Anachrony

Anachrony

Prepare a faction for an asteroid impact, borrow assets from your future, and repay those requests through time travel while competing to shape humanity’s future.

Anachrony supports 1–4 players; community best: 3 players; playing time: 30–120 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

In Anachrony, ideological Paths maintain a fragile peace on a recovering Earth. A material that opens Time Rifts reveals an approaching asteroid impact. Each player leads a Path, building infrastructure before the disaster and helping evacuate the World Capital as it collapses.

Scientists, Engineers, Administrators and Geniuses have different abilities. Workers act directly inside your base, while dangerous public areas require powered Exosuits. Water and Morale help determine when tired workers can return to action.

Assets requested from the future accelerate present development but leave Warp tiles on the Timeline. Power Plants shift your Focus into the past to return matching assets. Delay risks Paradoxes and building-space-consuming Anomalies, giving rapid expansion an ongoing cost.

Core rules & scoring

  1. Each Era follows Preparation, Paradox, Power Up, Warp, Action Rounds and Clean Up. Normally power up at most six Exosuits, paying one Energy Core for each bottom-row slot, and receive one Water per empty slot. During Warp, secretly choose 0–2 Warp tiles, reveal together and gain their assets; each warped Worker also costs one Water. B sides and Impact modify slots and income.

  2. Paradoxes: from Era two, check each past Timeline tile with Warp tiles. Whoever has the most on that tile rolls the Paradox die; all tied players roll. Normally the third Paradox immediately causes an Anomaly, clears your Paradoxes and stops further rolls. After all Paradox rolls, only a player who received an Anomaly may retrieve one of their Warp tiles. Anomalies occupy building spots and normally cost 3 points each at the end; abilities may change thresholds or penalties.

  3. On an action turn, first perform Free Actions, each available once per Era, then place an Active Worker at home or with a powered Exosuit on the Main board, or pass for the Era. Worker restrictions and costs still apply. A Genius counts as another Worker type only when taking an Action.

  4. Worker recovery: during Clean Up, Motivated Workers return Active and others Tired; used Exosuits return to supply and need powering again next Era. Supply costs the Water shown at your Morale, activates all Tired Workers and raises Morale. Force Workers is a once-per-Era Free Action that activates them but lowers Morale, or loses a Worker at minimum Morale. B sides and abilities can modify these rules.

  5. Construction and Research: build a top tile from a primary or secondary building stack, paying the leftmost empty slot cost in its row; or build the Superproject in Focus on the globally leftmost horizontally adjacent pair of empty spaces, choosing a row only when several rows tie for that leftmost position (Path of Dominance B can override this restriction), paying its assets and Breakthroughs. Research requires a Scientist or Genius: set one research die and roll the other for a Breakthrough. Recruit takes an available Worker and its type bonus; each Action retains its Worker restrictions.

  6. Power Plants set Focus to a past Era within range. You may return the matching asset for one of your Warp tiles there, retrieve that tile and advance Time Travel. Returned Workers must be Active and Exosuits powered. A Power Plant cannot repay a request from the current Era.

  7. Impact occurs during Clean Up of Era four. It opens Evacuation and strengthens Capital spaces for one final use; used Collapsing Capital spaces close during Clean Up. The game ends at the Clean Up check when all have closed or Era seven finishes.

  8. At game end, first repay outstanding Warp tiles without advancing Time Travel; each unfulfilled tile costs 2 points. Add buildings, Superprojects, Morale, Time Travel and point tokens, normally subtracting 3 per Anomaly. Each Breakthrough scores 1, plus 2 per set of three different shapes. Each of five Endgame Conditions gives qualifying players 3 points, including all ties. Total-score ties favor more Water, then more Resources, then shared victory.

Rules & gameplay questions

Does Impact end the game immediately?

No. It occurs during Era-four Clean Up. Further Eras continue until all Collapsing Capital spaces close, or Era seven ends.

Does Evacuation mean leaving the game?

No. After Impact, meeting your Path board’s condition allows one Evacuation Action for points. You remain in the game.

Can a Genius repay a Scientist Warp request?

No. A Genius can act as another Worker type on an action space, but cannot replace that type when paying a Worker cost or repaying a Worker Warp request.

Do all editions include the same solo game?

No. Essential Edition contains only the 2–4-player base content. This page keeps solo procedures separate. The original Base Box Chronobot differs from the later Chronobot/Chronossus rules; Fractures of Time includes updated solo content. Use the matching rulebook and components.

Can older Base Box Paths and Leaders use the newer values directly?

Check your edition. The official Update Pack provides rebalanced Evacuation boards and Leader fixes for the original Leader/Follower Base Box. Essential Edition, Infinity Box and Infinity Upgrade Pack already contain those updates. This page follows the 2021 Essential rules; Infinity collection and Fractures expansion mechanisms are not treated as base rules.

Rules & introduction sources
Edition
Mindclash Games Anachrony Essential Edition English rules, copyright 2021, 28 pages; 2–4-player base game, core pages 4–19 and appendix pages 21–26, with A/B sides governed by their corresponding boards. Excludes page-20 optional variants, Chronobot/Chronossus solo procedures and all expansions. Edition boundaries checked against official product/update information and solo rulebook page 4.
Introduction source
BoardGameGeek

WANGO editorial

Anachrony · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#62
Complexity Weight4.00 / 5
Best player count (community)3
Player range1–4
Playing time (minutes)30–120
Core mechanismsContracts · Dice Rolling · Die Icon Resolution · End Game Bonuses · Events · Map Reduction · Open Drafting · Set Collection · Solo / Solitaire Game · Turn Order: Claim Action · Variable Player Powers · Variable Set-up · Worker Placement · Worker Placement, Different Worker Types
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2017
Suggested age15+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Anachrony, and can I play online?

Anachrony supports 1–4 players; community best: 3 players; playing time: 30–120 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Anachrony, and which mechanisms does it use?

Weight: 4.00 / 5. Mechanisms: Contracts · Dice Rolling · Die Icon Resolution · End Game Bonuses · Events · Map Reduction · Open Drafting · Set Collection · Solo / Solitaire Game · Turn Order: Claim Action · Variable Player Powers · Variable Set-up · Worker Placement · Worker Placement, Different Worker Types. Chinese publication: Unconfirmed.

Where can I learn Anachrony?

No rule guide, strategy article or WANGO trial has been confirmed for this record.