T.I.M.E. Stories (game review)

Eurogames, or German-style board games that emphasise strategy, are growing increasingly popular. Gaming cafés, or extensive game libraries that charge cover for several hours’ play and offer food as a convenience/sideline, now crop up regularly in urban centres. London is scheduled to get its third (The Ludoquist, in Croydon, joining Hackney’s Draughts and Richmond’s The Library Pot) later this autumn. As the Anglophone market expands, so too does the range of offerings. The board gaming community, which shares a big ol’ Venn diagram overlap with the SFF community, loves a recent release, and right now T.I.M.E. Stories is one of the hottest games going. It was nominated for a 2016 Spiel des Jahres (the Oscar of gaming, essentially) in the connoisseur/expert category. It combines the core replayability of a Eurogame with a series of stories in which you and between one and three friends are sent traveling through time to stop a disaster. You could re-experience these missions, but as T.I.M.E. Stories is a “puzzle” game; to an extent each story is single-use, somewhat like a pulp mystery novel. It may take you several “runs,” either consecutive or on different days, to complete a given story-mission. If you stop mid-run or mid-mission, T.I.M.E. Stories’ elegantly designed box, which has a place for everything, will allow you to “record” your stopping-point and all relevant details via a series of labeled recesses. T.I.M.E. Stories is also a legacy game, which means that your accomplishments follow you from session to session (to a degree).

Read full review here.

 

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