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T.I.M.E. Stories: Expedition Endurance (Time Stories)

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T.I.M.E. Stories: Expedition Endurance - 1914 NT is the fourth T.I.M.E. Stories scenario, about an expedition to Antarctica during the 1st World War.

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Description

T.I.M.E. Stories: Expedition Endurance - 1914 NT is the fourth T.I.M.E. Stories scenario, about an expedition to Antarctica during the 1st World War.

1914 NT: What really happened to the crew of the Expedition and their Imperial Trans-Antarctic Expedition?

You've never been on a run like this before… Time has burped and buckled around the year 1914 and the Expedition's trans-Arctic expedition. History says the expedition failed, but history is rapidly changing, and if you don't repair this temporal rift, history—and your reality—may fall apart completely.

In the Expedition: Endurance expansion for T.I.M.E. Stories, when Bob gives you the mission, he appears as stressed as he's ever been. "Alright kiddos," he begins, "I won't hide that the situation is dire." He goes on to label the anomaly as one of "the worst sort."

Meanwhile, Sam and Laura are conspicuously absent. It's clear that tensions are running high. The office isn't functioning at one-hundred percent. And to top it off, Bob suspects the intervention of supernatural forces…

Death and Madness

From the moment you shift consciousness from your body in its caisson to your receptacle in the frozen interior of the Expedition, you'll notice two things above all else:

First, you'll find yourself surrounded by death. Things are cleary not what they were meant to be. History has unraveled to a profound and disturbing degree. And while the Antarctic cold begins numbing your extremities, you'll recognize the need to solve this mystery quickly. The stakes are clearly life and death.

Second, you'll feel your dread gnawing at you. Whether it's the cold or the death or something else entirely, you'll find that there's something about this specific mission that is truly and deeply unsettling. Accordingly, all the receptacles of Expedition: Endurance come with a measure of Sanity, and you can expect this Sanity to be strained and tested, even as you deal with the physical challenges of life in a setting where the temperature can plunge as low as forty-five degrees below zero.

Broken Time. Frozen in Terror.

Few games are as immersive as T.I.M.E. Stories. Its innovative mechanics permit truly cooperative approaches to mysteries and adventures of all varieties. And these mysteries are just as free as the members of the T.I.M.E Agency to go anywhere, in any era, and allow you to become anyone.

You could slip into the body of a warrior in a Middle Ages infused with magic. You could open your eyes to find the blinding sun reflected on the waters of the Nile. Or you could shift into a body that's nearly frozen, possessed by an individual whose mind is beginning to crack…

You may hear the groaning of the wooden frame around you as it strains against the ice that's trapped it. You may need a moment to adjust your eyes to the dim light before you see the traces of frost along the walls. Then, as you explore the ship, looking for clues as to what has happened, you may find yourself stumbling deeper into a mystery of circumstances far more terrifying than you may have ever imagined.

What will you find when you begin exploring the beautifully illustrated and intricately woven stories of Expedition: Endurance? You can only hope you find the cause of the temporal fault before you end up too scarred by your efforts to repair it.

About T.I.M.E Stories

Welcome agents! The T.I.M.E. agency needs you. The fabric of the universe and its parallel worlds are threatened by intrusions. The T.I.M.E. agency sends agents to eliminate these dangers.

T.I.M.E. Stories is a narrative game, a game of decksploration. Each player is free to give their character as deep a role as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.

At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the amount of players. Each attempt is called a run; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles.

When your mission ends, your exploration of the T.I.M.E. Stories world can continue with additional scenarios!

T.I.M.E. Stories Honors

  • 2015 Golden Geek Best Board Game Artwork/Presentation Nominee
  • 2015 Golden Geek Best Innovative Board Game Nominee
  • 2015 Golden Geek Best Thematic Board Game Nominee
  • 2015 Golden Geek Board Game of the Year Nominee
  • 2015 Tric Trac Nominee
  • 2016 As d'Or - Jeu de l'Année Expert Nominee
  • 2016 Kennerspiel des Jahres Nominee

T.I.M.E. Stories: Under the Mask is a scenario for the T.I.M.E. Stories base set. A copy of the base game is necessary to play. More scenarios await:

  • The Marcy Case (Thriller set in the United States 1992 NT)
  • The Prophecy of Dragons (Sword and Sorcery set in the Middle Ages 7753 AT)
  • Under the Mask (Pharonic Egypt set in Egypt -1146 NT)
  • Expedition Endurance (Mystery set in Antarctic 1914 NT)
  • Lumen Fidei (Supernatural investigation set in 15th Century Spain)

Contents: 115 cards, rules.

Features

Number of Players 2 to 4
Playing Time 90 minutes
Suggested Ages 12 and up
Mechanics co-operative play, dice rolling, roleplaying, storytelling, variable player powers, voting, time travel, adventure, science fiction, thematic, T.I.M.E. Stories
Designer Bittler, Bernard
Publisher Asmodee Editions
Year Published 2017
Binding Box
Condition New

Accessories

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