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Things From Another World
2020: The Game
2020: The Game
by The Garden North America (2020)
Player Count
4 to 8

Player Ages
14+

Playing Time
20 minutes to 30 minutes
Categories
  • Political
  • Card Game
  • Science Fiction
  • Party Game
  • Humor
  • Mature / Adult
  • Designers
  • Paul Kramer
  • Mechanisms
  • Betting/Wagering
  • Lose a Turn
  • Once-Per-Game Abilities
  • Hidden Roles
  • Deduction
  • Artists
  • Damon Crate
  • Stephie Coplan
  • Family
  • Admin: Unreleased Games
  • Rating: 10/10 from 1 users

    Description

    It's the year 3000, and everything is terrible. Historians have identified 2020 as the year everything started going off the rails. Players are cast as time travelers who must return to 2020 to cause enough good events to happen that the year turns out to be a good one after all, correcting the course of history and saving the world as we know it.

    But there's a twist. Some of the players are secretly double agents, bent on keeping 2020 a fiery hellscape. Good agents must use deduction and logic to figure out who these evil agents are before they can cause enough havoc to destroy 2020 and win the game.

    Players begin by doing a secret card draw, where they find out if they're a Good Agent or a Bad Agent. These roles are never revealed. Each player also receives one CLOCKBLOCK card at the beginning of the game, which allows them to veto the Timemaster's selections with no explanation. This card may only be used once.

    The player with the most optimistic world view gets to be the Timemaster of the first round. As Timemaster, this player gets to nominate a specific number of agents to go back in time to 2020, including themselves, if they wish. If no one plays their Clockblock card, the nominated agents each draw five EVENT cards, which contain funny satirical headlines that refer to things that happened in 2020. Some of these cards are positive ("Florida Drifts Into International Waters") and some are negative ("Pink 'For Her' Vaccine $5 More"). The positive cards have positive point values (1 through 5) associated with them, and the negative cards have negative point values (-1 through -5.)

    Once nominated agents draw their event cards, they choose 2 of the 5 to play, face down, by giving them to the Timemaster. They discard the other 3. The Timemaster blindly shuffles all the cards given to them and reveals them to the whole group, one by one, by reading the headlines as dramatically as possible. Players add up the total number of points and start to guess who might have played what. The player to the right of the Timemaster becomes the next Timemaster, and a new round begins.

    Players play as many rounds as there are players - so 4 players = 4 rounds, 5 players = 5 rounds, etc. If, at the end of the game, the total group score is 0 or below, the bad agents win. If the group score is 1 or higher, the good agents win.

    —description from the publisher

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