Is Fractures of Time Too Much On Top Of Anachrony? - Beyond The Base Game Review
In the alternate storyline of Fractures of Time, Anachrony’s first major expansion, the four original Paths and the newly formed, sanguine Path of Unity have gained access to a powerful new technology called Flux. Flux Cores can be acquired in the Amethynia Valley, the expansion’s new main zone. By using the Flux Cores to power up their Fracture device, players may move (“Blink”) one of their already placed Exosuits to a new action space instead of placing a new one, or immediately retrieve some of their Workers or Free Action markers.
This can result in never-before-seen action efficiency, but just like the Time Rifts, the Flux technology is a double-edged sword. Without a sufficiently advanced Fracture device, overusing it can cause Temporal Glitches; hectic negative effects such as shutting down the Exosuit bay slots, temporarily disabling buildings, or making players more prone to Anomalies.
There's a ton of stuff to get through here, so expect a longer video! :P
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One single batchelor from the UK talking about his passion for board games and the people who play them! I support small content creators, board game cafes and go against the status quo when it comes to the board game industry. I give my honest opinions without bias towards any publishers or designers and will not hold back if I don't like a game.
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Timestamps:
00:00 - Introduction
01:10 - Overview
02:29 - Main Contents
04:31 - What is "Blinking?"
08:52 - Less Rounds, More Actions
10:29 - New Buildings
10:53 - Technologies
14:15 - Solo Mode (Chronobot & Chronossus)
19:44 - Future Imperfect KS Expansion (Why I've Not Played It)
22:57 - Summary
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