
- BGG rank
- BGG #15,219
- BGG rating
- 6.3
Highlander: The Card Game
- 2 players
- 20 min
- Complexity 2.2/5
- 1996

1994
Rules assistance for Towers in Time
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
Towers in Time is a board game released in 1994 for 2 players, 30 minutes per game, and ages 12 and up. It was designed by Mike Sager and its main mechanics are Hand Management.
From the box: In the beginning those that could master going between dimensions thought of it as novelty. There were worlds to discover, creatures to see and most importantly magic to master. But with all these things to keep them busy there was one thing they did not forget, Power. Soon it was easier to take from others than to find it on your own. The only place to hide was in great magical towers that they built between dimensions. All times in your world and in the others are at your disposal. Will you be the last to Reign in Towers in Time? Play overview: Each player represents a spellcaster, dueling with the other players for control of an abstractly defined extradimensional space. Each player has five shields, represented by cards from that player's deck, that serve to anchor the player the dimension within the game's story, and as the player's presence in the game mechanically. The goal is to eliminate the shields of all other players; when a player has no shields remaining, they are banished from the pocket dimension, and out of the game. Victory goes to the last player with shields in play. To combat one another, players play Source cards, representing connections to various natural locations, be they landforms, weather phenomena, or natural disasters. These resource cards allow the player to access Temper, the main resource in Towers in Time, themed to the four elements. Using Temper, players pay the costs to summon creatures to wage war, conjure magical objects and artifacts to enhance the effectiveness of recruited creatures, and cast spells to strengthen their minions and weaken the opposing armies. Additionally, once creatures are in play, most of them can provide Temper as well, although typically less than Source cards; most cards in Towers in Time are resource generators in addition to their other game effects. Source cards serve as the base for the titular Towers of Towers in Time. Each Source has a default file of three ranks atop it, each space of which can be occupied by creatures and the cards they carry. Creatures enter play within Towers, and must match the element represented by the Source atop which it stands (except for Neutral creatures, which may be played into any Tower). There are rules to determine which creatures can enter play in which locations within a Tower, but once in play, most creatures can move between Towers, taking attached cards with them when they move. Turns do not follow the turn format common to many contemporary CCGs. Instead, several phases are completed simultaneously by all players, then players alternate initiating and resolving a single action until both players have passed. Action resolution varies depending on their effect, with some actions initiating a separate resolution phase with its own actions and timing (such as combat) and others are single-step actions (such as playing a card). Additionally, a number of supplemental actions ("free" actions) facilitate utility functions, such as drawing Temper to pay for spells. The opportunity to act first during the action round is determined by the player who won initiative during game setup (for the first turn only), or the player who did not take the last pass action on the previous turn.
Towers in Time supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Towers in Time is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Towers in Time for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Towers in Time has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Towers in Time belongs to these categories: Card Game, Fantasy, and Collectible Components. Its main mechanics are Hand Management. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Towers in Time are: Mike Sager. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Towers in Time as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.