We have now mastered time travel, but faults and paradoxes threaten the very fabric of the universe.
The T.I.M.E. Agency has been created to prevent their appearance and protect humanity.
Welcome all of you.
As temporal agents, you and your team will be sent into different worlds or realities, into the bodies of other beings (or “receptacles”). You will control these receptacles to fulfill the missions given to you.
Communicate and collaborate to triumph over the perils standing in your path.
Carefully observe the scenes shown on the board before acting.
Complete your mission as quickly as possible. Know that you can attempt the mission as many times as necessary.
Each Tachyon Insertion allows us to send your mind into the receptacles, but it costs the agency a small fortune, so don’t disappoint us!
T.I.M.E Stories is a narrative board game.
Players will live adventures in various worlds, through the eyes and characteristics of their character.
They will have to fight, search, discuss, and be clever and convincing to the characters they meet… and sometimes even the other agents.
Each player will be able to include the dose of “roleplay” they want into the character they’ll have chosen. But they will also need to optimize their actions.
Each scenario contains a new world, new characters, new rules, and new surprises.
The basic box contains the T.I.M.E Stories system and the Asylum scenario.
2 to 4 players.
Aged 12 and up.
Duration of a game: approximately 90 minutes per session (a save system is included in the box, allowing you to play a scenario over multiple sessions).
Mouse over an element to get its description
A scenario is made up of a deck of cards, representing the locations, the characters, the items, and everything the players may discover during their mission.
A location is presented to the players as their character sees it.
Each player places their agent above the single card which interests them.
Each player reads the card thus explored.
They will discover information, clues, traps, or enemies…
Different scenarios will come to enhance the T.I.M.E Stories experience.
The basic box is required to play each of these scenarios, which are also independent from one another, and which can be played in the order you want to.
A mysterious epidemic strikes a peaceful American city. Save young Marcy. Save the future.
Has helped with the writing of this scenario: Nicolas Normandon
Development: Sébastien Pauchon
Artwork: Looky and Pascal Quidault
The middle ages aren’t what they used to be! Explore another reality where magic changed everything.
Scenario: Manuel Rozoy
Development: Sébastien Pauchon
Artwork: Vincent Dutrait and Pascal Quidault
Release: 4th quarter 2015
Enter the Valley of kings and unravel a pharaoh’s secret.
Has helped with the writing of this scenario: Guillaume Montiage
Development: Sébastien Pauchon
Artwork: Gaël Lanurien and Pascal Quidault
Sortie : 1er trimestre 2016
T.I.M.E Stories is a complete system, allowing you to live many adventures… but also to make your own. You’ll find here all of the elements required to create your own scenarios, such as icons, and card layouts. All of these elements are reserved for personal use. They are not intended for commercial use.
At the dawn of the 21st century, Manuel Rozoy revealed the existence of the T.I.M.E. Agency. After having explored a number of parallel gaming space-times – from the head editor of defunct Games on a Board, to being the head of the Boardgame Creator contest, while working for fifteen years of theater direction or even teaching the history of games – he has finally returned to Earth, in 2015, where he now works as Senior Game Designer for the Ubisoft-Paris game studio. This cover allows him to work in tight collaboration with Bob the instructor and the delicate Laura in order to… grrrhzzz... soundly defeat… bzzzzzs...
enemies of the consortium… ffffffffffff… connection lost... TRANSFER!
There’s a problem working with the Space Cowboys, and it’s a big one at that!
Imagine: We illustrate the cards, the boards, and the covers. We stack the various worlds, the styles. We share, we joke, we write e-mails that we could have never thought about writing a colleague (I’ll let you imagine those) and we’re paid to do that! How am I supposed to return to work for the socio-cultural center from St-John of Middle of Nowhere for their annual celebrations of Nothing of Importance after that? Huh?
I’m not thanking you, sirs from Space Cowboys.
A small player since always, a bit more than when I have free time, I’m the friend of the Kami and the stick bugs, in turn cube player and pusher, or even monster crusher, lost at the bottom of a well. I fell into the fabled red box as a kid and I never got out.
After having studied sociology, I worked in the world of videogames: from educational to the writing of worlds. I then returned to my first love, sociocultural animation. These days, I have the chance to be able to make a living from my passion and the pleasure of being able to transmit the fun of games to a broad public, I’m a gaming librarian. A large thanks to Manu who roped me into his inter-temporal trip. Asylum is an homage to Maléfices, the sulphurous-smelling French roleplaying game, but shhh! I won’t say more than that.
Normandy born and bred, I was born in Caen in the Calvados, and for as long as I can remember, I’ve always drawn!
After many scholastic adventures, I found enlightenment at Art School.
My diploma in my pocket, I left to live in the capital and I first started as a computer assisted artist in the luxury domain. Far from my world of predilection, one day I decided to leave it all behind and attempt the edventure and commit myself, body and soul, to my neverending passion: drawing! I had the chance to work as a Concept Artist at Gameloft and even Lightbulb Crew, and I now work as a freelance artist. So it’s with pleasure that I replaced Benjamin in this story. The difficulty with the project was then to keep the same style as the one he started with, I hope you’ll enjoy it…
Benjamin Carré is a digital artist who works in many domains. Mainly known for his hundreds of images for novel covers (Sci-Fi, Fantasy) or comics (Star Wars, Mass Effect, Lantern City, Blade Runner). He is also a comic book writer (Smoke City and Vampires²). At the same time, Benjamin also works as a concept artist for videogames (Alone in The Dark 4, Cold Fear, I Am Alive, Star Wars Journey, Heroes of Might and Magic, Rage of Bahamut, Speed Racer) and cinema (Transformers 4, Prey, Walled In). Finally, you can find his work in a number of roleplaying games and boardgames (Nephilim, Retrofutur, Libertalia, T.I.M.E. Stories, Divinare).
Zombie for one day, a zombie forever. Since his early years, little Nicolas has been fascinated by others’ brains. Did he eat some with each family meal? Did he live above a butcher shop? Whatever the case, grey matter is an ingredient he is not short on, whether to multiply the gaming creations, or to give you a faceful of it after a die roll. From Raving Rabbids (Ubisoft) to the survivors of the Zombie apocalypse (Mall of Horror, City of Horror), this Senior Game Designer stretches himself out to offer you adventures which are guaranteed to be 100% stunning. Should we give you another serving?
A young self-taught artist born in 1987, Looky first became known and noticed on the internet, by exhibiting his works on various visual art-based forums. The Editions Soleil noticed him on one of these and offer to “take him pro” and commit fully to his passion – drawing!
Since then, he’s varied his style by going from fantasy with “La Geste des Chevaliers Dragons" or “Snow White” to Sci-Fi worlds with the recent “HERCULE” series he publishes with Jean-David Morvan.
Since the release of the “Snow White” tome, created in parallel with the release of the movie by Universal, Looky often works as a creative duo with Dem, drawing with 4 hands.
Né en 1976, j’ai grandi dans le sud de la France sur les bords de la Durance. En 1994, j’intègre la prestigieuse école lyonnaise d’Arts Appliqués Émile Cohl, et en ressort en 1997. Diplômes sous le bras, me voilà enfin libre de m’installer en tant qu’illustrateur indépendant. Après de nombreuses collaborations dans les mondes de l'édition jeunesse et du jeu de rôle, je me consacre désormais principalement aux jeux de société. La réalisation des illustrations de La Prophétie des Dragons fut passionnante et enrichissante. Un sacré challenge, un vrai défi, que de donner corps à l'univers d'Algueria. Avec le diptyque Lewis & Clark / Discoveries publié par les Ludonautes, Time Stories est mon travail le plus abouti et le plus dense. J’ai pu, au fil des très nombreuses cartes et avec une immense liberté, gérer le développement graphique et esthétique d’une aventure épique, asseoir un univers, des lieux, des personnages, des créatures… Transmettre et partager ma vision de cette aventure aux multiples facettes. Un illustrateur comblé !
2008 : Guillaume est co-auteur (avec Jacques Bariot et Thomas Cauet) de Nefertiti, un jeu d’enchères sur le thème de l’Egypte.
2012 : Guillaume est co-auteur (avec Jacques Bariot car il a réussi à se débarrasser de Thomas) de Kemet, un jeu eurotrash sur le thème de l’Egypte.
2012 : Guillaume est auteur (il a réussi à se débarrasser de Jacques), de Meurtre sur le Nil, un jeu d’enquête sur le thème de l’Egypte.
2013 : Les Space Cowboys contactent Guillaume et lui demandent de créer un scénario pour Time Stories. Deux thèmes sont évoqués : Pirate ou Egypte. Guillaume est dubitatif. Mais grâce à l’indispensable collaboration avec Manuel Rozoy, il parviendra au bout de ce défi pharaonique (ah ah ah).
Bonjour, moi c'est Gaël. Après un bac et des études de sociologie, je me suis dit qu'il était temps que je trouve quelque chose de plus sérieux a faire. Ainsi, pour rassurer mes proches et avoir un "vrai métier", je me suis réorienté vers le dessin! J'ai fait mes débuts avec Cyrus production en 2008 où j'ai pu travailler sur de nombreux films d'animation 2d et 3d. Depuis janvier 2011 je suis illustrateur indépendant et je réalise des illustrations pour tout support: jeux, livres, magazines, etc. En 2012 j'ai pu illustrer mes premiers jeux de société, « Cardline Animaux » et « Ginkgopolis ».