Time Trouble

Character Spaces

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Character spaces

If a character lands on a space of their color, their ability is activated and you must carry it out immediately. If another character lands on this space, nothing happens (the space is “blocked” until the character has moved further on).

Opening locks

If Franky lands on a key space, immediately flip 1 lock from the same board over, so that the side with the neutral space is face up. The path is now clear.

New energy

If Jell-E lands on an energy space, immediately take 1 energy from the general supply and place it in your supply in the center of the character board.

Healing

If Cleo lands on a healing space , you may heal 1 damage . To do this, remove 1 damage from any character (even Cleo) and place it back in the general supply. If none of the characters have any damage, you cannot carry out the heal action and nothing happens.

Revival

You can bring characters that are k.o’d back into the game through healing. Remove 1 damage from the character. Then place the character onto the space Cleo is on. In this case, the characters share 1 space. You can continue playing with the revived character as normal.

Any Fluffies the character has collected remain in their inventory. Now they can bring them to the goal.

Note: If you revive Spike, he can move immediately. Franky and Jell-E can move again in the next round.

Sticky snails

If Spike lands on a snail space , take 1 snail from the general supply and place it in your supply on the character board. You can place up to 5 snails in your supply.

Using the snails

At any point when moving, you may give up 1 snail from your supply to move any character 1 step fewer. This does not count as a movement in itself, you are simply reducing the number of steps for this character by 1 per snail. You may use as many snails as you like, even multiple per character.

You may never reduce the number of steps below zero, i.e. you may not move backwards.

Franky lands on the key space. Flip over the lock and the path is clear. Super! Next, Jell-E lands on the energy space. Take 1 energy and place it in your supply.

Cleo lands on a neutral space. Spike plans to take 3 steps but he must stop 2 spaces before because this space and the space before are occupied. He takes 1 damage , which you place on a damage space next to Spike on the character board.

In the next round, Franky lands on a Fluffy space. Take the Fluffy from this space and place it in Franky’s inventory. Jell-E takes 0 steps and remains where he is. The energy space is not triggered again. Cleo would take 2 steps. Instead, in order to land on the healing space , you decide to use 1 snail. Then remove 1 damage from Spike. Finally, Spike takes 4 steps and you receive 1 snail.

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