Manual in English

Anachrony: Fractures of Time — Rules Manual

Mindclash Games, Korea Boardgames, Maldito Games · Board game · 2020
1–4 · best 3 Solo 90–150 min Weight 4.5/5 Official PDF 13 pages
9.1 rating Ludopedia
8.8 rating BGG

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MINDCLASH
GAMES

DÁVID TURCZI
with
VIKTOR PETER & RICHARD AMANN

FRACTURES OF TIME

RULEBOOK

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3 2
Variable Anomalies module
Ever since the Day of Reminiscence, when the Paths’ Time
Rifts powered up for the first time, people across New
Earth began seeing visions of a yet undiscovered sixth
Time Rift. These visions invoked an increasing sense of
empathy and fellowship between those that experienced
them, bonding them together to a greater degree than
their affiliation to any Path. In the years that followed,
a mass exodus from the Paths took place by those who
shared these visions, leading to the discovery that this
sixth Time Rift exists. The Rift held the foundations of
a new civilization—one that may lead the people of New
Earth down a new path: The Path of Unity.

5x Fracture Device miniboards (1 per Path)
5x Fracture Device Upgrade tiles
(1 per Path)
40x Glitch markers,
(8 per Path)
20x Operator Workers
4x New Warp tiles for the original Paths
(1 per Path)

New Path: Path of Unity
+
1x Valley board
1x Flux die
1x Glitch die
8x New buildings (2 per type) and
4x Interlocking buildings (1 per type)
116, 117, 118, 216, 217, 218, 316, 317, 318, 416, 417, 418
8x Replacement buildings:
215b, 301b, 302b, 303b, 304b, 313b, 314b, 403b
5x New Superprojects
9x New Collapsing Capital tiles
(3 per Capital Action type)
2x New Endgame
Condition cards
1x Exosuit Bay
extension tile
4x New Leader cards
for the original Paths
1x Scoring pad
16x Variable Anomalies
4x Anomaly Remover
tiles (1 per player)
1x New Endgame
Condition card
18x Technology cards
1x Era Zero
tile
4x Starting Asset cards
1x Player board
8x Path
markers
3x Unity Leader cards
1x Path board
1x Banner with
plastic standee
1x Paladin Exosuit Upgrade
tile
(requires Pioneers of New Earth
module)
10x Warp tiles
6x Paladin
miniatures
6x Hex-shaped Exosuit markers
52x
Flux Core tokens

Explorers from the Path of Unity soon discovered
a secluded mountain valley where the indigenous flora not only survived the impact but mutated and evolved due to the asteroid’s toxic Neutronium dust. The resulting flower-like crystal formations synthesize a substance called Flux, which is collected and studied by the Amethynia Valley’s mysterious inhabitants, known as the Operators. The Operators are willing to share the secrets of their Fracture technology with the Paths but remain silent about its side effects, which only they are immune to...

New Components
NOTE: Most of the components of this expansion are used for the main module, Fractures of Time. For the description of the Variable Anomalies module, see Page 13. Additionally, for the list of components necessary for solo play, see the separate solo rulebook.
NOTE: As in the base game, Workers and Resources (Flux Cores included) are not limited. In the unlikely case of them running out, use any proxy available.

---

Setup Changes
Main Game Setup
• Place the Valley board near the Main board. Use the side corresponding to the player count. (Cover the top right marked hex space if playing with two players.) Place an Operator on each of the Operator slots on the left side of the board.
• Create a supply of Flux Core tokens next to the Energy Cores and a supply of Operators next to the rest of the Workers.
• Before setting up the building stacks, replace the following buildings from the original game with the ones provided in the expansion: 215, 301, 302, 303, 304, 313, 314, 403. Additionally, shuffle in the new buildings: 116-118, 216-218, 316-318, and 416-418. Finally, place the top building tile face up next to the primary building stack, starting the secondary stack.

Player Setup
NOTE: The Path of Unity, a new faction propagating pragmatism and tolerance, may be chosen instead of any of the other Paths. All Paths have received a third Leader (see details in the Appendix), which can also be chosen using the usual rules.
• Each player takes their Path’s Fracture Device board and places it near their Player board. Cover its 4 rightmost spaces with the Fracture Device Upgrade tile. Players may choose whether they use the A side or B side—all players must use the same side. (Details of the asymmetric B sides can be found in the Appendix.) When playing with the Fracture Device B sides, some Flux spaces may show a Resource/Water/Worker/Flux Core(s). Each player should now place the shown reward on the Flux space; it will be collected when a Flux is placed there for the first time. (If the reward is a Flux Core, place it sideways.)

Operators
Flux
die
Technology
cards
Glitch
die
+1 Flux
Core
-1 Energy
Core
Glitch markers
Fracture
Device
Fracture Device Upgrade tile
Starting Glitch
Starting
Glitch
+1 Warp tile
(Flux Core)
+1 tired
Operator

Era Zero tile

Flux Core pile

Note: Buildings ending in 16 and 17 are only playable with the Fractures of Time Expansion, but you may choose to play with the other new buildings (those ending in 18 and numbers 215B, 301-304B, 313B, 314B, and 403B) without it.
Note: The Variable Anomalies module is not included in this default starting setup.
NOTE: We recommend playing the symmetric A side before getting to know the asymmetric B sides.
• Shuffle the Technology cards, and place them in a face-up deck near the buildings. This will be the primary deck for obtaining Technologies from the Valley. Then, place the top card face up next to the deck, starting a secondary deck, as was done with the buildings.
• Before setting up the Endgame Condition cards, shuffle in the two new ones. For your first game with the expansion, we suggest including the two new ones in the starting five and selecting the other three randomly.
• Pick a total of six random Superprojects, placing them face down: two from Fractures of Time and four from the base game. Shuffle them together without looking at them.
• Set up the Timeline. There are now only three Eras pre-Impact and two Eras post-Impact, plus an Era Zero (not included in the pre-Impact count, however, it does have a Timeline tile and an associated Superproject). Place one face-down Superproject from Step 6 above each Timeline tile. Turn the ones corresponding to Era Zero and Era 1 face up, and place the players’ Focus markers under Era 1.
• Place 3 VPs on the last Era’s Superproject. (If a player builds it, they claim those 3 VPs.)
• Do not place the three Resources on the right side of the Mine Resource Action (see Change in the Mine Resource Action on page 8).

• With the exception of Unity, each Path loses 1 Energy Core but gains 1 Flux Core and 1 tired Operator Worker.
The Path of Unity starts with the resources depicted on its Path board.
• Each player adds the new Warp tile (showing a Flux Core) to their pool of available Warp tiles.
• Each player places 1 Glitch marker on one of the bottom Exosuit spaces of their Player board (this space is therefore unavailable at game start - see Glitches on Page 11).
• Each player places 1 Glitch marker on the first space of their Fracture Device.
• Each player places the remaining 6 Glitch markers near their Player board.

---

7 6
Flux Cores are a new resource that can be used
to “Blink” (move) already-placed Exosuits to
new Action spaces. Blinking is performed by
powering up your Fracture Device using Flux
Cores.
There is now an Era before the normal start
of the game (“Era Zero”) with its own Timeline
tile and an associated revealed Superproject.
Choose one of your already-placed Exosuits on the Main
board with a Worker in it that you wish to move.
Path of Unity
Blinking
Expansion Overview
The discovery of the breathtaking Amethynia Valley has
opened up a world of new opportunities for the Paths. The
Valley’s hallmark, the enigmatic Fracture technology allows
an object to be present at two locations simultaneously—
and if used on their Exosuits, the Paths can essentially
double their efficiency. The process is not completely stable,
but fortunately, some of the Valley’s denizens are willing to
join the Paths as Operators, mitigating the dangers of the so-called “Blinking.” With the Era of mass exodus and the formulation of the Path of Unity having slowed down the preparations for the dreaded Impact, the extra efficiency
gained from the Fracture technology is needed now more
than ever.
Gameplay Changes
Era Zero
If the Worker in the Exosuit is not an Operator, roll both the
Flux and the Glitch dice. If the Flux die’s number is greater than the number of visible empty spaces on your Fracture Device, place 1 Glitch marker on the location shown on
the Glitch die. If the Endgame Conditions die face is rolled,
place 1 Glitch marker on 2 different Endgame Conditions.
Then, move the chosen Exosuit to a different space
belonging to a different Action (still obeying all Worker
restrictions), and activate the Action on that space as usual.
Important: When using this Action, you cannot
move an Exosuit off the Valley board (nor off other side boards if combining expansions). You may also not move an Exosuit from one Valley Action space to another. The Evacuation Action tile is not a side board.
Important: A Genius may not be placed on an
Operator-only space, and an Operator may not be
placed on a Genius-only space!
Important: When playing with the B side of the
Fracture Devices, some spaces will have additional
costs. If you cannot spend these costs, you cannot Blink.
If the space the Flux Core was placed on had a Resource/
Water/Worker/Flux Core on it (due to a one-time effect),
add it to your supply (or the Worker to your Active
column) immediately.
The Operator is not available for hire from the Capital;
it can only be hired from the Valley (see on Page 9).
1 Preparation Phase Changes
• When you place the new Workers in the Capital, also place an Operator on each of the empty slots in the Valley.
NOTE: If you have done everything correctly, before the
first Action is taken, there should be three Superprojects
face up, two buildings in each secondary stack, and
two Technologies in the secondary deck.
Note: When playing with expansions, please refer to page 15 for possible rule changes.
Note: If there are no empty spaces on your Fracture Device, you may not Blink.
Important: You may not warp an Exosuit during the
Era Zero Warp Phase.
• When you shift the building stacks, also shift the Technology deck in the same way.
• Do not place Resources into the right side of the Mine Action. (Still refill the left side as usual.)
At the beginning of the game, before starting the regular round sequence for Era 1, perform a Warp Phase (but no other Phases), placing the Warp tiles on the Era Zero tile. Then, proceed with Era 1 as usual, including performing
a Preparation Phase (therefore shifting building stacks and
the Technology deck and revealing the next Superproject)
and a Paradox Phase (which would usually be skipped in the first Era).
This expansion contains a fifth Path: the Path of Unity. All rules apply to them the same way
(with the exception noted in Player Setup,
step 11) as any other Path. Note that the
presence of the fifth Path does not bring five-player support
to the game. See the Appendix for explanations of the Path of Unity’s
Leaders, their Evac conditions, and the B side of their
Player board.
The Operator Worker
An Operator is a new type of Worker that can
be placed anywhere (including Worker-specific
buildings and Superprojects, unless specific to a
Genius) but does not gain any board placement
benefit that’s limited to any specific Worker
types:
• An Operator does not gain a 1-Titanium discount at Construct.
• An Operator may not recruit a Genius.
• An Operator only gains 3 Water with the Purify Water Action.
• An Operator can be placed on a building such as 407 (as it ignores limitations), but on 408, it would not be returned Motivated (as it does not receive bonuses).
On your turn, as an Action (i.e. instead of placing a new
Worker), you may move 1 Flux Core from your supply to
the leftmost empty space of your Fracture Device to Blink.

including Worker specific buildings and Superprojects unless specific to a Genius but does not gain any board placement benefit that s limited to any specific Worker types An Operator does not gain a 1 Titanium discount at Construct An Operator may not recruit a Genius An Operator only gains 3 Water with the Purify Water Action An Operator can be placed on a building such as 407 as it ignores limitations but on 408 it would not be returned Motivated as it does not receive bonuses On your turn as an Action i e instead of placing a new Worker you may move 1 Flux Core from your supply to the leftmost empty space of your Fracture Device to Blink

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9 8
• The Breakthrough placed on the tile stays there and is
considered spent.
• The Breakthrough you place must have a different icon
(shape doesn’t matter) than any other Breakthrough
already on the tile.
• You have to pay 2 Water to use the Operator-only
Action space of this Action, but you also receive
2 Victory Points if you do.
• You may use both the Free Action and the Operator-
only Action in the same Era.
• You may no longer use the Operator-only Action
(to gain the 2 VPs) once your Fracture Device is fully
upgraded.
Remove Flux Cores: Operator only. Remove
up to 2 of the rightmost Flux Cores from your
Fracture Device, and return them to the general
supply.
Summary of a Blink Action:
• Spend a Flux Core onto your Fracture Device.
• Roll the Flux and the Glitch dice (skip if Blinking with
an Operator).
• If the Flux die rolled higher than the number of empty
spaces in your Fracture Device, place Glitch(es)
according to the Glitch die.
• Move an Exosuit to an Action space of a different
Action, and activate that Action.
• Retrieve the Worker, leaving the Exosuit empty and
unable to Blink again.
After activating the Action, take the Worker out of the
Exosuit, and retrieve it as you normally would in the Clean
Up Phase. Leave the empty Exosuit where you moved it
to (you cannot Blink with that Exosuit again this Era).
Upgrade Fracture Device: Free Action OR
Operator only. Place a Breakthrough you
currently own onto the Fracture Device Upgrade
tile and then slide it to the right, revealing an additional Flux Core space. This increases the maximum amount of used Flux Cores you can have in the Device and decreases the chances of getting a Glitch.
Valley board
This board has two Actions, with up to two or three available
Action spaces, depending on the player number. It also has
up to two Capital Action spaces.
Note: Workers Blinked to Motivated Action spaces
(i.e. an Engineer or Genius to the Mine Resource Action)
are retrieved into the Active column.
Important: You may only retrieve Workers and/or
Free Action markers from your Factories, your Life
Supports, your Labs, and your Supply/Force Workers Action. You may not retrieve them from your Power
Plants, Superprojects, Leader abilities, Fracture Device,
Exosuits, or any other place outside your Player board.
Upgrading your Fracture Device will also score you endgame
Victory Points equal to the highest Victory Point value visible
under the unlocked Flux Core spaces.
NOTE: When playing on the B side of the Fracture
Devices, upgrading might reveal a new one-time effect
showing a Resource/Water/Worker/Flux Core. If so,
immediately place the shown reward onto the Flux
Core space, and it will be collected when a Flux Core is placed there for the first time (as described during “Blinking”).
Note: Although it is legal to move from a Capital Action to the World Council, the same Action cannot be copied because this move automatically frees up the Action space at the Exosuit’s original location.
Workers are retrieved exactly like in the Clean Up Phase:
Motivated Workers come back Active, non-Motivated
Workers go to the Tired column, and dead Workers are
discarded to the supply.
Choose one of the two options: • Hire an Operator, placing it into
your Active column, or
• Gain a Technology card:
Spend 2 Gold and/or Uranium to gain any
available Technology card from the top of either the primary or the secondary
deck (similar to how buildings are
taken during a Construct Action). Some
Technology cards have an additional
cost (shown on the top right of the card),
which must be paid immediately upon
gaining that specific card (even if you
gained it without using this action). Place newly acquired Technology cards next to your Player board. There is no
limit to the number of Technology cards you may gain
during a game. See the Appendix for more information
about specific Technology cards.
Worker specifics • If activated by an Administrator, you gain 1 additional Flux Core.
• If activated by a Scientist and you choose to “Gain a Technology card” pay 1 Gold or Uranium fewer for the card.
• Cannot be activated by an Engineer.
• If activated by a Genius, choose one of the two benefits.
• If activated by an Operator, receive neither benefit.
Remove Glitches: Operator only. Pay 2 Water,
then remove up to 2 of your Glitches from
anywhere. Return them to your personal supply.
Recall: Free Action. Place 2 Flux Cores on your
Fracture Device, and retrieve up to 3 Workers and/or Free Action markers from your Player
board (see restrictions below) as you normally would in the Clean Up Phase. After doing so, roll both the Flux and the Glitch dice once, as
described in “Blinking” above to see if you must
place a Glitch marker.
Assimilate Action
Change in the Mine
RESOURCE action
Resources are no longer placed on the right side of
the Mine Resource Action. Instead, when an Exosuit is
placed here (either normally or via Blinking), simply take
the corresponding Resource from the supply in addition
to one of the Resources selected from the left column.
It is possible for the left side to run out - in this case, any
Exosuit placed to the Mine Resource Action only receives
1 Resource (from the supply, corresponding to the one
shown on the right).
The Fracture Device
As described above, the Fracture Device is mainly used to
store your spent Flux Cores, but since Flux is an unstable
substance, accumulating used Cores will make you
increasingly prone to getting dangerous Glitches with
each subsequent Blinking. However, the Fracture Device
also has a number of Action spaces to help mitigate the
risks of the Flux technology.

or via Blinking simply take the corresponding Resource from the supply in addition to one of the Resources selected from the left column It is possible for the left side to run out in this case any Exosuit placed to the Mine Resource Action only receives 1 Resource from the supply corresponding to the one shown on the right The Fracture Device As described above the Fracture Device is mainly used to store your spent Flux Cores but since Flux is an unstable substance accumulating used Cores will make you increasingly prone to getting dangerous Glitches with each subsequent Blinking However the Fracture Device also has a number of Action spaces to help mitigate the risks of the Flux technology

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You may choose a Valley Action with no more available Action spaces and perform it. Worker restrictions and benefits of the copied Valley Action apply for the Worker placed on the Valley Capital, but space-related features (e.g. Water costs on Hexes) do not. This Action works the same way as the Main board’s World Council Action does for the Capital Actions.

Glitches
Glitches are the harmful side effects of overusing the unstable Fracture Device. Glitches create zones where time is essentially standing still, and getting rid of them requires the expertise of the Valley’s Operators.
Glitch markers are placed on the location indicated by the rolled Glitch die’s icon and have the following effects:
• Time Travel track (max 1): You can’t advance on the Time Travel track when you remove Warp tiles with Time Travel.
• Fracture Device (max 1 per empty, visible space of the track): Place a Glitch marker on the leftmost empty, visible space on your Fracture Device. You skip the space with a Glitch marker on it when placing/removing a Flux Core, thus increasing the chance of you getting further Glitch markers when Blinking. You still score VPs for upgraded spaces at game end, even if some still have Glitch markers on them.
Reminder: No player may Blink out from the Valley board (but it is permitted to Blink in).
• Paradox track (max 2). You get Anomalies after fewer Paradoxes. Placing a Glitch marker on the Paradox track may trigger gaining an Anomaly immediately (if there are no more empty spaces left).
• Buildings (max 1 per building or Superproject, the Glitch marker can only be placed on ones with Worker spaces or Free Action spaces): You cannot use that building or Superproject, and you cannot retrieve a Worker/ Free Action marker from it until you remove the Glitch marker. Ignore Glitched Buildings or Superprojects for the purposes of any other game effect that would interact with them (such as Path of Harmony’s B side ability). The affected buildings/Superprojects still score VPs at game end even if they still have Glitch markers on them. You may choose which building/Superproject to disable this way.
• Exosuit Bay (max 1 per slot): If there is a Glitch marker on a slot, that slot cannot be used to power up an Exosuit and does not produce any Water during the Power Up Phase. You may choose which slot the Glitch marker is placed on. If placed on a slot which is then destroyed at Impact, the Glitch marker stays there. It no longer affects the game, but it can still be removed with Actions and other effects and still counts during the endgame scoring. After the Impact, new Glitches may not be placed on unavailable Exosuit Hex slots.
• Endgame Conditions (max 1 per player per Endgame Condition): place two Glitch markers, one on each of two different Endgame Condition cards of your choice. You are not eligible to score an Endgame Condition with a Glitch marker on it. If you would score it, the VPs are awarded to the player ranking second in that Condition instead (or potentially the third-ranking or fourth-ranking player—or even no player—if additional Glitch markers are present). If there is only one Condition card left without your Glitch marker on it, place only one Glitch marker (on that card).

You can typically get rid of Glitch markers by using • the Remove Glitches Action on the Fracture Device or
• some of the new Collapsing Capital tiles.

Extract Action
Choose one of the two options:
• Gain 2 Flux Cores , or
• Gain 2 Energy Cores.

Worker specifics
• If activated by a Scientist, gain 1 additional Flux Core (even if you chose the Gain 2 Energy Cores option).

Valley Capital Action
• If activated by an Engineer, gain 1 additional Energy Core (even if you chose the Gain 2 Flux Cores option).
• Cannot be taken by an Administrator.
• If activated by a Genius, choose one of the two benefits.
• If activated by an Operator, receive neither benefit.
Note: You may still use your Power Plants to set your Focus and even pay back pending Warp tiles normally; just skip advancing on your Time Travel track.
Important : If you need to place a Glitch where no more can be placed, reroll the Glitch die until you roll a valid target. In the unlikely case of having all eight of your Glitch markers in play, you do not gain any more Glitch markers.

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Each player scores minus 2 Victory Points per Glitch marker they have in play.
When playing Fractures of Time, there are three new categories for scoring points. Use the new Scoring pad to sum these up.
Variable Anomalies module
The Variable Anomalies module can be played with or without the main Fractures of Time module.
Changes at Setup
End of Game ChangesImpact Changes
New Collapsing Capital Tiles
At Impact, follow the following steps to set up the Collapsing Capital tiles:
• Place Collapsing Capital tiles from the base game as described in the base game rulebook, but place them face down.
• Shuffle the 9 new tiles together, and select 2/3/4 of them randomly in a 2/3/4 player game.
• Add these tiles face up on top of the base game tiles, from top to bottom of their respective Action (shown on the back).
• Flip any base game Collapsing Capital tiles that do not have a second tile on top of them face up.
When removing an Exosuit from these new tiles, remove the tile instead of flipping it face down, and flip the tile underneath face up.
See the Appendix for a complete list of new Collapsing Capital tiles.
When a player Blinks away from a Collapsing Capital tile, treat it the same way as if an Exosuit was removed from it during the Clean Up Phase: remove it if it’s on top (and reveal the one underneath), or flip it over and leave it unavailable (if it’s the last one left on the space).
• Leave the base game Anomalies in the box. Shuffle all new Anomalies, and place them in a face-up stack next to the buildings. This will be the primary stack of Anomalies. When playing with the Fractures of Time module, place the top tile of the stack next to the primary stack, starting a secondary one, just like you do with the buildings.
• Shuffle the new Endgame Condition into the deck of Condition cards. For your first game with the module, we suggest including the new one and selecting the other four randomly.
• Give each player an Anomaly Remover tile, which they place next to their Player boards.
Note: Breakthroughs placed on the Fracture Device Upgrade tile no longer score points nor count towards sets of Breakthroughs at the end of the game.
Each player scores the Endgame bonus shown on their Technology cards.
Each player scores the rightmost visible Victory Point value uncovered on their Fracture Device.

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15 14
1 Preparation Phase changes
When you shift the building stacks, also shift an Anomaly
between the primary and secondary stack, just like you do
with the buildings.
2 Paradox Phase changes
When gaining an Anomaly (whether in the Paradox Phase or
in another Phase), you must choose to receive one of the two visible Anomalies. If multiple players are receiving an Anomaly during the Paradox Phase, the choice is done in
turn order, starting from the player closest to (and including)
the First Player.
Important change: You do not automatically gain the
right to retrieve one pending Warp tile from any Timeline tile
for free when gaining an Anomaly. Some Anomalies have
“Before Impact” or “After Impact” icons on their sidebar:
you may only retrieve a pending Warp tile if the time you
gain the Anomaly satisfies this condition. Additionally, one
of the Anomalies does not have a “Retrieve Warp tile” icon at all; when gaining this Anomaly, you may never retrieve
a Warp tile.
Note 1: These Warp tile retrieval conditions depend
on the current Era (when you gained the Anomaly),
and not the Era you would retrieve the Warp tile from.
Note 2: New Anomalies count the usual way towards
Path of Salvation’s Evac condition and any other ability
requiring you to collect Anomalies.
Note 3: Path of Harmony’s special ability on the
B side of their Player board still applies - if they choose
to lose a building they do not take an Anomaly from the stacks at all.
5 Action Rounds
Most new Anomalies have various positive or negative
effects. Some can be used as if they were buildings (even though they do not count as buildings), while some have
passive abilities that can apply during or outside of the
Action Rounds Phase. See the list in the Appendix for a
complete explanation of all tiles’ abilities.
Note 1: In the extremely unlikely scenario of every
Anomaly being drawn from the stacks, shuffle all
removed Anomalies and form a new primary stack.
Note 2: The cost of removing an Anomaly when using
this module has been reduced by 1 Water compared to the base game’s Anomalies.
The way to remove Anomalies has
changed in this module. Instead of
placing a Worker on the Anomaly
itself, you now need to place it on
the Remove Anomaly Worker space,
printed on your Anomaly Remover tile. Treat this Action as if it were on your Player board.
Pay the cost of removing an Anomaly as shown on the tile,
then choose any one of your Anomalies to remove. That Anomaly is now out of the game. If there was a Worker present on the removed Anomaly (X13-X16), that Worker is retrieved as it normally would be in the Clean Up Phase
(into the Tired or the Active column, depending on whether
the Action space kept the Worker Motivated or not). The Worker is not removed from the Anomaly Remover tile at this time.
Worker specifics:
Any Worker may be used to activate this Action, and the
Worker dies when it is retrieved (in the Clean Up Phase).
Important: The Anomaly Remover tile is not
a building. Any ability allowing you to recall a worker from a building cannot be used to recall from this tile.
Due to this change, you may now only remove one
Anomaly per Era (using normal means), since the Worker
is only removed from the Remove Anomaly space at the end of the Era during Clean Up Phase.
Important: When playing Fractures of Time with
another module that adds a Main board extension
(such as Pioneers of New Earth), you may not Blink
out of those boards (but you may Blink in). This is the same rule that applies to the Amethynia Valley board.
Important: When playing the Fractures of Time +
Pioneers combination, after the Era Zero Warp Phase,
each player may choose to spend one of their Titanium,
Uranium, or Gold to upgrade the Power of their Exosuit
as though they had taken a Power Upgrade Action in that Era. Additional rules for the Fractures of Time + Future Imperfect module combinations can be found in the Future Imperfect rulebook.
Starting Asset Draft
When using the Starting Asset Draft variant together with the Fractures of Time module, shuffle the four new Asset cards into the deck of base game Asset cards.
Then, instead of giving each player the Starting Assets
depicted on their Path board, give each player:
• 2 Scientists (Active)
• 1 Engineer (Active)
• 1 Operator (Tired)
• 1 Energy Core
• 1 Flux Core
• 2 Water
The rest of the rules (including the number of cards dealt)
are unchanged from the Starting Asset Draft rules described
in the base game rulebook. There will be 12/9/4 excess
cards in a 2/3/4 player game; return these to the box.
Intermediate combinations:
• Fractures of Time + Hypersync (part of the Future
Imperfect Expansion pack)
• Fractures of Time + Quantum Loops (part of the Future
Imperfect Expansion pack)
Expert combinations:
• Fractures of Time + Intrigues of the Council (part of the
Future Imperfect Expansion pack)
• Fractures of Time + Quantum Loops + Hypersync
(both are part of the Future Imperfect Expansion pack)
• Fractures of Time + Pioneers of New Earth (part of the
Classic Expansion pack)
Fractures of Time
and other expansions
Fractures of Time was designed as a standalone expansion,
but it is also playable with certain other modules (available
separately). When mixing modules, please keep in mind
that each additional module increases the complexity
significantly; therefore, we only recommend this to
experienced Anachrony players.
Below are some module combinations we recommend
trying that include Fractures of Time.
Before Impact After Impact Any Era
Additionally, you can freely add any of the following optional
modules and variants to any of the above combinations without significantly increasing the complexity:
• Variable Anomalies,
• Neutronide buildings (part of the Future Imperfect Expansion pack),
• Alternate Timeline (part of the base box), or
• Starting Resource Draft (part of the base box).
Beyond the recommended setups, you can experiment with
other combinations as well, but the following combinations
are not supported:
• Fractures of Time + Doomsday (part of the Classic Expansion pack) and
• Fractures of Time + Guardians of the Council (part of the Classic Expansion pack).

only recommend this to experienced Anachrony players Below are some module combinations we recommend trying that include Fractures of Time Before Impact After Impact Any Era Additionally you can freely add any of the following optional modules and variants to any of the above combinations without significantly increasing the complexity Variable Anomalies Neutronide buildings part of the Future Imperfect Expansion pack Alternate Timeline part of the base box or Starting Resource Draft part of the base box Beyond the recommended setups you can experiment with other combinations as well but the following combinations are not supported Fractures of Time Doomsday part of the Classic Expansion pack and Fractures of Time Guardians of the Council part of the Classic Expansion pack

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17 16
Game End: Score 1 VP for each of your Warp tiles remaining on the Timeline (effectively reducing their VP penalty).
517 RIFT POWER TRANSMITTER
Passive: Whenever you advance on the Time Travel track, you may pay 1 Flux Core to retrieve one of your Free Action markers from a building or a Superproject.
Game End: Score 1 VP for each Power Plant you have.
518 WORKFORCE AUGMENTATION
Additional Cost: Spend 1 Energy Core.
Passive: When you take the Recruit Action, gain the respective Recruit bonus twice. You may choose two different bonuses if you recruit a Genius.
Game End: Score 1 VP for every fourth Worker (in the Tired or Active column) you have.

Building details
Replacement buildings
215 B: Passive: When you take the Construct Action, you may substitute 1 T/U/G with 1 W.
301B: Free Action: Receive 2 W. When you construct this building, immediately gain 4 W.
302B: Free Action: Receive 2 W. When you construct this building, immediately gain 4 W.
303B: Free Action: Receive 2 W.
304B: Free Action: Receive 3 W.
313B: Any Worker: Spend 1 U: Receive 5 W + 1 VP.
314B: Any Worker: Spend 1 G: Receive 5 W + 1 VP.
403B: Any Worker (dies when retrieved): gain 1 powered up Exosuit and 2 W.

Fractures of Time buildings
Power Plants
116: Operator: Roll the Flux and Glitch dice to see if you must receive a Glitch (as though you took a Blink Action), then set Focus to a Timeline tile up to 4 Eras before the current Era’s tile. Receive 1 VP.
117: Any Worker: Spend a Flux Core: Set Focus to a Timeline tile up to 4 Eras before the current Era’s tile.
Factories
216: Operator: Receive 2 Flux Cores.
217: Genius: Spend 1 W: Receive 1 T, 1 U, and 1 G.
Life Supports
316: Scientist (kept Motivated): Remove 1 Flux Core from the Fracture Device, receive 2 W.
317: Passive: Each time you Blink, receive 1 W.
Note: This building counts as 4 towards the highest sum of Time Travel ranges Game End Condition.

Note 1: Placing the second Warp tile does not trigger the Alternate Timeline bonus/penalty again.
Note 2: During Untangling the Continuum at the end of the game, having two tiles on top of each other still counts as -2 VPs each, for a total of -4 VPs.
Note 3: An ability that lets you retrieve one Warp tile (for example upon gaining an Anomaly) still lets you retrieve the top one only.

Appendix
Abbreviations: Water (W), Uranium (U), Gold (G), Titanium (T), Neutronium (N), Victory Point (VP), Any amount (x).

receive 2 W 317 Passive Each time you Blink receive 1 W Note This building counts as 4 towards the highest sum of Time Travel ranges Game End Condition Note 1 Placing the second Warp tile does not trigger the Alternate Timeline bonus penalty again Note 2 During Untangling the Continuum at the end of the game having two tiles on top of each other still counts as 2 VPs each for a total of 4 VPs Note 3 An ability that lets you retrieve one Warp tile for example upon gaining an Anomaly still lets you retrieve the top one only Appendix Abbreviations Water W Uranium U Gold G Titanium T Neutronium N Victory Point VP Any amount x

Technology card details
501 NEUROSTIMULATION
When gained: Move one space to the right on your Morale Track.
Passive: When increasing your Morale with the Morale track at its maximum, gain 2 VPs (in addition to the printed reward of the Morale track).
502 ADVANCED TIME PROCESSOR
Passive: When Constructing a Power Plant, spend 1 fewer N.
Game End: Score 1 VP for each Power Plant you have.
503 BYPRODUCT CONVERTER
Additional Cost: Spend 1 G.
Passive: After Constructing a Factory, gain 2 T.
Game End: Score 1 VP for each Factory you have.
504 NANO-FILTERS
Passive: After Constructing a Life Support, gain 3 W.
Game End: Score 1 VP for each Life Support you have.
505 FUSION REACTOR
Passive: When Constructing a Lab, spend 1 fewer U and 1 fewer W.
Game End: Score 1 VP for each Lab you have.
506 VALLEY OUTPOST
Once: During a Construct Action, you may instead build one building (of any type) off-board for 2 T. (It still counts for Evac conditions, etc.)
Game End: Score 1 VP per completely filled row on your Player board.
507 EXOSUIT BAY EXTENSION
Passive: Gain an additional Exosuit Bay hex. During later Power Up Phases you may use this to power up another Exosuit at a 2 W cost or receive 1 W income as usual. (Use the Exosuit Bay extension tile.)
508 GLITCH ABSORBER
Free Action: On your next Blink Action, do not roll the Glitch and Fracture dice.
Game End: Gain 1 VP for each Glitch you have in play (effectively reducing their VP penalty).
509 SECRET PROJECT
Once: During a Construct Action, you may build one Superproject off-board, at a one Breakthrough discount.
Game End: Gain 2 VPs for each Superproject you have.
510 ECO-CHARGER
Ongoing: In the Power Up Phase, each empty Exosuit Bay hex produces one additional W.
Game End: Gain 1 VP for each unspent Energy Core you have (maximum 5 VPs).
511 COVERT OPERATIONS HQ
When gained: Draw two random unused Endgame Condition cards and keep one. Only you may meet that Condition for the usual 3 VPs.
Game End: Gain 1 additional VP for each shared Condition you meet.
512 ANOMALY NEUTRALIZER
Free Action: Spend a Genius (from the Tired or the Active column) OR 1 N to remove an Anomaly.
Game End: Score 1 VP per empty building space on your Player board (maximum 5 VPs).
513 FRACTURE DEVICE CAPACITOR
When gained: Upgrade your Fracture Device once without taking an Action or spending a Breakthrough.
Game End: Score 1 VP for each time you upgraded your Fracture Device (including free Upgrades).
514 FLUX SCRUBBER
Passive: During the Clean Up Phase, you may remove 1 Flux Core from your Fracture Device.
Game End: Score 1 VP for each Operator you have (maximum 5 VPs).
515 BLINK SUPPRESSION BYPASS
Free Action: Spend 1 W: on your next Blink Action, you may Blink out of the Amethynia Valley. This includes Blinking to another Action space in the Valley.
Game End: Score 1 VP for every second Flux Core on your Fracture Device.
516 COMPOUND WARP
Additional Cost: Spend 2 W.
Passive: During Warp Phase, you may Warp 1 additional tile (for a total of 3) on top of another of your Warp tiles (on the same Timeline tile). You receive the benefit of both, but the stack counts as one during following Paradox Phases. You may pay back and retrieve either the top tile or both tiles with a single Set Focus Action, advancing on the Time Travel track for each retrieval.

Labs
416: Passive: You can stack up to 2 Glitches on this building instead of the target shown on the Glitch die. These Glitches have no effect, but they still count as -2 VPs at the end of the game. You may remove these Glitches using the normal means.
417: Free Action: Spend 1 N to receive 2 Flux Cores, or 2 Flux Cores to receive 1 N. Either way, receive 1 W.

same Timeline tile You receive the benefit of both but the stack counts as one during following Paradox Phases You may pay back and retrieve either the top tile or both tiles with a single Set Focus Action advancing on the Time Travel track for each retrieval Labs 416 Passive You can stack up to 2 Glitches on this building instead of the target shown on the Glitch die These Glitches have no effect but they still count as 2 VPs at the end of the game You may remove these Glitches using the normal means 417 Free Action Spend 1 N to receive 2 Flux Cores or 2 Flux Cores to receive 1 N Either way receive 1 W

Interlocking buildings
These buildings have three or four one-time abilities, each pointing in a cardinal direction. Each ability can be triggered once:
• Immediately, when the Interlocking building is built if there is a building or Superproject (not an Anomaly) on the building space the ability’s arrow is pointing at
OR
• Later, when a building or Superproject is constructed to cover the building space the ability’s arrow is pointing at.
218: Left: Receive 1 T. Up: Receive 1 N. Down: Receive 2 U. Right: Receive 2 G + 1 VP.
318: Left: Receive 3 W. Up: Receive 4 W. Right: Receive 3 W + 1 VP. Down: Receive 4 W.
418: Left: Perform a Research Action (without placing an Exosuit). Up: Perform a Recruit Action (without placing an Exosuit and as if you placed an Administrator). Right: Perform a Construct Action (without placing an Exosuit and as if you placed an Engineer) and additionally receive 1 VP.
Note: Path of Harmony playing on the B side of their player board may be able to activate an ability more than once by removing a building using their ability and then building another one there.
Important: Anomalies do not trigger the abilities.
If you construct an Interlocking building in the first/ third column, its left/right ability (respectively) will never trigger.
118: Left: Set Focus to a Timeline tile up to 4 Eras before the current Era’s tile. Right: Set Focus to a Timeline tile up to 4 Eras before the current Era’s tile. Receive 1 VP. Down: Return one of your Warp tiles from a Timeline tile to your supply (without scoring VPs).

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19 18
Sensor Upgrade:
Can only be taken by a Scientist. Spend 1 W to place a Breakthrough on the designated slot. Then receive 1 Flux Core.
Superproject details
Blink Stabilizer
Passive: Whenever you roll the Flux die, subtract 2 from the rolled value (minimum of zero).
Fracture Duplicator
Free Action: Immediately perform a Blink Action, including resolving the space where the Exosuit is moved to. Place one of your Flux Cores on the Fracture Device as normal. Do not roll the Fracture and Glitch dice (as if you used an Operator to Blink).
Leader abilities
Path of Unity Leaders
Note: Since you only have four Leaders to activate, you will have no ability in one of the five Eras (of your choice).
Note: This Anomaly counts as minus 2 towards the “highest sum of Time Travel ranges” Endgame Condition.
Variable Anomalies details
X01 Passive: At the beginning of each Clean Up Phase, spend all but 3 of your W.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X02 Passive: At the beginning of each Clean Up Phase, spend 3 W or move one space to the left on the Morale track.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X03 Passive: Your Workers are never kept Motivated. When performing the Supply Action (but not when Forcing Workers), 1 of your Workers stays in the Tired column.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X04 Passive: When placing a Genius in an Exosuit, you MUST spend a 1 VP token. This does not include Blinking with a Genius already placed in an Exosuit. If you do not have a 1 VP token to give, you may not place the Genius.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X05 Passive: The range of your Power Plants is decreased by 2 (minimum of 1 each).
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X06 Passive: Place a “Hex Unavailable” tile on one of your Exosuit Bay hexes. You may no longer power up Exosuits on this space, nor do you receive any W income for it. Remove the tile when you remove this Anomaly.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X07 Passive: Whenever you spend an Energy Core, you MUST spend 1 W. If you do not have any W to spend, you may not spend Energy Cores.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X08 Passive: At the beginning of Paradox Phase, if you have 4 or more Warp tiles on the Timeline, immediately receive 1 Paradox. You still roll for Paradoxes as normal, even if this triggered an Anomaly.
If you receive this Anomaly before Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X09, X10, X11, X12 No effect.
When you receive this Anomaly, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X13 Any Worker (kept Motivated): Receive 2 W. If you receive this Anomaly after Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X14 Any Worker (kept Motivated): Receive 1 T. If you receive this Anomaly after Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X15 Genius: Return one of your Warp tiles from a Timeline tile to your supply (without scoring VPs).
If you receive this Anomaly after Impact, you may choose to retrieve one of your Warp tiles from any Timeline tile back to your supply.
X16 Scientist: Perform a Research Action, and gain a Paradox.
Eldrin: Flux Mastery
(Action, Scientist):
Perform one of the
following Actions, as
shown on your Fracture
Castien: Perseverance:
When you Blink with an
Operator, you may spend
1 W to place the Operator
in the Active column
instead of the Tired one.
Thalia: Diplomatic Favors:
At the beginning of the
game, randomly select one
unused Leader of each
of the original four Paths.
Important : X16 does not let you retrieve one of
your Warp tiles.
IMPORTANT:
The Paladin Exosuit starts the game with
a Power value of 1 by
default.
Exception: Activating High Sunwalker Amena in a
post-Impact Era removes one of your Hex Unavailable
tiles-but only for that Era. She has no effect in a pre-
Impact Era.
Before the Paradox Phase of each Era, you may select one of the four to activate. Use the activated Leader’s ability for the current Era, then remove the activated Leader from play at the end of the Era.
Fracture Inverter
Free Action, spend 2 W: Place a Worker in one of your
empty Exosuits, and activate the Action space that Exosuit
is currently on. Worker restrictions still apply, but do not pay
the space’s W cost or receive any printed bonus (Collapsing
Capital tiles, etc) again.
Amethynia Technology Center
Immediately when built: Draw the bottom five cards of
the primary Technology deck, and gain two of them (only
paying their additional costs printed in the top right corner,
if any). Return the rest to the bottom.
Far-future Plantations
Passive: Whenever you advance on your Time Travel track you receive 1 Flux Core.
Device: Remove Glitches, Remove Flux Cores, or Upgrade Fracture Device.
PALADIN EXOSUIT UPGRADE TILE
You may only have at most 1 Breakthrough of each of the three different shapes on this slot.
Power Upgrade:
When taking this Action,
you may place 1 T/U/G (to
a maximum of 4 per game) to increase the Power value
by 2 or place 1 Flux Core
(to a maximum of one per
game) to increase the Power
value by 3.
Note: This is a Free Action, which means you may still
place a Worker or even Blink again.

any Return the rest to the bottom Far future Plantations Passive Whenever you advance on your Time Travel track you receive 1 Flux Core Device Remove Glitches Remove Flux Cores or Upgrade Fracture Device PALADIN EXOSUIT UPGRADE TILE You may only have at most 1 Breakthrough of each of the three different shapes on this slot Power Upgrade When taking this Action you may place 1 T U G to a maximum of 4 per game to increase the Power value by 2 or place 1 Flux Core to a maximum of one per game to increase the Power value by 3 Note This is a Free Action which means you may still place a Worker or even Blink again

---

21 20
Base condition: Have the second
building space covered (with
either a building, an Anomaly, or a
Superproject) in each building row
on your Player board (6 VPs).
Additional reward: Your Evacuation
Action is worth 2 additional VPs for
each Operator you have when you
Evacuate.
Whenever you take a Supply Action, you may remove
1 Glitch. Whenever you Force Workers, you may choose
to gain 1 Paradox and 1 Flux Core.
New Leaders for existing Paths
New Endgame Conditions
Fractures of Time
Variable Anomalies
Princess Zuriel (Path of Harmony): For The Greater Good:
Prophet Augurus
(Path of Salvation):
Time Stream Wanderer
(Free Action):
S.O.T.E.R.
(Path of Progress):
Flawless Planning:
Indoctrinator X enara
(Path of Dominance):
Operator Indoctrination
(Free Action):
The player(s) with the most Flux Cores on
their Fracture Device at the end of the game
receive(s) 3 VPs.
The player(s) with the most Technologies at
the end of the game receive(s) 3 VPs.
The player(s) with the most Anomalies on
their Player board at the end of the game
receive(s) 3 VPs.
New Collapsing Capital tiles
Collapsing Capital tile bonuses always apply in addition to
the respective standard Action. The new tiles are placed on
top of the base game ones, and only the top one’s (visible)
effect applies.
Evacuation Conditions
for Path of Unity
The Brightest Beacon
Asymmetric Player Board
B side for Path of Unity
Morale & Supply: Supply is restricted to a Genius and is
never Motivated. It costs 3/3/4/4/5/6/8 W, respectively.
If you are already at the maximum of the Morale track
when Supplying, gain a Technology (only paying additional
printed costs, if any) instead of VPs.
Building Costs: The second spot of each building row costs
1 additional Flux Core. When constructing a building (not
an Anomaly or Superproject) in the third spot of each row,
immediately gain 2 Flux Cores.
Other: You can place 1 Glitch on the Player board instead
of the target shown on the Glitch die. This Glitch has no
effect, but it still counts as -2 VPs at the end of the game.
You may remove this Glitch using the normal means. This
slot does not absorb either of the two starting Glitches.
Research
Recruit
Construct
Spend 1 U/G to gain 1 Technology.
Gain 2 Flux Cores.
Remove a Glitch.
Look at the bottom 3 tiles of one primary
building stack. You may choose to build
one of those instead of the buildings on
top of the stacks. If you do, gain 1 VP.
Remove a Flux Core from your Fracture
Device and also upgrade it at no
Breakthrough cost.
Spend 1 W to choose one of the following
twice: remove a Flux Core or remove a
Glitch.
Receive an Operator from the Supply.
Retrieve 2 of your Workers (using the
same rules as the Recall Free Action).
Spend 1 T/U/G to remove an Anomaly.
Set Focus to the previous Timeline tile; then, roll the Flux and Glitch dice (as though you took a Blink Action), and add 1 to the Flux die’s result.
When you take the Research Action, receive an additional
bonus depending on the shape of the Breakthrough taken.
Triangle: Remove 1 Flux Core from your Fracture Device.
Circle: Receive 1 Flux Core. Square: Receive 2 W.
Spend an Operator (from the Tired or the Active column)
to receive a Genius (from the supply) and 2 VPs.
Dawn of a New Future
Base condition: Have your Fracture
Device fully upgraded in order to
Evacuate (2 VPs).
Additional reward: Your Evacuation
Action is worth 4 additional VPs for
each set of one Technology and two
Tired Workers you have when you
Evacuate.

---

23 22
Path of Progress
Fracture Device track: There are 7 spaces visible at the beginning of the game. The covered Flux Core spaces score 2/4/6 VPs at the end of the game.
Upgrade Fracture Device Action: The Action costs 3 W, but after using, you receive 3 VPs (instead of 2 VPs).
Remove Flux Core Action: Free Action but costs 1 W.

Path of Dominance
Fracture Device track: When placing a Flux Core on the 3rd space, you must additionally spend 2 W. When you first place a Flux Core on the 5th and 8th spaces, you receive 1 T from the supply.
Upgrade Fracture Device Action: There is no Free Action option. There is an additional Action space, limited to Genius (which is kept Motivated), but after using, you receive only 1 VP (instead of 2 VPs).

Path of Unity
Fracture Device track: There are only 5 spaces visible at the beginning of the game. The covered Flux Core spaces score 0/2/4/6/8 VPs at the end of the game. When you place a Flux Core on the 3rd and 5th spaces, you must additionally spend 1 W. When you first place a Flux Core on the 4th space, you receive a Genius (from the supply, to your Active column). When you first place a Flux Core on the 6th space, you receive 2 Flux Cores.
Upgrade Fracture Device Action: The Free Action costs 1 N, but after using, you receive a random Breakthrough (roll both dice).

Path of Harmony
Fracture Device track: There are only 5 spaces visible at the beginning of the game and only 9 spaces total. When you first place a Flux Core on the 6th, 7th, 8th, and 9th spaces, receive 2 W.
Upgrade Fracture Device Action: When using the Action option, you may also remove 1 Flux Core from your Fracture Device.
Remove Flux Core & Glitch Action: Replaces the two separate Actions. It costs 2 W to use, and you can remove either 3 Flux Cores OR 3 Glitches (but not a combination of Glitches and Fluxes).

Path of Salvation
Fracture Device track: The covered Flux Core spaces score 1/2/3/10 VPs at the end of the game. When placing a Flux Core on the 4th space, you must additionally spend 1 U. When you first place a Flux Core on the 3rd, 8th, or 9th spaces, you receive 1 Flux Core. When first placing a Flux Core on the 7th space, you receive 2 VPs.
Remove Glitch Action: Free to use, limited to Engineer, who is kept Motivated. Only removes 1 Glitch.

Credits
Game Design
Dávid Turczi
with Viktor Peter
and Richard Amann
Game Development
Robin Hegedűs
Frigyes Schőberl
Artwork
Richard Amann (Creative & Art Direction)
Villő Farkas (Art Direction & Graphic Design)
Anna Radnóthy (Graphic Design)
István Dányi (Character illustrations)
Csilla Kiskartali (Illustrations)
Tamás Baranya (Lineart)
Krisztián Hartmann (3D art)
Rulebook
Written by
David Turczi
Viktor Peter
Edited by
Ágnes Kismárton
Frigyes Schőberl
Emanuela Pratt
Robert Pratt
Playtesters
Emanuela and Robert Pratt, Wai-yee, John Albertson, Nick Shaw, Sara Tippey,
Kieran Symington, Anthony Howgego, Ben Hodgson, Denholm Spurr, Fabio Lopiano,
Thomas Vande Ginste, Filip Murmak, Miroslav Podlesni, Darren Kisgen, Adrian Schmidt,
Alex Batterbee, Michael Brown, Dean Morris, Giampaolo Brunetti, Frank Calcagno, Ruben Hegedűs,
Bence Hegedűs, Ádám Búza, László Dudogh, and many more, in the UK, Hungary, and worldwide...
Copyright, 2020, Mindclash Games and its affiliates.
All rights reserved to their respective owners.
Mindclash Games is located at
14271 JEFFREY RD. #344, Irvine, CA , 92620
and can be contacted at info@mindclashgames.com.
Note: B side of the Fracture Device Upgrade tile is the
same as the A side.
Fracture Device
Asymmetric B sides

---

ICONS EXPLAINED
Technology
Technology Endgame Bonus
Flux Core
Fracture Device Upgrade Tile
Glitch
Operator
Flux die
Fractures of Time module
Remove
Variable Anomaly
Top of the deck/stack
Replacement building
Bottom of deck/stack
Interlocking building
Look at the indicated
number of pieces
Retrieve Path Marker
from buildings and Superprojects
Uranium/Gold
Recall
Valley Capital Action
Upgrade Fracture Device
Assimilate
Extract
Remove Flux Cores
Remove Glitches
Leader card

---

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