Depending on when the endgame is triggered, the game lasts between 5 to 7 rounds, called Eras. In their turn, players take actions either on their player board or on the main board by sending their workers to the action spaces.
The elapsed rounds are measured on a dynamic Timeline. By powering up Time Rifts, players can reach back to earlier rounds to supply their past "self" with resources.
After the fourth Era, the end game is triggered by the asteroid impact. Everything the players built on their player board will survive the impact, but the World Capital will not. Each Path has a vastly different objective, called its Evacuation condition, that rewards it with a massive amount of Victory Points when achieved.
Anachrony’s worker management system features four different types of Workers, each with their own strengths and weaknesses. Some action spaces are available to them by default while others are only accessible with a special form of enhancement and protection - the Exosuits. Workers and Exosuits are managed separately, and both are required for each Path’s success.
At the beginning of each Era, players are able to request resources from their own future to boost their progress. In later Eras, by powering up Time Rifts, they can send resources back in order to close the loop. However, by choosing not to do so, players take the risk of gaining temporal anomalies and the negative side effects that come with them.
Anachrony’s gameplay features a strong story arc with a game-altering turning point - an asteroid impact. This event will alter the available Actions, open up new ones, and initiate the countdown to the game’s end. With careful planning and preparation, players can even take advantage of the Impact’s effects.
Solo mode is available in the Fractures of Time expansion
Download the unofficial rulebook translations made by the community.