---
product_id: 21145439
title: "TIME Stories"
brand: "space cowboys"
price: "15.12 OMR"
currency: OMR
in_stock: true
reviews_count: 8
url: https://www.desertcart.com.om/products/21145439-time-stories
store_origin: OM
region: Oman
---

# Time-limited missions Fully cooperative gameplay Modular scenario decks TIME Stories

**Brand:** space cowboys
**Price:** 15.12 OMR
**Availability:** ✅ In Stock

## Summary

> ⏳ Dive into time, or risk missing out on the ultimate co-op thrill!

## Quick Answers

- **What is this?** TIME Stories by space cowboys
- **How much does it cost?** 15.12 OMR with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.com.om](https://www.desertcart.com.om/products/21145439-time-stories)

## Best For

- space cowboys enthusiasts

## Why This Product

- Trusted space cowboys brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Evolving Gameplay:** Learn from each attempt—use acquired items and knowledge to outsmart time itself on your next run.
- • **Race Against Time:** Every move and decision costs precious time—can you beat the clock and save reality?
- • **Expandable Universe:** Regular expansions keep your adventures fresh and your squad always craving more.
- • **Team-Driven Strategy:** Collaborate seamlessly with up to 4 players to solve mysteries and unlock hidden locations.
- • **Dynamic Replayability:** Each scenario deck offers a fresh, immersive story with unique challenges and stunning artwork.

## Overview

T.I.M.E Stories is a cooperative, narrative-driven board game where 1-4 players become time agents tasked with repairing temporal faults. Featuring modular scenario decks, time-limited missions, and immersive artwork, it blends RPG elements with strategic teamwork. Designed for ages 12+, it offers deep storytelling with evolving gameplay through expansions, making every session a unique adventure.

## Description

It has been a grueling training regiment at the Academy, but you're finally ready for your first mission as a full-fledged T.I.M.E. agent. You and your team will travel back (or forward) in time to prevent some cataclysmic event. But don't waste a moment. Every second counts! In T.I.M.E. Stories, you will work cooperatively with a team to solve a mystery taking place in a different era. Each team member will enter a shell of someone alive at the time and gain their physical strengths and weaknesses. If you can't complete the adventure in time you'll be sent back to the start of the mission for another attempt. Each T.I.M.E. Stories deck is a new scenario waiting to be discovered! When are we this time.

Review: Ring Side Report-Board Game Review of T.I.M.E. Stories - Originally posted at [...], a new idea everyday! Product-T.I.M.E. Stories Producer- Asmodee Price- $ 45 here http://www.desertcart.com/Asmodee-SCTS01US-ASM-Time-Stories-Board/dp/B013TRQLJO/ref=sr_1_1?ie=UTF8&qid=1459128440&sr=8-1&keywords=T.I.M.E.+Stories Set-up/Play/Clean-up- 3 hours (1-4 players) Type-American Depth-Light TL; DR-The best DnD without a DM sandbox I could ask for.% Basics-Welcome to the T.I.M.E. corps! In this game you play agents of a future agency who teleport into the bodies of people living in various situations across space time-think Sliders and Quantum Leap. Will you prevent the rupturing of space time? The mechanics are as easy as they come. At the start of each adventure, you are told to find some problem, fix it, and then return. From the space station, you teleport into the bodies of different individuals at the scene. These bodies have their own problems. The first adventure is a bit of a Lovecraftian inspired tale, so you start in an insane asylum and your host bodies all have some strange ticks that prevent things from working completely well. From there, you have a map of four Tarot-sized cards that you use to indicate where your group is currently exploring and a spread of cards that indicate the room or location you’re currently looking in. Each card is either the introductory text of the room or a space that you can interact with. You can look at the back of each card, but some cards have conflicts you have to resolve in order to progress. Each body you enter has two to three different stats. These stats indicate how well you handle different tests. These tests can range from social, to investigative, to straight up combat. All tests are handled the same way. You decide if you want to handle the test, choose the appropriate stat to use, and roll the number of dice for the stat on some wooden dice. These dice have either blue explosions or red skulls. Each test has a number of shields, and blue explosions remove shields. Red skulls cause the test to attack you back. You add the number of red skulls and the number of shields that have red skulls on them, and if the number is higher than your defense stat, you lose one life. There are also some tests that have different shields like time or life and those will either take more life or subtract time from your total. Time is the main currency of the game. When you move between locations, roll the dice for a test, or move between panels at a location, you spend time. Moving between panels is just one click of time and can be done at the same time as another character at your location is rolling dice. Moving between locations results in your rolling a different die that takes between one and three time clicks to move around the map. When your time is up, you teleport back to the space stations. Here is the most interesting part. As you adventure around, you receive items and tokens. The tokens are all color and symbol combinations that you place on the board. As you move around, these tokens unlock new locations. Some locations have one or more pictures of colored tokens on them, and you can't access those locations until you get the tokens from other places on the map. The other thing a character can get is items. Items come from their own numbered deck, and these items range from maps to chainsaws. Some give you tokens or weapons to fight with. The most important thing some have is a mark indicating that you get to keep them if you run out of time. When you run out of time, you reset the board, replace all items in the deck except for any items marked with the TIME symbol. Then you most likely get yelled at by your TIME boss, and sent back in. But, now you can skip certain locations because you remember that information from your previous times through. In game terms you got a new map indicating the secret tunnel (for example), and you can just head there, bypassing the whole mess and a few other locations. Your goal is to find the problem, solve it, and head home. Using the above mechanics, your wits, and what you discover as you move around the map, can you save time itself? Mechanics- A summary from above-You have three stats, to do a test, roll the number of dice for the stat. You spend time when you roll or move. Moving to a new place takes time. Spend all your time, and you go back to the spaceship. Done! That is the rules for the game. With that you can get most of the game, and that level of simplicity is phenomenal! I love the way the mechanics don’t interrupt the game’s flow or over complicate things. This feels like a super simple RPG, and honestly, that’s not far from the truth in terms of how the game plays. 5/5 Theme- This game is the best American-style game I’ve played in a long time, including some of the RPGs I play all the time. Everything in this one feels right. The art is amazing, the cards all feel great, and the writing for the story is awesome. It’s got red herrings throughout that you want to check out, and little details that are awesome to understand. The only sad part is I can only play this once… 5/5 Instructions-Writing the instructions for this game are difficult. If you write too much, then you have to explain what some things that will happen are. If you write too little, you leave the players scrambling to understand what you meant. This game went a bit too little for my taste. The rules are by no means bad, but they are a bit too open as I played I and my group had to make a few calls about what things were and to just roll with the punches. That would be absolutely unforgivable in a game where every rule call could mean winning or losing, but since this game is a complete co-op game, it’s much more tolerable. If you don’t mind just saying “Ya, that seems right” a few times, then you won’t have a problem. If not, you will spend a bit of time on BoardGameGeek searching forums on how to execute the rules. 4.25/5 Execution-Execution is interesting. The game board and tokens feel sterile, and they should since your body is aboard the space station and you’re just being beamed into a person at the scene of the problem. The art of the cards is amazing, and it does help draw you into the scene. What I don’t like is some of the components, more specifically, the insert to keep things organized. It’s cheap loose plastic that was broken on my unboxing copy. This is a $60 game that after one playthrough I can't play again (without buying an expansion), so for my money I expect a bit more. Also, you can’t really fit all the components well into the holes provided, so most days after opening up the box, you have a mess! That might be a pain, but overall the game’s parts are all done well. For the price, it’s not bad, but it could use a bit more. If you want to see all the pieces in action, here is my unboxing video [...] Summary-This is a phenomenal game that basically self destructs. It has zero replay, and that is the main drawback. You can’t unlearn the mystery in the mystery novel, and once you know what the right choices are, then this game is basically over. That’s not bad, as point and click adventure games are amazing, but you have to know that going in. For what it is, it is amazing. Its an RPG game where you don’t have a DM/GM. I get to play with my friends with no prep and everyone is on the same side of the game. It’s completely cooperative. It is expensive at $60, but not overly so. Furthermore, since the base game is designed to serve at the springboard for future games, it's almost like buying the console to play video games. The story of the first adventure is fun, and any game that has sneaky Lovecraft has good Lovecraft (ie this game didn’t need to scream CTHULHU! to get sales). If want a fun co-op game where you get to play through a random adventure each time, provided you bought the expansion, then this is an amazing game that will draw you in and keep you hooked. 95%
Review: NO SPOILERS review - This is an absolutely amazing game, components are great, the art work is great, and most importantly the story telling is amazing. From the beginning to end this game immerses you into the story. I have heard that people want to know about replay value, I think its definitely worth playing again, theres so much going on, that you wont remember everything you did if you play it weeks or months apart. Im not going to say anything at all about the case other then WOW!!! The insert is set up in such a way that theres a save system, if a game goes a little to long, you can save your game and put everything away, then come back later and know exactly where your at, its really efficient and hopefully more games will do this as well. If your a Quantum Geeker like me, this game is for you, if you loved choose your own adventure books as a kid this game is for you. I honestly couldn't recommend this game more, its at the top of my best games list as if now. Now I just have to wait until my expansion order comes in to feed this itch this game will give you.

## Features

- TIME-TRAVELING ADVENTURE: Embark on an epic journey through alternate realities as agents tasked with repairing temporal faults to safeguard our world.
- COOPERATIVE EXPLORATION: Join forces with your peers in this innovative cooperative board game, designed by Space Cowboys, to unravel mysteries in unique locations.
- REPEAT AND SUCCEED: Test your skills in challenging scenarios where you may need to repeat missions, using your experience and knowledge to improve your chances of success.
- IMMERSIVE ARTISTRY: Immerse yourself in captivating stories with stunning artwork, transporting you to different times and settings with each adventure.
- EXPAND YOUR EXPERIENCE: Experience modular gameplay with the potential for small regular expansions, enhancing your gaming enjoyment.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B013TRQLJO |
| Best Sellers Rank | #427,897 in Toys & Games ( See Top 100 in Toys & Games ) #11,791 in Board Games (Toys & Games) |
| Customer Reviews | 4.5 4.5 out of 5 stars (564) |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.9 pounds |
| Item model number | TS01 |
| Manufacturer | Asmodee |
| Manufacturer recommended age | 12 years and up |
| Product Dimensions | 3 x 11.75 x 11.75 inches |

## Images

![TIME Stories - Image 1](https://m.media-amazon.com/images/I/41Y4XNx+ZPL.jpg)
![TIME Stories - Image 2](https://m.media-amazon.com/images/I/51WLstLDE+L.jpg)
![TIME Stories - Image 3](https://m.media-amazon.com/images/I/613brXIUmNL.jpg)
![TIME Stories - Image 4](https://m.media-amazon.com/images/I/71UNi9ERErL.jpg)
![TIME Stories - Image 5](https://m.media-amazon.com/images/I/71hEJNEphpL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Ring Side Report-Board Game Review of T.I.M.E. Stories
*by E***D on April 3, 2016*

Originally posted at [...], a new idea everyday! Product-T.I.M.E. Stories Producer- Asmodee Price- $ 45 here http://www.amazon.com/Asmodee-SCTS01US-ASM-Time-Stories-Board/dp/B013TRQLJO/ref=sr_1_1?ie=UTF8&qid=1459128440&sr=8-1&keywords=T.I.M.E.+Stories Set-up/Play/Clean-up- 3 hours (1-4 players) Type-American Depth-Light TL; DR-The best DnD without a DM sandbox I could ask for.% Basics-Welcome to the T.I.M.E. corps! In this game you play agents of a future agency who teleport into the bodies of people living in various situations across space time-think Sliders and Quantum Leap. Will you prevent the rupturing of space time? The mechanics are as easy as they come. At the start of each adventure, you are told to find some problem, fix it, and then return. From the space station, you teleport into the bodies of different individuals at the scene. These bodies have their own problems. The first adventure is a bit of a Lovecraftian inspired tale, so you start in an insane asylum and your host bodies all have some strange ticks that prevent things from working completely well. From there, you have a map of four Tarot-sized cards that you use to indicate where your group is currently exploring and a spread of cards that indicate the room or location you’re currently looking in. Each card is either the introductory text of the room or a space that you can interact with. You can look at the back of each card, but some cards have conflicts you have to resolve in order to progress. Each body you enter has two to three different stats. These stats indicate how well you handle different tests. These tests can range from social, to investigative, to straight up combat. All tests are handled the same way. You decide if you want to handle the test, choose the appropriate stat to use, and roll the number of dice for the stat on some wooden dice. These dice have either blue explosions or red skulls. Each test has a number of shields, and blue explosions remove shields. Red skulls cause the test to attack you back. You add the number of red skulls and the number of shields that have red skulls on them, and if the number is higher than your defense stat, you lose one life. There are also some tests that have different shields like time or life and those will either take more life or subtract time from your total. Time is the main currency of the game. When you move between locations, roll the dice for a test, or move between panels at a location, you spend time. Moving between panels is just one click of time and can be done at the same time as another character at your location is rolling dice. Moving between locations results in your rolling a different die that takes between one and three time clicks to move around the map. When your time is up, you teleport back to the space stations. Here is the most interesting part. As you adventure around, you receive items and tokens. The tokens are all color and symbol combinations that you place on the board. As you move around, these tokens unlock new locations. Some locations have one or more pictures of colored tokens on them, and you can't access those locations until you get the tokens from other places on the map. The other thing a character can get is items. Items come from their own numbered deck, and these items range from maps to chainsaws. Some give you tokens or weapons to fight with. The most important thing some have is a mark indicating that you get to keep them if you run out of time. When you run out of time, you reset the board, replace all items in the deck except for any items marked with the TIME symbol. Then you most likely get yelled at by your TIME boss, and sent back in. But, now you can skip certain locations because you remember that information from your previous times through. In game terms you got a new map indicating the secret tunnel (for example), and you can just head there, bypassing the whole mess and a few other locations. Your goal is to find the problem, solve it, and head home. Using the above mechanics, your wits, and what you discover as you move around the map, can you save time itself? Mechanics- A summary from above-You have three stats, to do a test, roll the number of dice for the stat. You spend time when you roll or move. Moving to a new place takes time. Spend all your time, and you go back to the spaceship. Done! That is the rules for the game. With that you can get most of the game, and that level of simplicity is phenomenal! I love the way the mechanics don’t interrupt the game’s flow or over complicate things. This feels like a super simple RPG, and honestly, that’s not far from the truth in terms of how the game plays. 5/5 Theme- This game is the best American-style game I’ve played in a long time, including some of the RPGs I play all the time. Everything in this one feels right. The art is amazing, the cards all feel great, and the writing for the story is awesome. It’s got red herrings throughout that you want to check out, and little details that are awesome to understand. The only sad part is I can only play this once… 5/5 Instructions-Writing the instructions for this game are difficult. If you write too much, then you have to explain what some things that will happen are. If you write too little, you leave the players scrambling to understand what you meant. This game went a bit too little for my taste. The rules are by no means bad, but they are a bit too open as I played I and my group had to make a few calls about what things were and to just roll with the punches. That would be absolutely unforgivable in a game where every rule call could mean winning or losing, but since this game is a complete co-op game, it’s much more tolerable. If you don’t mind just saying “Ya, that seems right” a few times, then you won’t have a problem. If not, you will spend a bit of time on BoardGameGeek searching forums on how to execute the rules. 4.25/5 Execution-Execution is interesting. The game board and tokens feel sterile, and they should since your body is aboard the space station and you’re just being beamed into a person at the scene of the problem. The art of the cards is amazing, and it does help draw you into the scene. What I don’t like is some of the components, more specifically, the insert to keep things organized. It’s cheap loose plastic that was broken on my unboxing copy. This is a $60 game that after one playthrough I can't play again (without buying an expansion), so for my money I expect a bit more. Also, you can’t really fit all the components well into the holes provided, so most days after opening up the box, you have a mess! That might be a pain, but overall the game’s parts are all done well. For the price, it’s not bad, but it could use a bit more. If you want to see all the pieces in action, here is my unboxing video [...] Summary-This is a phenomenal game that basically self destructs. It has zero replay, and that is the main drawback. You can’t unlearn the mystery in the mystery novel, and once you know what the right choices are, then this game is basically over. That’s not bad, as point and click adventure games are amazing, but you have to know that going in. For what it is, it is amazing. Its an RPG game where you don’t have a DM/GM. I get to play with my friends with no prep and everyone is on the same side of the game. It’s completely cooperative. It is expensive at $60, but not overly so. Furthermore, since the base game is designed to serve at the springboard for future games, it's almost like buying the console to play video games. The story of the first adventure is fun, and any game that has sneaky Lovecraft has good Lovecraft (ie this game didn’t need to scream CTHULHU! to get sales). If want a fun co-op game where you get to play through a random adventure each time, provided you bought the expansion, then this is an amazing game that will draw you in and keep you hooked. 95%

### ⭐⭐⭐⭐⭐ NO SPOILERS review
*by R***L on October 31, 2015*

This is an absolutely amazing game, components are great, the art work is great, and most importantly the story telling is amazing. From the beginning to end this game immerses you into the story. I have heard that people want to know about replay value, I think its definitely worth playing again, theres so much going on, that you wont remember everything you did if you play it weeks or months apart. Im not going to say anything at all about the case other then WOW!!! The insert is set up in such a way that theres a save system, if a game goes a little to long, you can save your game and put everything away, then come back later and know exactly where your at, its really efficient and hopefully more games will do this as well. If your a Quantum Geeker like me, this game is for you, if you loved choose your own adventure books as a kid this game is for you. I honestly couldn't recommend this game more, its at the top of my best games list as if now. Now I just have to wait until my expansion order comes in to feed this itch this game will give you.

### ⭐⭐⭐⭐ Because you liked Quantum Leap, right?
*by N***K on April 10, 2017*

TIME Stories is a hard game to review, to be honest. It's a niche product for a niche crowd with niche interests that can probably find the bulk of what this game offers elsewhere with greater depth. What it excels in, however, is storytelling, and providing little pieces of an ever-growing picture for you to put together and solve. It tests your game sense, and is definitely made with more seasoned tabletop gamers in mind; however, it also defies those expectations, making it easily accessible by casual players who wouldn't have that sort of game sense. In fact, those casual players may well be the ones with the common sense to know 'maybe you shouldn't actually do this after all' while the gamer beside them will think 'oh, this person is a NPC that has to have something important, right?' That's the type of game TIME Stories is, and it's especially typified by the scenario that comes in the box: Asylum. There are a lot of dead-ends, and things that you instinctively know are bad ideas, but you just have to try. Not everything is useful. Not everything gives you a good result. The mechanics of the game are actually quite simple: you have a limited amount of time to find out what is causing the disturbance you've been sent to investigate, and stop it. You're given very little information as to the why, and how - those are things you have to find out on your own. The game is designed around the likeliness that you will fail the first time, and some of the items you discover along the way are kept between 'runs.' The way the game presents the story, the information, and your obstacles is also a fantastic example of simplicity. The adventures themselves are contained in a single deck of cards which are separated out and placed on the board as per the adventure's instructions. One pile will be for items; another will be for something adventure-specific and placed in its own space on the board, etc. The locations themselves that you will explore are first presented as a panorama of multiple cards that represent different parts of that location to investigate that may provide challenges, choices, and items. Since you are heavily encouraged to play the game by stating what you find, or what's happening in your own words, this actually gives a large social, and light roleplaying aspect to the game. While the Asylum adventure doesn't play on this too much, other adventures do play heavily on the idea of hidden information. It's a great game. My only complaint with it, really, is actually related to the Asylum scenario itself: there are a LOT of dead ends. Even things that would logically present you some sort of useful information in most other situations can waste your time here. It does force you to think a little bit about what a choice could potentially get you compared to what you're there for, but some situations just feel like a cheap 'gotcha.' That is for the Asylum scenario itself, though. The actual mechanics of the game are solid, and revolve primarily around efficient exploration and time management, while putting characters in situations that are best suited for them when challenges do present themselves.

## Frequently Bought Together

- TIME Stories Board Game - Journey Through Time and Space to Save Reality! Adventure Game, Cooperative Strategy Game for Kids & Adults, Ages 12+, 2-4 Players, 90 Min Playtime, Made by Space Cowboys
- TIME Stories Madame EXPANSION - Dive into 17th Century Versailles! Adventure Game, Cooperative Strategy Game for Kids & Adults, Ages 12+, 2-4 Players, 90 Min Playtime, Made by Space Cowboys
- TIME Stories The Hadal Project - Dive into a Thrilling Underwater Mystery! Adventure Game, Cooperative Strategy Game for Kids & Adults, Ages 12+, 1-4 Players, 90 Min Playtime, Made by Space Cowboys

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