- Page 1: Card Examples
- Page 2: Object Of The Game
- Page 3: The Cards
- Page 4: Key Elements
- Page 5: Deck Formation
- Page 6: Setup
- Page 7: Starting
- Page 8: A Turn
- Page 9: Example Game
- Page 10: Winning
- Page 11: Longer Game
- Page 12: About The Game
- Page 13: Glossary
- Page 14: Back Page
Each turn consists of five phases
Preparation – Episodes – Combat – Bonus – Normalise
The player whose turn it is must go through each section of each phase in order, unless directed otherwise. Phase 5 affects both players.
Phase 1 – Preparation
a. Stand cards
Stand your Sided Creatures and Resources, if any.
b. Choose a Time Zone
During this phase you must choose one Time Zone. Until a Time Zone is chosen in the next turn this will be the only Time Zone in which you play Creature and/or Resource cards, in which combat takes place and in which Special abilities can be used.
The coloured frame of the top revealed card on your Time card stack indicates yor bonus Time Zone. If you choose the Time Zone which is yor bonus Time Zone, you may play or draw an extra card in the relevant phase.
c. Draw a card
Draw one card from your draw deck.
If your draw deck is exhausted you must immediately take a Hit (discard one of your Time cards).
d. Play Creature and Resource cards
If you cannot or do not which to play any cards, proceed to phase 2.
You may place one Resource or one Creature card in your chosen Time Zone. However, if your chosen Time Zone is your bonus Time Zone, you may play two cards in total, of either Resource and/or Creature cards.
The maximum number of Creature and/or Resource cards that each player may have in a Time Zone is six.
Creature cards must be played in their respective Time Zones as defined by their frame colour. Timeless Creature and Resource cards may be played in whichever Time Zone you have chosen.
Each player may have no more than five Timeless Creatures in play in all the Time Zones. That is all Time Zones, not each Time Zone.
A card with a Unique rating cannot be played if there is an identical card in play in any Time Zone.
A card played in your chosen Time Zone this turn cannot be Sided to use its Special abilities until your opponent’s turn, but it can be used for its Support value. If a card has an Innate ability, then it takes effect immediately.
Phase 2 – Episodes
a. Play an Episode card
If you do not have an Episode card in your hand or do not wish to play one, proceed to 2b.
This is the only phase in which an Episode card can be played. It can be played if your opponent has at least one card in each Time Zone, other than The Watcher card. An Episode card does not count in your opponent’s 6 card Time Zone limit.
If you cannot play an Episode card proceed to 2b.
An Episode card may be placed in any Time Zone and is always placed on your opponent’s side. No more than one Episode card is allowed in each player’s side of a Time Zone.
Only one Episode card may be played per turn.
The effect generated by an Episode card does not occur immediately, but only occurs in your opponent’s turn if your opponent is unable to solve it in 2b.
b. Solve an Episode
If the player does not have any Episode cards to solve proceed to phase 3.
If the player does have Episodes to solve, that player is called the Solver. To stop the effects of an Episode, the Solver may now choose one or more Episodes to solve. Each Episode has a Solve number and each must be solved separately and there are two possible methods.
1) The combined Support values of one or more Creature, sided for this purpose, must equal or exceed the Solve Number of the Episode card.
2) Side one Doctor Who card and two Assistant cards, regardless of the Solve Nnumber.
When Creatures have been Sided to solve an Episode, no other effects are activated.
If Episode cards are solved they are immediately discarded. Proceed to phase 3.
If the player has not been able to solve any Episodes or chooses not to solve them, the effects continue or are immediately activated. The effects remain until the Solver is able to solve the Episode card in one of their turns.
Phase 3 – Combat
a. Prepare for Combat
Combat must now be announced and you then become the attacker and your opponent becomes the defender.
The defender now prepares a defence in the chosen Time Zone. When the defender has completed their defence, they declare this fact tot he attacker.
The attacker may now attack. If you are unable to attack or do not wish to, you will not now have the opportunity to attack in a combat phase until your next turn. Proceed to phase 4.
If the attacker does wish to attack you must announce this and you are then committed to combat.
The attacker must choose a Standing Creature in the chosen Time Zone to be their main combatant, and announce its name. The Creature must have been put i play in a previous turn.
The attacker may now choose a defender’s Standing Creature as the defender’s main combatant and must announce which has been chosen.
If the Attacker has chosen a defender’s main combatant proceed to phase 3c.
Alternatively, the attacker may allow the defender to choose their own main combatant. The defender must announce the name of their main combatant or announce that they do not wish to choose a main combatant.
The main combatants may not Side during combat.
b. Commence Combat
If the defender has chosen a main combatant proceed to phase 3c.
If the defender did not or could not choose a main combatant, the attacker may make a Hit, which immediately means that the defender must discard their top Time card. The defender must then turn over the new top Time card on their Time card stack. This indicates the defender’s new bonus Time Zone.
If the new Time card is of the same Time Zone as the previous card, the attacker may immediately make another Hit. The defender must then discard their new Time card and turn over their next one and so on.
The attacker should proceed to phase 4.
The attacker must now attempt to destroy the defender’s main combatant and the defender must either try to repel the attack or destroy the attacker’s main combatant.
The outcome of combat is decided by which main combatant has the greater Energy and Substance values. The values of Energy and Substance in combat are not used to damage, but as degrees of strength, with the stronger main combatant the winner.
The table below shows the outcome of combat between a main combatant which has 1 Energy / 3 Substance and a Main Combatant with various values.
A losing player must discard their main combatant. In a draw neither player need discard a card. The values of the Energy and Substance of both Combatants could be their normal values or values arrived at through damage or support.
Support can come from Resource and Flash cards directly given in the form of Energy or Substance. See p.10. This will be stated on the cards.
Support from Creature cards is dependent on the Support value of that card, not the cards Energy or Substance value.
The Support value on the Creature card, has two functions. A Creature may be Sided to add an amount equivalent to the Support value, to another Creature in the form of either Energy or Substance, but not both. Therefore a Creature with a Support value of 2 may be Sided and then add 2 to the energy or 2 to the Substance of a target Creature.
The Support value of any target Creature is also a limit on how many Creatures may Support it. For example if a Creature has a Support value of 1, then it may take Support from one Creature only. If it has a Support value of 2, then it may take Support from two Creatures.
If a Creature is able to be Supported by more than one Creature, each Creature in its own right could add Energy or Substance. Therefore, one Creature with a Support value of 2 could add 2 tot he Energy or Substance of the target Creature. Another Creature with a Support value of 2 could also add 2 to the Energy or the Substance of the target Creature.
The following is an example of Supporting main combatants.
A 1 Energy / 3 Substance attacker’s main combatant has a Support value of 2. In the chosen Time Zone the attacker also has two Standing Creatures which both have a Support value of 1. The defender’s main combatant is a 1 Energy / 3 Substance Creatures.
The attacker Sides both of their 1 Support Creatures and adds 1 Support of one Sided Creature to their main combatant’s Energy and 1 Support from the other Sided Creature tot heir main combatant’s Substance.
This now makes the attacker’s main combatant a 2 Energy / 4 Substance Creature, which could destroy the defender’s main combatant as it is 1 Energy / 3 Substance.
The defender’s main combatant has a Support value of 1. If the defender had a Standing Creature with a Support value of 3 and Sided it, this could add 3 Support to the defender’s main combatant’s Energy value. The defender would then have a defending main combatant with 4 Energy / 3 Substance.
As both main combatants have gained support from Creatures equal to their Support values, and if neither player chooses to play any other cards, the result of combat is a draw.
d. Outcome of Combat
The main combatant which has survived is now Sided, but without activating its Special abilities or generating any Support. Proceed to phase 4.
The main combatant which has lost in combat is placed on its owner’s discard pile. Sided Creatures which were Supporting the main combatant are not destroyed.
Phase 4 – Bonus
If your chosen Time Zone was your bonus Time Zone, you may now draw one card, unless you played an extra card in phase 1d.
Your turn now ends.
Phase 5 – Normalise
All player’s Creatures revert to their normal value. All the values written on a card are its normal values. These values may change several times while a Creature is in play, but revert back to normal values at the end of each turn.
All Special abilities activated during this turn end. The effects of Flash cards played during this turn end, unless the effect caused a card to be discarded or moved or the effect has already ended.