How it plays
Each agent has a personal deck and a face-up hand of usable artifact cards. The machine scatters rifts into eras, with duplicates increasing the trouble it creates. Too many rifts turn an era into a vortex and can destroy a mission there.
Play cards to move agents, add energy, remove rifts, and shift duplicates back to their destruction eras. Completing revealed mission conditions damages sabotage tiles; you must reach a completed tile to archive it. The basic objective is to archive four before defeat conditions occur.
Decisions you’ll make
Spend energy on movement or a LOOP that readies cards of one dimension for reuse. Repeated LOOPs in a turn cost progressively more, so sequence matters as much as the cards you have.
Finish in an era with a useful artifact to improve your deck, or position yourself to archive a completed mission. Dealing with the worst rift cluster may leave you somewhere less productive afterward.
Learning the game
Involved: deck growth, energy, reusable dimensions, mission timing, and the machine’s escalating threat interact.