| Caliber | Source · official rules |
August 5, 2026
The rules are online, and in the meantime, the longest discussion on the BGG page concerns the cover illustration. I've read the twelve pages and the summary sheet, and the thing that decides games comes down to four cardboard tiles.
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FrogScore
8.5
calculated based on 5 criteria
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Signature
Østby co-founded Aporta and signed Revive, while Alion has no reprints yet.
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9 |
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Originality
The timeline discards the cards you are using, while tracks and tech tree remain common elements.
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8 |
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Production Quality
One hundred forty-four story cards and 108 luxury tiles for 69.99 euros, with an insert no one mentions.
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8 |
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Care/Attention to Detail
Numbered setup, iconography sheet and nine solo scenarios, but twenty-five cards need written clarifications.
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9 |
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Autonomy
Text only where the icon is not enough, explained in the summary sheet; the rulebook remains English.
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8 |
| Buy it if | You enjoy optimizing in parallel while others do the same, and you want a civilization that finishes in ninety minutes. |
| Skip it if | You need a contested map and someone to attack at the table, because here the only interaction gives you two points. |
| Window | Pre-order is open with estimated delivery on November 13, 2026, and no publisher has announced an Italian edition. |
→ Timespan on Frogames · €69.99 · pre-order
Profile
| Interaction | ■■■■■ |
| You visit others' wonders with your camel, and whoever owns it gets two points when you pass. | |
| Chance | ■■■■■ |
| Each offer contains a hidden card, so half of what you choose is taken blindly. | |
| Weight | ■■■■■ |
| The rules per phase are few, but you manage five tracks and a hand with no card limit. | |
| Downtime | ■■■■■ |
| You only wait during the offer round, because the action phase is played simultaneously by everyone. | |
| Footprint | ■■■■■ |
| Everyone lays out three player boards plus cards, and for small tables, the back of the main board offers a reduced one. | |
Mechanics · worker placement · tech tree · asymmetric powers · offer drafting · simultaneous play · income engine
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Players
1 – 5
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Duration
90 minutes
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Structure
3 eras
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Language
English
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Box
€69.99
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Solo
Official
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From Stone Age to Space Age, in ninety minutes
Timespan puts a civilization in your hands and lets you guide it through history, from the Stone Age to the Space Age, in three eras that fit into one evening. At the beginning, you take two boards: one for civilization, choosing from Egyptians, Greeks, Vikings, Babylonians, Mexica, and Chinese, and one for technology, either by choice or random draw. The difference between civilizations is not an initial advantage that fades away, because it remains on the table until the end. Egyptians get three coins where others get two, Vikings move their ship twice without paying wood, and Chinese start with an extra card in hand. And the technology board dictates which powers you can unlock by advancing in science. In front of you, you already have three cards: the Shaman, Fire, and the Wheel.
From then on, you play cards of people, inventions, and constructions, from Marie Curie to the printing press to Notre Dame, and each one lines up in front of you and becomes something you can do. Meanwhile, you advance on the culture and science tracks, and send out explorers, first with a ship, then a hot air balloon, and finally a spaceship. And you build wonders, which are the large cards that stay outside the line, are worth points, and give you two points every time another player sends their camel there. There's no map to conquer, no armies, and no one can attack you. The player with the most points at the end of the third era wins.
How a round plays out
Repeats five times, within three eras
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Income · all together
Everyone collects what their cards produce, i.e., resources, coins, and advancements on the tracks. Then, as a separate count, peace is checked: each dove printed on cards and wonders is worth one point.
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Discovery · in turn
The player with the most doves chooses first among the offers, which are groups of two new cards plus a token that pays immediately, and there is always one more offer than there are players.
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Camels · all together
Everyone must move their camel, the only pawn that moves around the table, and sends it where they need the action, because wonders do things your cards don't. You can't go to your own wonder, you pay one coin to go to a neutral one, and you enter another player's for free but give them two points.
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Workers · all together
Everyone together pays resources to play new cards and sends workers to action spaces, i.e., the squares printed on cards and boards that give resources, points, or advancements.
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Where points come from · peace with every income · cards in timeline and in the graveyard · wonders built and visited · gold and the rarest luxury tokens · the two vision cards of adjacent players
Peace is not spent, it is counted
Peace is not a resource and not a currency, because it is not accumulated, spent, or exchanged. It is just a dove symbol printed on some cards and wonders, and with each income, you count how many you have in plain sight in front of you. That number does two things and nothing else: it moves you further up in the order of choosing offers, and it gives you one point per dove, up to a maximum of ten.
However, that line of cards only has four slots, so each new card pushes out the oldest one and takes away the doves it had on it. Those who rush to play cards fall behind in the selection order and stop earning those points, while those who keep them in play see others take the best cards before them. This is the crossroads that returns every round, and it has no right answer. Some keep their line static and live off passive income, while others let it flow to get to modern cards, which cost more and yield more. Peace is the first thing you pay when you grow.
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The Heart
That row of four cards is called the timeline, and it's the true engine of the game, because every card that arrives there becomes a workplace where you can send one of your workers to perform the action printed on it. You start with three workers, and they remain yours, while the camel is something else entirely and only goes to other players' spaces. And the position in the line matters. Some cards pay by multiplying by the slot they are in, from the first to the fourth, others also activate the action printed on the board below them, and still others collect every time they move. So, a new card doesn't just add itself; it pushes the others back one spot and changes what they yield. The fourth card leaves the line and goes to the graveyard, where it is worth points at the end but no longer works. Only the luxury already delivered on top remains active, which is one of those fur, ceramic, silk, or gem tokens that some cards require and that, once placed, improve that action forever. Marie Curie enters, Fire exits. |
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The Doubt
Six civilization boards for six technology boards make thirty-six different starting points, and variety is half the reason this game is interesting. The doubt isn't that; it's that no one knows how much one weighs compared to the other, and the rulebook anticipates this, as it provides two ways to set up the start before the game begins. One is a draft, where players choose boards in turn instead of drawing them. The other is an auction, where each player bids by moving their marker back on the score track, and whoever wants a pair already reserved by another must offer more points. The auction, the manual states, is useful if the group believes that certain combinations are exceptionally powerful. It's the publisher hedging their bets on a balance that no one has yet been able to verify, and those who buy now also get the patch. |
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I wrote down the doubt before the rest, so you can decide with that in hand.
Timespan · €69.99
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Promotional material Alion – by Dr Ø
Who put their name on this box
Kristian Amundsen Østby and Kenneth Minde sign together on Automania and then Bad Company, the only two boxes Minde has in his ludography. Østby, on the other hand, comes from Escape, Santa Maria, and Revive, and co-founded Aporta Games and then Alion with Kjetil Svendsen. The Dr Ø in the brand is him, as he is a doctor by profession.
As for the cover, there has been discussion since January, when a reader asked if the illustration was AI-generated. Østby responded by citing the drafts that Nilanjan Malakar shared throughout the work, and those who want to get an idea can find his YouTube channel with 143,000 subscribers. In June, Svendsen reiterated this, while Gjermund Bohne is responsible for graphics and iconography.
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What it's compared to
On the forum, it's compared to Millennia: Tracks of Time for its scrolling cards, and the authors say they haven't played it.
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Where it stands out
Here, almost everything is played simultaneously, and cards that leave the timeline still count for points while stationary.
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«It plays more like a Euro than a 4X.» Kristian Amundsen Østby, author, on the BGG forum
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144
history cards
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108
luxury tiles
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36
different starts
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What's inside, for seventy euros
The setup page also includes 56 discovery tiles, six civilization boards and six technology boards, plus the hourglass that advances on the time track, while no one says anything about the insert, so that part of the count remains open.
Sources seem to disagree on the number of cards, because the publisher announces 175 and the manual counts 172, but the difference is the starting cards, which each player receives from a separate deck.
Promotional material Alion – by Dr Ø
You don't beat a score alone, you close two objectives
In solo play, there's no automa to move and no fake opponent, so you just play your game. To win, you must complete both vision cards, which are the secret objectives you choose at the beginning, like reaching the end of the science track, playing six inventions, or delivering one luxury of each type. The score does not decide victory.
Points are looked at later, and are used to mark a medal, with one hundred points for bronze and one hundred seventy-five for platinum. You can start randomly or take one of the nine scenarios, which set initial civilizations, technologies, wonders, and objectives, and that's where replayability lies. Two things change compared to a full table. The offers you choose from are fewer, from two to five depending on how much peace you have in sight. And at the end of each action phase, a new wonder arrives to visit by paying a coin, otherwise the camel would remain still.
The three eras
The hourglass advances and changes what you can explore
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I
Prehistory and antiquity, exploration only by sea
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II
From the Renaissance onwards, the hot air balloon rises
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III
Modern age and space, the hot air balloon becomes a spaceship
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There is
Official solo mode with nine scenarios
Summary sheet of all icons 3D printable files from the manual Reduced board on the back |
There isn't
Italian edition announced
Automa to manage in solo mode Conflict or elimination Insert declared by the publisher |
Sources · official rules, BGG page, public responses from authors and publisher. Where the rules don't cover it, I haven't filled in with my own words.
The cover has been debated for seven months.
The four squares that decide the game, almost nothing.
The rulebook has been out since July, and it speaks louder than any thread.
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FrogScore
8,5
We put our reputation on the line for this before anyone even played it.
Pre-order Timespan · €69.99
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Timespan on Frogames · BGG page
Timespan · Kristian Amundsen Østby · Kenneth Minde · Nilanjan Malakar · Alion – by Dr Ø · worker placement · Calibro · 2026 · Frogames




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