Antinomy is a head to head battle of wits as 2 competing sorcerers search the depths of space and time for powerful Paradox Crystals.
On your turn you will play one relic card from your hand to travel forward or back in time.
- The elemental color or relic symbol will move your sorcerer into the past to a matching color or symbol.
- The number will fly your sorcerer into the future that number of cards.
When you land on a card, you swap it with a card in your hand, allowing you to collect a powerful set of three cards with matching numbers, symbols, or colors... otherwise known as a paradox.
But not all sets are perfect. The codex at the end of the continuum will determine which color paradoxes that can be formed.
Example: If the blue water elemental color is covered this turn, then you may not make paradoxes using blue cards.
Traversing the continuum is no easy task. If you're unable to create a paradox crystal, you could always confront your opponent in a clash and wrest control of a crystal from them.
Collecting 5 of these crystals will ensure your control over space and time. Do you have what it takes to wield the power of Antinomy?
- Players: 2 (use the Solo Flare expansion to play solo)
- Ages: 8+
- Length: 15-30 minutes
- Publisher: Button Shy Games
- Designer: John Baluci with solo by Mike Mullins
- Art: Marty Cobb
- Page count: 10
- Components: 6 cards, 4 rules
- Additional components needed: 10 tokens to track score