon**: R$ 199,90 (https://www.amazon.com.br/dp/B09FTLZR2T?tag=bgbot26-20) - **Bravo Jogos**: R$ 102,21 (https://bravojogos.com.br/jogos-de-tabuleiro-e-cardgames/anachrony-expansao-classica-p?utm_source=boardgamesbot.com) - **Facil Shopping**: R$ 184,98 (https://www.facilshopping.com.br/produtos/anachrony-expansao-classica-grok/?utm_source=boardgamesbot.com) - **Leão Livros**: R$ 213,78 (https://www.leaolivros.com.br/anachrony-expansao-classica?utm_source=boardgamesbot.com) - **Brechó Lúdico**: R$ 235,31 (https://brecholudico.com.br/produto/anachrony-expansao-classica/?utm_source=boardgamesbot.com) - **Overrun Geek Store**: R$ 269,91 (https://overrungeek.com.br/produtos/anachrony-expansao-classica/?utm_source=boardgamesbot.com) - See all on Compara Jogos: https://www.comparajogos.com.br/item/anachrony-expansao-classica ### Best International Offers - **BoardGamePrices.com**: $ 42.79 (https://boardgameprices.com/item/go?source=A&storeitemid=6251151&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/29777/anachrony-classic-expansion-pack?utm_source=boardgamesbot.com