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Towers in Time (1994) Board Game

Towers in Time is a card game that was released in in 1994. It is designed for 2 players and has a runtime of around 30 minutes. The game falls under the fantasy category and involves hand management as its main game mechanism. The game was created by Andrew Hale, Steve Miller, Randal Spangler, and Lucy A. Synk, with artwork done by Thunder Castle Games.

Game Components of Towers in Time

  • Base Set: 150 cards
  • Starter Decks: 56 cards each
  • Booster Packs: 8 cards each, with 60 packs per booster box
  • Card Types: Creatures, Totems, Followers, Monsters, Mounts, Objects (Artifacts, Items, Gates, Sources), Spells (Instant, Sustained), and Walls
  • Color Schools: Fire, Water, Air, Earth, White, and Black.

    How To Setup Towers in Time

    Setting up Towers in Time is relatively quick, taking less than 5 minutes. Players start by shuffling their decks and drawing a starting hand. Each player has five shields that need to be protected and destroyed by their opponent. The game does not include rules in the starter decks, requiring players to call a non-toll-free number or refer to Scrye magazine issue #3 for the rules.

    Gameplay Mechanics and Game Objective

  • Gameplay: Players take turns casting spells, summoning creatures, and using objects to attack each other’s shields.
  • Objective: Win by destroying the opponent’s five shields, each capable of taking 4 points of damage.
  • Mechanics: Deck-building, card drawing, resource management (temper costs), and strategic card play.
  • Schools of Color: Each color school has unique abilities and strengths, adding depth to the gameplay.

    Player Experience

    Players of Towers in Time engage in a battle of magical prowess, navigating between different dimensions to outmaneuver their opponents. The game requires strategic thinking and resource management, as players must balance their card plays to maintain a strong defense while launching effective attacks.

    Pros

  • Strategic Depth: The game offers a rich strategic experience with various card combinations and color schools.
  • Immersive Theme: The interdimensional setting and magical elements create an engaging and imaginative gameplay environment.
  • Quick Setup: The game sets up quickly, allowing for fast entry into gameplay.

    Cons

  • Lack of Included Rules: The omission of rules in the starter decks was a significant oversight, causing inconvenience for new players.
  • Limited Support: The game was intended to have several expansions that never materialized.
  • Out-of-Print: The game is no longer widely available, making it difficult for new players to join in.

    Personal Thoughts on Towers in Time

    Towers in Time is best suited for fans of collectible card games and those who enjoy strategic, magical combat. Despite its limited availability and the lack of expansions, the game offers a unique and engaging experience for those who can find it. It is a nostalgia-inducing gem for collectors and enthusiasts of the early CCG era. However, new players may find it challenging to acquire and learn due to its out-of-print status and the absence of readily available rules.

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