How to Play

Winning the Game

Each match is a 1v1 brawl between you and a rival rogue Time Lord, taking place in a changing environment that encompasses all of time and space. Your goal is to destroy the shields of your opponent, sending them flying into unknown reaches of the Time Vortex.

Both players start with 30 health on their Shields. Cards are played to the board by spending Artron, you and your opponent take turns playing cards, attacking and using abilities against each other until one of you reduce the others shield to 0 and win the game. If either player are unable to draw a card from their Future (the deck of cards your opponent has chosen to take into battle), they lose the game. If both players' Shields are reduced to 0 or both players are unable to draw a card at the same time, the game ends in a draw.


Before playing you must assemble your Future. Futures contain 50 cards and can contain up to 4 copies of most cards at the start of your game, but you are limited to 2 copies of any Legendary cards. From the Future you draw cards during your game into your hand and play them onto the board, your cards in hand and in play on the board are together known as The Present. Once cards have been destroyed they are sent to the Past. The Past is a shared pool of cards between both players that contain all the cards that have died or been destroyed.

Playing the Game

Before the first turn can begin the players must go through the Mulligan phase, where after shuffling the Futures they look at the 4 cards they have draw for their opening hand and can “influence the timestream” by returning up to 2 cards to their Future to draw 2 new cards.

Whether you take your turn first or second is decided at random. Both players start with 4 Arton and at the start of each players turn, their Artron is refreshed, and they gain an unspent Artron cell increasing the total cells by one up to a total of 15.


Each players turn is divided into three phases: Main Phase 1 (1st player begins their turn) , Reaction Phase (opposing player reacts) , Main Phase 2 (1st player ends their turn). Players alternate control between each phase, with the opposing player being given an opportunity to act during a turn’s reaction phase. Once the three Phases are complete they start again but with the opposing player taking control in Main Phase 1.

Phase Flow

Main Phase 1

Player 1 can play creatures, domains, specialists, devices onto the board, worlds into the world zone, select creatures to attack, activate card abilities and use event cards or the power.

Reaction Phase

Player 2 can select creatures to block incoming attacks declared by the opponent, if applicable, with creatures in the same lane and/or use instant cards and abilities.

Main Phase 2

Player 1 has all available actions from Main Phase 1 except for selecting creatures for an attack.

After Main Phase 2 the cycle repeats but with Player 2 now taking the lead in a freshly started Main Phase 1