3–5 Players · 40 Minutes · Ages 14+
Time Saviors is a cooperative game in which you and your teammates travel between the past and the future to restore ten eras to their proper state.
All players start in Era 1 with three cards each in hand. On your turn, either place a card in your current era or perform a time leap.
When placing a card, place it face up if its number matches your current era, or face down otherwise. If that era already contains a card, exchange it with the card you are placing. Then, all players in that era move one era into the future. During a time leap, teammates in the same era may join you. Move into the past or future by a number of eras equal to the total number of cards contributed.
You may not tell your teammates the numbers on the cards in your hand. Make use of the “time capsules” left face down and card exchanges to restore each era while following the scenario conditions.
The game ends as soon as any player places a card in Era 10. You all win if every era from 1 to 10 contains the correct number card face up and all scenario objectives have been completed. You all lose if any player runs out of cards in hand during the game or if any scenario condition is violated.
●40 deck cards
・30 Era cards: 3 each of numbers 1–10
・10 Time Leap cards
●1 Free Action card
●20 Scenario cards
● 10 Era Reference cards, numbered 1–10 (These cards have square corners.)
●10 player pieces: 2 per player
Setup
1. Arrange the Era Reference cards numbered 1–10 in numerical order. This row is called the Era Reference Row. The row below it is called the Era Card Area.
2. Each player chooses a color and places one of their pieces in Era 1 of the Era Card Area. Place the other piece of the same color in front of you as a reminder of your color.
3. Shuffle all 40 deck cards—30 Era cards and 10 Time Leap cards—and deal three cards to each player. Only you may look at your hand. Place the remaining cards face down to form the deck.
4. Choose the Scenario cards you will use, then add Blank cards to make a total of nine cards. Shuffle these nine cards and place one face up above each Era Reference card from 1 to 9. Do not place a Scenario card above Era 10. Which Scenario cards to use is explained later.
5. Place the shared Free Action card where all players can see it, and leave space to lay out discarded cards.
6. The player who most recently watched a movie about time travel is the starting player. Turns normally proceed clockwise.
On your turn, perform one of the following actions:
A: Place a card in your current era.
B: Use a Time Leap card.
Players take turns clockwise.
Action A: Place a Card in Your Current Era
①Place a card.
Choose one card from your hand and place it in the era where your piece is located.
- If it is an Era card whose number matches your current era, you must place it face up.
- If it is an Era card with a different number or a Time Leap card, you must place it face down.
If a card is already there:
Exchange the card you chose from your hand with the card already in that era. Add the card you receive to your hand. Only you may look at it.
②Move the player pieces.
After placing the card, move all player pieces in that era to the next era.
This movement is mandatory.
③Replenish your hand if needed.
If you placed a card in an empty space in the Era Card Area, only you, the active player, draw one card from the deck to bring your hand back to three cards. If you already have three or more cards in hand, do not draw.
If you exchanged your card with a card already in that era, do not draw.
Pass the turn to the player on your left.
Action B: Use a Time Leap Card
① Play the first card and announce your direction.
Play one Time Leap card from your hand face up in front of you and announce whether you are traveling to the past or the future.
Instead of a Time Leap card, you may use an Era card whose number matches your current era as a Time Leap card. This is an important rule to remember.
Place the Time Leap card—or the matching Era card—you played below the Era Card Area. This area is called the Wormhole.
- To travel to the future, place it directly below the space for the era one step ahead of your current era.
- To travel to the past, place it directly below the space for the era one step behind your current era.
Example: You are in Era 7 and play a Time Leap card, announcing that you will travel to the past. Place the card face up in the Wormhole directly below Era 6.
②Decide who will join the time leap.
Other players in the same era as the active player choose either “Join” or “Stay,” starting with the player to the active player’s left and proceeding clockwise.
Players in other eras cannot join.
Players who choose to join become companions for this time leap.
③Add a card or pass.
Only the active player and their companions participate in this step. Starting with the player to the active player’s left and proceeding clockwise, each chooses one of the following:
Add a card
Play any one card from your hand face up. You may play an Era card of any number or a Time Leap card.
Place it face up next to the last card in the Wormhole, extending the line toward the past or the future, according to the declared direction.
Example: A companion plays an Era 1 card. The time leap was declared from Era 5 toward the future. A Time Leap card is already below Era 6, so the companion places their card next to it, below Era 7.
Pass
You cannot add any more cards during this time leap, but you still accompany the active player.
Continue clockwise, skipping players who have already passed, until everyone has passed.
④ Move one era for each card played.
The total number of cards played—including the first card—determines the distance traveled. The numbers printed on the cards do not affect the distance.
Move the active player’s piece and all companions’ pieces that many eras in the declared direction. Their destination is the space in the Era Card Area directly above the last card placed in the Wormhole.
Players who chose to stay do not move.
If no additional cards were played, move just one era.
Discard all cards used for the time leap. Lay out the discarded cards so that every card’s face remains visible.
⑤ Replenish your hands.
fter moving, the active player and their companions draw cards, starting with the active player and proceeding clockwise. Each player with fewer than three cards in hand draws one card from the deck.
Continue clockwise, skipping players who already have three or more cards, until all participating players have at least three cards or the deck runs out.
Pass the turn to the player on your left.
Free Action: Exchange Cards
At the start of your turn, you may choose to use this free action.
It may be used only once per game by the group as a whole. After using it, perform your normal action.
1. Choose one card from your hand, place it face down, and announce that you wish to exchange cards.
2. Starting with the player on your left and proceeding clockwise, ask each other player whether they accept the exchange. Players in other eras may also accept.
3. The first player to accept chooses one card from their hand. Without discussion, exchange the two cards face down. Stop asking the remaining players.
4. If no one accepts, exchange your offered card with the top card of the deck. Place your offered card face down at the bottom of the deck.
5. Turn over the shared Free Action card to its “USED” side.
If no one accepts and the deck is empty, no cards are exchanged. Even so, turn the Free Action card to its “USED” side.
You must place the correct Era cards and complete the Scenario cards.
For Eras 1–9, placing an Era card whose number matches that era face up for the first time is called “clearing” that era. Exchanging a face-down card with the matching Era card from your hand also counts as clearing the era.
When you clear an era, turn its Scenario card face down.
Once cleared, a Scenario card remains face down for the rest of the game. Replacing the Era card later does not change the order in which eras were cleared or allow an item to be used again.
●Item Cards
The player who first clears an era with an Item card uses that item’s effect. Resolve the effect after completing the normal movement of player pieces and hand replenishment.
Each item’s effect can be used only once per game. Replacing the card in an era that has already been cleared does not allow the item to be used again.
Item 1: Retrieve a Discarded Card
Choose any one discarded card and add it to your hand.
If this brings your hand to four or more cards, you do not need to discard any cards. If there are no discarded cards, nothing happens.
Item 2: Exchange Cards
Following the same procedure as the free action, exchange one card from your hand with one card from another player’s hand. Players in other eras may also accept the exchange.
Place your offered card face down. Starting with the player on your left and proceeding clockwise, ask each other player whether they accept. Exchange one card each, face down and without discussion, with the first player to accept.
If no one accepts, exchange your offered card with the top card of the deck, then place your offered card face down at the bottom of the deck. If no one accepts and the deck is empty, nothing happens.
This effect does not mark the shared Free Action card as used. You may use this item even if the Free Action card is already on its “USED” side.
Item 3: Move to Any Era
Move your piece to any era from 1 to 10.
You do not need to discard any cards to make this move. You cannot move other players’ pieces.
Item 4: Exchange a Card with the Era Card Area
Exchange one card from your hand with one card in any era in the Era Card Area. Your piece does not need to be in that era. However, you cannot choose an era that contains no card.
Place your card face up if its number matches that era, or face down otherwise. Add the card you receive to your hand.
This exchange does not move any player pieces or let you draw cards from the deck. If it clears the era for the first time, also check that era’s Scenario card.
Item 5: Choose the Next Player
Choose one player to take the next turn. You may choose yourself.
Once the current turn has been fully resolved, the chosen player begins their turn. After that, turns proceed clockwise from that player.
●Mission Cards
When clearing an era with a Mission card for the first time, you must meet the condition written on that card. If the condition is violated, all players immediately lose the game.
When you clear the era while meeting the condition, turn its Mission card face down. Once that era has been cleared, you do not need to meet the condition again, even if its Era card is replaced.
Ⅰ >> Ⅱ >> Ⅲ: Clear in the Specified Order
Clear the eras containing these three cards in the order Ⅰ → Ⅱ → Ⅲ.
You may clear other eras between them. However, if you clear Ⅱ before Ⅰ, or Ⅲ before Ⅱ, all players lose the game.
壱 >> 弐 >> 参: Clear in the Specified Order
Clear the eras containing these three cards in the order 壱 → 弐 → 参.
You may clear other eras between them. This set is checked independently of Ⅰ → Ⅱ → Ⅲ. For example, Ⅰ → 壱 → 弐 → Ⅱ → 参 → Ⅲ satisfies both sets of conditions.
4<: Clear Fourth or Later
Clear the era containing this card fourth or later in the game.
You must clear at least three other eras before clearing this era. It does not need to be exactly fourth.
1: Clear First
Clear the era containing this card first in the game.
If you clear another era before this one, all players lose the game. You may still place cards face down in other eras before clearing this era.
A: Clear Both Eras with the Same Player
The same player must clear both eras containing an A card.
Either era may be cleared first. The player who clears the first A era must also clear the second. If a different player clears the second A era, all players lose the game.
As a reminder, the player who clears the first A era should keep that Mission card in front of them.
●Blank Cards
Blank cards have no special conditions to fulfill.
Both sides have the same design.
Each adventure lists the Scenario cards to use. Place them according to Step 4 of Setup.
For your first game, we recommend Adventure No. 11. For your second game, play No. 12. For your Xth game, play No. 10+X.
※Shuffle all five Item cards and randomly select the required number to use.
No.1: 5 Item cards + 4 Blank cards
No.2: 4 Item cards + 5 Blank cards
No.3: 4 Item cards + 【4<】 + 4 Blank cards
No.4: 4 Item cards + 【A】【A】 + 3 Blank cards
No.5: 3 Item cards + 【A】【A】 + 4 Blank cards
No.6: 3 Item cards + 【Ⅰ】【Ⅱ】 + 4 Blank cards
No.7: 4 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】 + 2 Blank cards
No.8: 3 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】 + 3 Blank cards
No.9: 3 Item cards + 【1】【Ⅰ】【Ⅱ】 + 3 Blank cards
No.10: 4 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【A】【A】
No.11: 3 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【A】【A】 + 1 Blank card
No.12: 3 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】 + 1 Blank card
No.13: 4 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【1】 + 1 Blank card
No.14: 4 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【1】【4<】
No.15: 2 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【1】【4<】 + 2 Blank cards
No.16: 2 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【4<】【A】【A】 + 1 Blank card
No.17: 2 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【1】【A】【A】 + 1 Blank card
No.18: 1 Item card + 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【参】【A】【A】
No.19: 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【参】【A】【A】 + 1 Blank card
No.20: 2 Item cards + 【Ⅰ】【Ⅱ】【壱】【弐】【A】【A】【4<】
No.21: 【Ⅰ】【Ⅱ】【壱】【弐】【A】【A】【4<】 + 2 Blank cards
No.22: 2 Item cards + 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【1】【4<】
No.23: 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【1】【4<】 + 2 Blank cards
No.24: 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【参】【A】【A】【4<】
No.25: 【Ⅰ】【Ⅱ】【Ⅲ】【壱】【弐】【参】【A】【A】【1】
★Victory
The moment any player places a card in Era 10, all players win if both of the following conditions are met:
- Every era from 1 to 10 contains an Era card whose number matches that era, placed face up.
- All Scenario cards in Eras 1–9 have been cleared and turned face down.
You still win if these conditions are met when a player places their last card in hand in Era 10.
★Defeat
All players lose if any of the following occurs:
- A card is placed in Era 10, but the victory conditions are not met.
- A scenario condition is violated.
- Any player has no cards left in hand, except when that player places their last card in Era 10 and the group wins.
At the end of the game, score 1 point for each face-up Era card in the Era Card Area. The maximum score is 10.
Some adventures may be difficult to win. Each adventure has a benchmark score. Compare your score with this benchmark to determine the recommended adventure for your next game.
- If your score is above the benchmark, add the difference to your current Adventure No.
- If your score is below the benchmark, subtract the difference from your current Adventure No.
If the resulting number is below No. 1, we recommend playing without Scenario cards.
Example: Adventure No. 8 has a benchmark score of 7. Your actual score was 10, so the difference is 3. The recommended adventure for your next game is No. 11.
Benchmark Scores
Adventure No.1~20 Benchmark Score7。
Adventure No.21~22 Benchmark Score8。
Adventure No.23~24 Benchmark Score9。
Adventure No.25 Benchmark Score10。
You may freely discuss public information, such as face-up cards, scenarios, player piece locations, and discarded cards. You may also talk with players in other eras. (Phones of the future let you talk across time and space!)
However, you must not reveal the numbers on cards in your hand or on face-down cards, or give hints that would reveal those numbers.
You may say:
“The card in Era 4 is still face down.”
“There are two 7s among the discarded cards.”
You may not say:
“I have a 4 in my hand.”
“I can place a card face up in my current era.”
・If the deck runs out: The game continues, but you can no longer replenish your hands. If the deck runs out during replenishment, draw only as many cards as are available, then stop. Do not shuffle the discarded cards to form a new deck. Players with fewer than three cards in hand continue playing with their remaining cards.
・Time leaps must stay within Eras 1–10. You cannot declare a direction that would take you outside this range or add a card that would move your destination outside it.
・All players lose immediately if any player’s hand becomes empty. However, this does not cause defeat if that player will receive cards through replenishment or an item effect.
For example, when you exchange your last card in hand with a card already in an era, your hand is temporarily empty. You then receive the other card, bringing your hand back to one card, so the group does not lose.
・If you clear an era containing another Item card using Item 4, check any applicable mission conditions and turn that era’s Scenario card face down. Resolve that item’s effect after completing the exchange.
・As soon as a card is placed in Era 10, immediately determine whether the group wins or loses. Using Item 4 to exchange the card in Era 10 also ends the game.
© 2026 Ryusei Games
Game Design:Ryusei Nakata
Thanks to all the players who test-played.