TIME PIRATES - DESIGNER RULES
The original rules as created by Aaron Weissblum & Alan R. Moon


COMPONENTS
Game Board (with 7 Epochs)
Scoring Board
37 Scoring Markers
    12 World (white)
        4 each of 3/2, 4/3, 5/4
    5 Europe (blue) - 2, 3, 4, 5/6, 6/7
    5 Africa (brown) - 2, 3, 4, 5/6, 6/7
    6 America (red) - 2, 3, 4, 5/6, 6/7
    6 Asia (green) - 2, 3, 4, 5/6, 6/7
    6 Australia (purple) - 2, 3, 4, 5/6, 6/7
76 Artifact Counters
    14 Europe (blue), 4 with an Atomic Symbol, 2 with Arrows
    14 Africa (brown), 4 with an Atomic Symbol, 2 with Arrows
    14 America (red), 4 with an Atomic Symbol, 2 with Arrows
    14 Asia (green), 4 with an Atomic Symbol, 2 with Arrows
    14 Australia (purple), 4 with an Atomic Symbol, 2 with Arrows
    6 World (white)
10 Time Police Counters (5 with 1, 5 with 2)
1 Bag
6 Time Travelers Pawns
1 Time Police Pawn
Rules


PREPARATION
Place the board in the middle of the table.

Arrange the Scoring Markers in the matching spaces on the Scoring Board.

Place all the Artifact Counters in the bag and mix them thoroughly. Draw 
Counters out of the bag and place one in each space in each Epoch on the Game 
Board. After all the Epochs are completely stocked (all the spaces are 
filled), add the 10 Time Police Counters into the bag and mix again.

Place the Time Police Pawn in the 2200-2299 Epoch.

Each player takes one Time Traveler. Determine who will go first. The player 
who will go last places his Time Traveler in any Epoch. The player to his 
right then places his Time Traveler, followed by the next player to the 
right, etc. The player who will go first is the last player to place his Time 
Traveler. A player may not place his Time Traveler in the 2200-2299 Epoch or 
in an Epoch already occupied by another player's Time Traveler.


PLAYING THE GAME
Play proceeds clockwise around the table. Each player takes one turn at a 
time. On his turn, a player must do the following:

If at the start of the player's turn, the player's Time Traveler is not in 
the Epoch occupied by the Time Police:

1. He may restock the Artifacts in one Epoch. 
2. If the player did restock an Epoch, he must perform exactly three actions. 
If the player did not restock an Epoch, he must perform exactly two actions. 
The player may perform the same action multiple times or different actions. 
The possible actions are:
a. Take one Artifact from the Epoch he is in.
b. Move to another Epoch.
c. Sell a set of Artifacts.

If at the start of the player's turn, the player's Time Traveler is in the 
same Epoch as the Time Police:

1. He may not restock an Epoch.
2. He must discard one Artifact Counter from his largest set. If he has two 
or more sets of equal size, he chooses which to discard from. If he does not 
have any Artifacts Counters, he loses nothing.
3. He must discard any and all World Artifact Counters (white) he has.
4. He must use his first action to move to another Epoch. He may not play an 
Artifact with an Atomic Symbol to make this move.
5. He may then perform one more action.


MOVING
Time Travelers may only move from Epoch to Epoch in the direction of the 
arrows. Example: A Time Traveler in the 1200-1299 Epoch can move to 1400-1499 
or the 1900-1999 Epochs.

Any number of Time Travelers may be in the same Epoch.

A player may move into or through an Epoch occupied by the Time Police 
without penalty.


TAKING ARTIFACTS
When a player takes an Artifact Counter, he places it face up on the table in 
front of him. Players should keep all their Artifact Counters of one type 
together so other players can easily see what Artifacts they have.


SELLING ARTIFACTS
A player may sell a set of Artifacts. This is an action. The player moves his 
Time Traveler to the Scoring Board, discards the set of Artifacts he wishes 
to sell, takes the corresponding Scoring Marker from the Scoring Board, and 
then moves his Time Traveler to ANY Epoch on the board. The sold Artifact 
Counters are placed face down in a pile next to the board.

World Artifact Counters (white) are like jokers. They can be any other type 
of Artifact.

For each type of Artifact (each color), there is only one Scoring Marker for 
each set. For instance, for the Europe Artifacts (blue), there is one Scoring 
Marker for a set of 2, one for a set of 3, etc. 

Each type of Artifact has a 5/6 Scoring Marker. A player may sell a set of 5 
Artifacts to take this Scoring Marker. It has a value of 6 points. 

Each type of Artifact has a 6/7 Scoring Marker. A player may sell a set of 6 
Artifacts to take this Scoring Marker. It has a value of 7 points.

There are 9 Special Scoring Markers: 
3/2 - A player may sell any three different Artifact Counters (three 
different colors) for this Special Scoring Marker. It has a value of 2 points.
4/3 - A player may sell any four different Artifact Counters for this Special 
Scoring Marker. It has a value of 3 points.
5/4 - A player may sell any five different Artifact Counters for this Special 
Scoring Marker. It has a value of 4 points.

Players can never trade nor lose Scoring Markers.


ATOMIC SYMBOLS
Some Artifact Counters have an Atomic Symbol on them. These Artifacts allow a 
player to move his Time Traveler to any Epoch. A player may discard an 
Artifact Counter with an Atomic Symbol and then move his Time Traveler to any 
other Epoch. This does not count as an action. The player can perform his 
normal actions before and/or after this movement. A player can move using 
Atomic Symbols more than once in a turn.

A player who begins his turn in the Epoch with the Police may not leave this 
Epoch using an Atomic Symbol.


EXCHANGING ARTIFACTS
Some Artifact Counters have Arrows on them. These Artifacts may be exchanged. 
A player may simply exchange one of these Artifacts for any other Artifact 
held by any other player (the Artifact that the player takes does not have to 
be another Trade Artifact). This does not count as an action. The player can 
perform his normal actions before and/or after exchanging. A player can use 
more than one Artifact with Arrows in a turn.


RESTOCKING ARTIFACTS
Only Epochs that have no Time Travelers may be restocked. The Epoch occupied 
by the Police may be restocked. An Epoch does not have to be completely empty 
to be restocked. An Epoch must have at least one empty space to be restocked.

To restock, draw one counter at a time from the bag until each space in the 
Epoch has an Artifact Counter. 

When a player restocks an Epoch, he receives three actions during his turn 
instead of two.

Each time a Time Police Counter is drawn, the Time Police immediately move 
from the Epoch they are in, via the path shown on the drawn counter (either 1 
or 2), to the next Epoch. Example: The Time Police are in 1400-1499 Epoch. A 
1 Time Police Counter is drawn. The Time Police are moved to the 1800-1899 
Epoch. The Time Police Counter is left face up by the side of the board, so 
all players can see how many Time Police Counters have been drawn.


TIME GOES BY
When the eighth Time Police Counter (remember there are 10 in the bag) is 
drawn from the bag, the Time Police are moved normally. This ends the first 
Week. All eight of the Time Police Counters and all the discarded Artifact 
Counters are then placed back in the bag. The player who was restocking the 
Epoch now finishes the restocking and takes the rest of his turn. 


SCORING
When the eighth Time Police Counter is drawn to end a Week, players Score.

Each player who has one or more World Scoring Markers (white) must decide 
which color to assign these Markers. Each player secretly decides by placing 
each of his World Scoring Markers on top of a regular Scoring Marker. The 
World Scoring Marker then becomes a Scoring Marker of that color. Note that 
it is not possible for a World Scoring Marker to be used as a color if the 
player does not have any Scoring Markers of this color. When all players have 
made their decisions, players reveal their choices simultaneously. 

Players gain points for the following:

1. Each Scoring Marker and World Scoring Marker is worth its face value.

2. The player with the most points in each of the five types of Artifacts 
(the five different colors) gains a 2 point bonus. If two or more players are 
tied for the most points in a color, they each receive the bonus.

3. Each player who has at least one Scoring Marker of each type of Artifact 
gains an additional 2 point bonus.

One player should act as scorekeeper and keep track of the points scored by 
all players.


GAME END
A game lasts three Weeks. When the eighth Time Police Counter is drawn to end 
the third Week, there is a third Scoring and then the game is over.

The player with the most points is the winner. If two or more players are 
tied for most points, the player with the most total Scoring Markers among 
them is the winner. If two or more players are still tied, the player among 
them with the Scoring Marker of the greatest value is the winner.


OPTIONAL RULE
For a slightly longer game, players may agree to play four Weeks instead of 
just three.