Black Knight (fan expansion for T.I.M.E Stories)
2017

Expansion of

T.I.M.E Stories

Black Knight (fan expansion for T.I.M.E Stories)

2-4

players

120

min

10+

age

Categories

Expansion for Base-game
Exploration
Fan Expansion
Print & Play

Mechanics

Cooperative Game
Dice Rolling
Storytelling
Variable Player Powers

Community Tags

Description

--- "The Black Knight" is a challenging, puzzle-heavy print-and-play T.I.M.E Stories scenario investigating a mysterious satellite at Area 51, emphasizing difficult codes over standard gameplay. Key mechanics include: - *Difficult puzzles and codes* Extremely hard, optional for victory but crucial for full story and aid; equal time investment required, no hints provided. - *QR code integration* Requires a device with QR reader for gameplay. - *No time loop or combat* Do-or-die structure with challenges only. - *Flexible player count* Designed for 2-4 players, functional solo except one non-essential card. - *Extended session length* 208 cards, no natural stopping point; use save option, complete in one long session, or dedicate table space. - *Printing specifications* Full-size cards only (100% scale, no "fit to page"); duplex printer tips include hand-feeding for alignment. The Black Knight is a lengthy print-and-play scenario for T.I.M.E Stories centered on the government's retrieval of the long-orbiting Black Knight satellite to Edwards Air Force Base (Area 51) for analysis, where unlocking its secrets encounters significant issues. Comprising 208 full-sized cards due to printing constraints with smaller formats, it features intensely challenging codes and puzzles that, while not mandatory for winning, provide substantial advantages and reveal essential story elements—demanding equivalent time to gameplay itself, with no designer hints available. It mandates a QR-reading device, eschews time loops for a high-stakes do-or-die format and combat in favor of pure challenges, supports 2-4 players (nearly solo-playable barring one dispensable card), and is family-friendly despite its difficulty. Lacking viable mid-game pauses, players must prepare for a single extended session, table reservation, or in-game save use; printing advice stresses 100% scaling, avoiding "scale to fit," and potential hand-feeding for duplex printers to ensure proper card alignment. ---