How to play
Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.
Here is an overview of how to play the game, based on the rules provided:
Setup
- Assemble Dr Foo’s Machine and place the Spacetime board in the middle of the table (p. 2). Set up the HQ board nearby with the Foo cards, Huge Deck of Artifact cards, Rifts, and Energy cubes (p. 22).
- Place Sabotage tiles (with their Mission sides up) around the 7 Eras on the gameboard, and place 2 revealed Foo cards and Energy cubes onto the eras as specified (p. 8, 17).
- Each player selects an Agent, takes their tile, pawn, and 6 starting cards, and places their pawn on the Era indicated on their Agent tile (p. 14). Each player then forms their Draw pile and draws an initial Hand of 3 cards (p. 8).
How a Turn Works
Starting with the first player, players take successive full game turns clockwise (p. 4). A player's turn is broken down into two main parts: the Foo Phase and the Action Phase, followed by the end of the turn.
- Foo Phase:
- First, generate Duplicates and make 1 card available (p. 7).
- Next, reveal and apply 1 new Foo card to move Dr Foo, drop Rift cubes into his Machine, place them onto Eras, and resolve any Vortexes if an Era receives too many Rifts (p. 12, 20).
- Action Phase:
- Players can freely perform three types of actions in any order and as many times as they wish until they decide to stop (p. 16): Moving by spending Energy on their Era (p. 16), Applying the ability of a card in your Hand by exhausting a Ready card (p. 16), or executing a LOOP to ready cards of a single Dimension by spending increasing amounts of Energy (p. 10).
- End of Turn:
- Players may add an available Artifact card from their Era to their Deck, and archive a Sabotage tile if it has the required damage cubes on it (p. 1, 9).
- Turn Agent tiles back to their Full batteries side, discard remaining hand cards, and draw back up to 3 cards (p. 9).
- Finally, check if Dr Foo’s draw pile is empty to determine if a new Cycle begins (p. 9, 26).
How the Game Ends
Your entire team wins as soon as they archive their 4th Sabotage tile (p. 9).
Your entire team loses as soon as any one of the following three situations occurs (p. 9):
- You are forced to place a 2nd Vortex tile onto a given Era.
- You are forced to place a 4th Vortex tile around the board.
- You are forced to shuffle Dr Foo’s draw pile to start a new Cycle, but it was already on the 3rd Cycle space of the HQ board (p. 9).
This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.