Game rules

Anachrony rules: how to play and how to score

Reviewed on 21 October 2026 against the publisher’s rulebook. How we check

Anachrony plays 1 to 4 players: everyone leads one of humanity’s Paths before and after an asteroid impact, borrowing assets from their own future. Here are the essential rules, setup and final scoring, based on the official Essential Edition rulebook.

Players
1 to 4 (solo against the Chronobot)
Play time
Up to 2 hours
Winner
Most points; on a tie, the most Water, then Resources

Anachrony quick rules

The goal
You lead one of the four Paths that share a ravaged Earth. An asteroid will strike at the end of the fourth Era. To prepare, you construct buildings and Superprojects, make Breakthroughs and borrow assets from your future. The game lasts seven Eras at most, and the most Victory Points wins.
One Era
Each Era has six phases: Preparation (a new Superproject, buildings shifted, Recruit and Mine pool cards), Paradox from the second Era on, powering up Exosuits, Warp, Action rounds, then Clean up.
Exosuits and Action rounds
To act on the Main board, a Worker rides in a powered-up Exosuit. At the start of the Era, you place up to six on your Player board: those on the three bottom slots cost one Energy Core, and each empty slot gives one Water. On your turn, you place a Worker in an Exosuit on the Main board, or on its own on your Player board, or you pass. Each Free Action comes on top, once per Era.
Your Workers and your Morale
Scientists, Engineers, Administrators and Geniuses (who act as any of them) get tired after an Action, unless it keeps them Motivated. The Supply Action gets them back to work for Water and raises your Morale; the Force Workers Free Action costs no Water but lowers your Morale. Morale scores points at the end, or costs you some.
The Main board
Construct places a building or the Superproject in your Focus (no Administrators; an Engineer pays one Titanium less). Recruit brings a Worker and a bonus (no Scientists). Research, for Scientists only, gives a Breakthrough. These three Actions have few spaces; the World Council lets you take a full one, and its left space makes you First Player. There are also Mine Resource, Purify Water and Trade with Nomads.
Time travel
In the Warp phase, everyone secretly picks zero, one or two Warp tiles and gets their assets right away. Later, a Power Plant moves your Focus to the tile’s Era: you pay the asset back, take the tile back and your Time Travel marker advances. On each Era, whoever has the most Warp tiles rolls the Paradox die; at your third Paradox, you get an Anomaly, which blocks a spot and costs three points.
The Impact and Evacuation
At the end of the fourth Era, two of the three top Exosuit slots of each Player board are destroyed. Collapsing Capital tiles cover the Capital Actions: a bonus, but only one use each. The Evacuation Action opens: once per game, if you meet the condition on your Path board, you score its points, thirty at most; the last spot costs three of them.
End of the game
The game ends at the end of the seventh Era, or earlier, at the end of the Era in which the last Collapsing Capital tile became unavailable. Everyone then pays back the assets of their Warp tiles left on the Timeline, without advancing on the Time Travel track; each tile left costs two points.
Beginner pitfalls
Paying a Worker cost with a Genius (not allowed); sending a tired Worker back in time (it must be Active); trying to pay back a Warp tile without moving your Focus there; counting the Impact tile in a Power Plant’s range; running out of Water, which almost everything needs.
With Fractures of Time
The expansion adds the Amethynia Valley and its Operators, Workers who go anywhere but get no bonus. With a Flux Core, the Blink Action moves a placed Exosuit to another Action. Unless it carries an Operator, you roll the Flux and Glitch dice: a Glitch gets in the way and costs two points. After Era Zero, the game lasts five Eras; Technologies and the Fracture Device score points.
With Exosuit Commander Pack
The Pioneers of New Earth module adds the Adventure Action: your Power plus a die against a card’s value, for a reward or a failure; your Exosuit Upgrade board raises your Power. With Guardians of the Council, the World Council Action lets you enlist a Guardian, who acts without a Worker, like a Genius, and has its own space for a Capital Action.
With Future Imperfect
Four modules to choose from: Neutronide buildings, Hypersync (a Capital Action without an Exosuit, to take back later), Quantum Loops (a Quantum Loop card paid back with a Breakthrough) and Intrigues of the Council (a points grid built by the players, game end after the sixth Era). Each Hypersync or Quantum Warp tile left at the end costs four points.

How to score Anachrony

Buildings
The points printed in the bottom left corner of each of your buildings.
Superprojects
The points printed in the top left corner of your Superprojects, plus 3 points per Superproject with The Ultimate Plan.
Breakthroughs
1 point per Breakthrough tile, plus 2 points per set of one circle, one triangle and one square, whatever the icons.
Anomalies
Minus 3 points per Anomaly still on your board.
Warp tiles
Minus 2 points per Warp tile you could not pay back at the end.
Time Travel track
The points of the space your marker reached.
Morale track
The points of your marker’s space, negatives included.
Endgame Conditions
3 points per Endgame Condition card you meet, for every tied player too.
Victory Point tokens
All the points you gained as tokens during the game, Evacuation included.
With Fractures of Time
Minus 2 points per Glitch in play, the points of your Technology cards, and those of the rightmost uncovered space of your Fracture Device.
With Future Imperfect
Minus 4 points per Hypersync or Quantum Warp tile left on the Timeline; with Intrigues of the Council, the Agenda grid replaces the Endgame Condition cards.
Ties
The most Water, then the most Resources; otherwise, players share the victory.

Worked example

Emma scores 14 points for buildings and 9 for Superprojects. Her 5 Breakthroughs make one set: 5 + 2 = 7. One Anomaly costs her 3 points, one Warp tile left on the Timeline 2. She adds 10 points of Time Travel, 4 of Morale, 6 for two Endgame Conditions and 23 in tokens: 14 + 9 + 7 − 3 − 2 + 10 + 4 + 6 + 23 = 68.

Common mistakes

  • Counting Evacuation separately when its points were taken as tokens.
  • Forgetting the 2 extra points for each set of three Breakthrough shapes.
  • Forgetting negative Morale points, or the 2 points lost per Warp tile left.
  • Breaking ties at random: the most Water decides, then the most Resources.

How to set up Anachrony

Setup has quite a few steps. Follow the first three parts; add the part for each expansion you play; solo, finish with the last one.

The board

  1. With 1, 2 or 3 players, place the Main board on the side with only 2 spaces for Research, Recruit and Construct; with 4 players, on the other side.Solo, you set up a 2-player game. Tougher 2-player variant: cover the right World Council space with a Hex Unavailable tile.
  2. Place the 2 Research dice on their spots, and the Evacuation Action tile on its space, A side up.The A side is intact: Evacuation only opens after the Impact.
  3. Shuffle the 11 Recruit pool cards and the 11 Mine pool cards separately, and place both decks facedown next to the board.
  4. Sort the buildings into 4 stacks by type, shuffle each stack and place them faceup.Power Plants, Factories, Life Supports and Labs: the top building of each stack can be constructed.
  5. Place the Anomaly tiles in a faceup stack, with the Paradox die and tokens next to them.
  6. Put the Resources on the top right of the board and the Water on the top left; Workers, Energy Cores, Breakthroughs and Victory Point tokens go within reach.Water, Resources and Workers are not limited.

The Timeline

  1. Line up the 7 Timeline tiles from left to right below the Main board, and slide the Impact tile between the fourth and fifth.Each tile stands for one Era.
  2. Place a random Superproject above each Timeline tile: faceup for the first one, facedown for the others.Nothing above the Impact tile.
  3. Each player places a Path marker below the first Timeline tile: this is their Focus marker.
  4. With several players, draw 5 random Endgame Condition cards and place them faceup above the board.

Each player

  1. Each player picks a Path and takes its Player board, everyone on the same side.The A sides are identical: ideal to start with.
  2. Everyone takes the components of their color: 6 Exosuits, 9 Warp tiles, 8 Path markers, the Morale and Time Travel markers.
  3. Everyone places their Path board on a randomly chosen side.Each side shows a different Evacuation condition.
  4. Everyone receives the Resources, Water, Energy Cores and Workers shown on their Path board.Workers go into the Active and Tired columns as shown; the Path of Progress draws its starting Breakthrough at random.
  5. Everyone sets their Morale and Time Travel markers on their starting spaces.
  6. Everyone picks one of the two Leader cards of their Path.
  7. The First Player places their banner next to the World Council; clockwise, players receive 0, 1, 1 and 2 Water.Official rule: the player who most recently had a déjà vu goes first.

With Fractures of Time

  1. Place the Valley board on the side for your player count, with an Operator on each slot on its left side.With 2 players, cover the marked top right space.
  2. Replace buildings 215, 301 to 304, 313, 314 and 403 with the expansion’s, shuffle in the new ones, then start the secondary stack of each type.The new ones are 116 to 118, 216 to 218, 316 to 318 and 416 to 418.
  3. Shuffle the Technology cards into two faceup decks, and add the 2 new Endgame Condition cards.First game: those two cards and 3 others at random.
  4. The Timeline has an Era Zero, then 3 Eras before the Impact and 2 after.6 Superprojects, 2 from the expansion and 4 from the base game; those of Eras Zero and 1 faceup, 3 Victory Points on the last Era’s, Focus markers under Era 1.
  5. Don’t place the 3 Resources on the right side of the Mine Resource Action.
  6. Everyone takes their Path’s Fracture Device, its 4 rightmost spaces covered by the Fracture Device Upgrade tile.Everyone plays the same side. The Path of Unity may replace any Path.
  7. Except for Unity, each Path loses 1 Energy Core and gains 1 Flux Core, 1 tired Operator and its Flux Core Warp tile.
  8. Everyone places a Glitch marker on a bottom Exosuit space and another on the first space of their Fracture Device.
  9. Before Era 1, play a single Warp phase on the Era Zero tile.No Exosuit can be warped in during that phase.

With Exosuit Commander Pack

  1. The miniatures can replace the Exosuit markers.
  2. Pioneers of New Earth: place the Adventure board with its two decks, 5+ and 10+, and the Adventure die.Everyone takes their Path’s Exosuit Upgrade board; the Most Successful Adventures card joins the others.
  3. Guardians of the Council: place the Guardian board with a Guardian on each of its 6 spaces, and add the Most Guardians card.With 2 players, cover the right World Council space.

With Future Imperfect

  1. Choose your modules; with Neutronide Buildings, shuffle the 4 new buildings into their stacks.
  2. Hypersync: everyone takes their 3 Hypersync tiles; place the Hypersync board and set the 3 Supercharge tiles aside.With 2 players, cover the right World Council space.
  3. Quantum Loops: the Multiverse Hub replaces a random base Superproject; everyone gets a Quantum Warp tile; 3 Quantum Loop cards are revealed.
  4. Intrigues of the Council: set out the Council Chamber and its Agenda tiles, without Endgame Condition cards.Only 2 Eras after the Impact; everyone gets their Agenda Benefits card, a standee and 8 Mission cards.

Solo game

  1. Set up a 2-player game against the Chronobot, with the Solo board.Its components are a download from the publisher or come in Fractures of Time. The tougher Chronossus is played on the other side with 3 Solo Objectives.
  2. The Chronobot takes 6 Exosuits and 8 Warp tiles, with no Resources or Workers; its 4 Command tokens go on the Solo board.The Endgame Condition cards stay in the box.
  3. The Chronobot is the First Player; you take 1 Water as the second player.

Frequently asked questions

Who goes first in Anachrony?

Officially, the player who most recently had a déjà vu. Then, clockwise, players receive 0, 1, 1 and 2 Water.

When does a game of Anachrony end?

At the end of the seventh Era, or earlier, at the end of the Era in which the last Collapsing Capital tile became unavailable. Everyone then pays back their Warp tiles; each tile left costs 2 points.

How do Breakthroughs score in Anachrony?

1 point per Breakthrough, plus 2 points per set of one circle, one triangle and one square, whatever the icons. With 5 Breakthroughs including one set: 7 points.

Ludingo’s Anachrony sheet was last reviewed on 21 October 2026, based on: supermeeple.com 1, mindclashgames.com 1, supermeeple.com 2, supermeeple.com 3, mindclashgames.com 2, supermeeple.com 4, BoardGameGeek.