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The Perfect Moment 1-2 players, 15-30 minutes TheTrueMikeBrown@gmail.

com

Suddenly, a portal opens up and someone walks through it - not just anyone, but
you. Before you can say anything, the other you says, “Shut up and listen. This is
a time machine. You know what you have to do.” As you are handed the
machine, your mind immediately goes back to that One Event that you always
wished that you could have changed.

This is your chance to change it. You see on the readout that the machine is
already primed to go to the exact date and time that you were thinking of. As you
press the activate button, the other you says, “Don’t screw it up like I did.”

Components:
1 deck of 18 cards

Game terms:
Equipment​: cards that a player has in front of them. You are able to activate the ability
on the half of the card that is facing you. Your opponent can activate the ability on the
card that is facing away from you.

Objective: any card that you can score for points, including any card that a player has
already scored for 1 point. See scoring for more info.

Paradox​: a public objective card that is visible to all players. Any player may activate the
ability on the ​Paradox​ which is facing the deck. Additionally, the ​Paradox​ can be scored
by any player.

Revision​: a private objective card that you keep in your hand.

Discard: when you Discard a card, place it on the bottom of the deck. You may Discard
your ​revision​ or ​equipment ​when an item’s ability allows you to do so, but you may not
Discard​ ​cards that you have scored for points.

Equip: when you Equip a card, you place it face up in front of you as ​Equipment​. At the
beginning of the game, you also will Equip a card onto another player by placing it in
front of them.

Return: when you Return a card, place it on the top of the deck. As with Discarding, you
may Return your revision or equipment when an item’s ability allows you to do so, but
you may not Return cards that you have scored for points.
Objective:
The goal of the game is to score the most points before the deck runs out. When the
items on the ​Equipment​ cards in front of you match the items on one of the objective
cards, you can score it for points. You should, therefore, use the abilities provided by
the ​Equipment​ cards in play to adjust your ​Equipment​ in order to match the items
needed to score a card.

Setup:
Shuffle the deck and place it face down in the
center of the table. Place one card face up on the
table to act as the ​Paradox​, orienting the card so
that one side is facing the deck.

Each player draws 4 cards. Whenever they are


ready, each player chooses one card to Equip.
Each player then Equips one card in front of the
other player, and then chooses one card to get rid
of, either Discarding it or Returning it. Each player
should now have two cards ​equipped​, and one card
remaining in their hands. This card is their ​revision​.

During the game you will ​always​​ have two cards


equipped​ and one ​revision​ card.

Play:
The player who finished setup first (by being fastest) goes first. Players take turns until a
player gains 16 points, ends their turn with the deck empty, or tries to take a card from
the deck while it is empty, at which point the game ends.

During each turn, you may activate up to 2 ​Equipped​ cards one


after the other, and then optionally score a card.

Activating an Item:
All cards have two items on them that can be used. One item is
available to the owner of the card, and the other is available to the
other player. The item that appears face up when the owner looks
at the card is the one that is available to the owner of the card (Gun in the example to
the right). The item on the ​Paradox​ that is pointing toward the deck is also available to
both players.

You may only activate an item that is ​Equipped​ by a player or on the ​Paradox​ facing the
deck. When you activate an item that is available to you, you perform its action as
explained on the card. ​Unless specifically stated on the card, your actions may not
affect other players’ cards​.

After any ability is finished being activated, you should have exactly three cards. If you
have more than one ​revision​ (card in hand), Equip cards till you have one ​revision​. Also,
if you ever have more cards ​equipped​ than two, return a card to your hand so that you
have two cards ​equipped​.

Scoring a card:
At the end of your turn, you have the option of scoring one card if you have the correct
equipment​ to score it. If you wish to score, you may either reveal your ​revision​, point to
the ​Paradox​, or point to a card that was already scored (by any player) that is face-up.

You can score the selected card for up to three points, depending on what ​equipment
you have.

● If both items on the selected card match both of the items on your ​equipment​ that
are facing the same direction (either toward or away from you), you changed
history perfectly. Gain 3 points and set aside the card next to you face down
oriented horizontally (to indicate that it was scored for 3 points).

○ Examples of scoring three points:


● If both items on the selected card match one of your items that is facing away
from you and one of your items that is facing toward you on your ​equipment​, you
changed history effectively. Gain 2 points and set aside the card face down
oriented vertically (to indicate that it was scored for 2 points).

○ Examples of scoring two points:

● If one of the items on the selected card matches any of the items on your
equipment​, you changed history incompletely. Set the selected card aside ​face
up​​ near you oriented horizontally (to indicate that it was scored for 1 point).

○ Cards that are scored face up can be scored again if a player can match
both the items on it. You may score the card again for yourself, or your
opponent can score it to steal it from you. In any case, if a card is scored a
second time, the original points from scoring the card are lost, and the
card moves in front of the new owner of the card.

○ Examples of scoring one point:

Once you are done scoring your card, if you don’t have a card in hand, draw a card. If
there is not an ​Paradox​ revealed, reveal a card from the deck to act as a new ​Paradox​.
The player that reveals the new ​Paradox​ decides the orientation that it goes.

Winning:
When someone reaches 16 points or the deck runs out, the game ends immediately.
Each player sums their scores, and the player with the most points wins. If there is a tie,
then the player who had the last turn wins.
FAQs:
Q: ​I can’t fulfill the entirety of the text of an action that I want to activate. What do I do?
A: ​You do as much as you can.

Q:​​ Can I use Armor on the ​Paradox​?


A:​​ No, you may not.

Q:​​ May I trade scored cards with Ring?


A:​​ No.

Q:​​ Where do the cards that are traded by Ring go?


A:​​ They are placed in the hand of the players that traded them. The players then play a
card as equipment if necessary.

Q:​​ What happens when I activate Tickets with only 3 card left in the deck?
A:​​ The game ends. Even if you are only looking at cards from the deck, the game still
ends when you try to draw more cards than there are.

Q:​​ Can I use Ring/Wallet on the ​Paradox​?


A:​​ No. You may not.

Q:​​ Help! I used a Keys to activate a Keys, and now I don’t have a card to play!
A:​​ In this case you cannot play or activate a card for your second Keys since you have
no ​Revision​ (card in hand). Once the cards’ effects end, you will draw back up to the
normal amount of cards and be in a normal state again.

Q:​​ I activated Armor and then Keys and then Armor and then Armor and and then
someone’s Poetry, and then I ended up with 7 cards in play… What the heck?
A:​​ Armor and Keys, when activated in conjunction, can build up a large stack of actions
to perform. Only do them together if you have a good memory. If you end up with
more or fewer cards than you started with, you did it wrong and created a singularity.
To recover from this, draw until you have three cards, or your opponent discards
cards from your hand or equipment until you have three cards. Your opponent may
then score their revision for one point.

PNP: ​available upon request

Icons and artwork by: Mike Brown


The Perfect Moment: Echoes (solo mode designed by Mike Mullins)
Trying to change the past is not without consequences. Your travels are creating echoes in spacetime,
and threatening unwind all of reality! You must complete your objectives before these echoes tear
everything apart.

Setup:​​ Give your opponent (Echo) one face-up equipment card, and put the Paradox in play. Deal
yourself four cards, and do the following:.
● Give yourself one equipment card
● Give Echo an equipment card
● Discard a card
● The remaining card becomes your Revision.

Deal yourself a card from the top of the deck for your second equipment card, and deal Echo a face-down
Revision card.

Gameplay: ​Player turns are identical to the multiplayer game. Whenever a choice must be made, (which
card to trade or the orientation of a card being played), the player may choose.

Echo’s turn sequence:

REVEAL PLANS
Flip the revision face-up, and place it to the right of Echo’s equipment. If any player equipment cards or
the Paradox match the items on Echo’s revision, rotate them to face Echo.

EMBARK ON A MISSION
Echo will attempt to erase a card. Starting from the left of Echo’s Assets (Assets: both of Echo’s
Equipment cards, Echo’s face-up Revision and the shared Paradox), check if both items can be found
anywhere among the other 3 Assets. If so, place the Asset with both items face down into Echo’s Erased
pile. Erased cards are no longer in the game.

EXAMPLE: Echo's
middle equipment card
matches the wallet on
the left and the tickets in
the paradox. So it would
be a 2 part match,
placing it face down into
the score pile.
PLAN B (Skip if above mission was successful)
Discard the left-most equipment card that does not match any keywords, and draw a replacement, placing
it on the right. Echo attempts to erase a card once more, looking through it’s assets from left to right and
taking any card that has both items found on other Asset cards. If both are matched, take the card and
place it face down into the Erased Pile. If there are none, take the first card starting from the left that
matches 1 item in the Assets, and place it face up as Echo’s Fading card. If there is already a Fading
card, the previous card is flipped over and moved to the Erased Pile.

NOTE: Fading cards function the same as 1 point fixes, and may be scored as 2 or 3 points.

EXAMPLE: There were


no double matches, so
the Tickets on the left
match the Tickets in the
middle. The leftmost card
is scored face up,
everything else shifts to
the left, opening up a
new revision space. A
new revision is dealt face
down and the turn ends.

RECOVER
Echo must end the turn
with 3 cards (from left to
right - 2 equipment and a
face-down revision). A
Paradox must also be in play.
● If no revision - deal the top card of the deck face down
● If revision is face-up - discard it and deal the top card of the deck face down
● If no paradox - deal the top card of the deck

Game end:
If the player ends a turn with the deck empty, or the player attempts to draw a card and cannot, the game
ends immediately.

Add up your scored cards. Echo’s cards are not counted.


14 pts and below: Existence is unmade.
15-17: You save reality by sacrificing yourself
18-20: It worked! Everything is as it should be (true victory)
21+: You are the master of space and time

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