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Minds Across Time Rules

01. Minds Across Time is a Collectible Trading Card Game played using decks of official Minds Across Time cards. Play with custom cards is welcome but must be agreed upon beforehand and each custom card must be explicitly approved.


02. If any rule in these Game Rules is in conflict with the effect of a card (which may include multiple capabilities), the cards effect should be followed, including cards that affect win conditions.


03. There are 5 types of cards: character, resource, product, environment, and clash cards.


04. Each player begins a game with a deck of any number of cards not less than 40 and not exceeding 100.


05. If players are engaging in a multiple game match, a side deck of up to 15 cards may be used by each player to adjust their deck in between games. Adjusted decks must still have between 40 and 100 cards, inclusive. The winner of the match will be the person winning the greatest number of games out of those played.


06. Before each game begins, each player may select up to 2 character cards and up to 2 resource cards to put in play. Players then shuffle their decks fairly and then offer their decks to an opponent to cut (to take some number of face-down cards from the top and place them on the bottom of the deck).


07. Minds Across Time is a turn-based game.


08. A fair mechanism (such as a coin flip) must be agreed upon between the players to determine which player gets to decide whether to go first or second. After the first game, the loser of the previous game gets to choose who goes first.


09. To begin the game, each player draws a hand of 7 cards. They may shuffle their hand into their deck and draw a new 7 cards up to 2 times. Each time a player shuffles, that player must offer their shuffled deck to an opponent to cut.


10. The cards from the deck which are not in the hand, not in play, and have not been removed from play are called the library.


11. With the exception of the very first turn of the game, the player whose turn it is draws 2 cards at the beginning of their turn. This includes the first turn of the player who goes second.


12. Any player unable to draw a card when required to do so loses the game. I.e. if a card effect or the beginning of a turn would cause a player to draw a card, but there are no cards in their library, that player loses the game.


13. Players may play cards from their hand on their turn and activate abilities of cards they have already played.


14. Players may play clash cards during their opponents turn. Players may preempt opponents moves by playing clash cards; their effects will be executed as if the most recent player had played their card just before an opponents move. Regardless of when a clash card was played, it is removed from play after its effect has been resolved.


15. Activated abilities may also be played during an opponents turn unless explicitly stated otherwise. Activated abilities may also be used to preempt the opponents move. (Activated abilities have an associated activation precondition, such as pivoting cards or paying resources.)


16. Players may only play up to 1 character card per turn.


17. Players may only play up to 1 resource card per turn.


18. Players may play any number of product, environment, or clash cards by paying any denoted cost.


19. If a card says to pivot it, players signify that the card has been used by turning it sideways. A sideways card cannot be pivoted.


20. If a card says to unpivot a pivoted card, it should be turned vertically. Vertical cards are unaffected by unpivoting.


21. All of a players cards are unpivoted immediately before the player draws cards at the beginning of their turn unless otherwise stated by a card's effect.


22. Every character card possesses a set of talents. In addition to their other abilities, each character may be pivoted for one of those talents to pay the cost of a single product. E.g. a product requiring business, engineering, and leadership will require a character with the business talent to be pivoted, a character with the engineering talent to be pivoted, and a character with the leadership talent to be pivoted. This might require 3 characters to be pivoted, even if a single character is in possession of more than one of the requisite talents.


23. Each player may have at most one environment card in play at any one time. If a player who already has an environment card in play attempts to play another environment card, the environment card that was originally in play is removed from play and replaced with the new one.


24. Product cards may not be pivoted as the condition of an activated ability on the turn that they are played, unless otherwise stated. All other cards and abilities may be used at any time after they enter play.


25. Unless otherwise stated, a player wins if at any time they control cards such that the sum of their victory points is at least 20.


26. Resources created by pivoting a card disappear at the end of the turn unless otherwise stated. (This includes paper, energy, copper, silicon, glass, building blocks, and polypropylene).


27. Indicators are not resources and do not disappear at the end of the turn. Indicators may be physically represented by any object(s) or tool(s) that both players agree to use to represent the number of indicators of each type on applicable cards. E.g. players may use paper clips, bits of paper, or plastic figurines as pollution indicators for the Crude Oil card.

Bullet Points

  • Minds Across Time is about possibility, made reality.
  • It’s a Collectible Trading Card Game (TCG). Design your deck, develop your strategy, then look for a challenge.
  • There is no limit on the number of cards or the number of players in play.
  • There is no limit on your ingenuity, or the depth of your combinations.
  • There is no limit on hand size.
  • The real game starts from the first turn.
  • Each player starts the game with up to 2 characters and 2 resources already in play.
  • Each player draws 2 cards at the beginning of their turns.
  • Each player can play up to 1 character and 1 resource from their hand per turn.
  • Players can play any number of products per turn.
  • There is conflict, but no combat.
  • Your domain is all of time.
  • Your pool is the cusp of ingenuity.
  • Your possibility is all of reality.
  • You are Minds Across Time.

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