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Space Cowboys

Time Stories -The Marcy Case

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T.I.M.E. Stories: The Marcy Case sends your team of Temporal Agents back to 1992 to find a missing girl and confront a strange plague in a sleepy American town. A cooperative narrative expansion for 2–4 players, ages 12+, it plays in about 90 minutes at a medium complexity.

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About the Game

In The Marcy Case, your team of Temporal Agents travels back to 1992, where a little girl has gone missing and a sleepy American town is reeling from a strange plague. You'll explore the case card by card, chasing leads while every move costs precious time; fail before the clock hits zero and you'll loop back to the start, armed with hard-won knowledge for another attempt.

The game supports 2–4 players, runs around 90 minutes, and is recommended for ages 12 and up. Complexity is medium, with cooperative play, storytelling and narrative choice at its heart.

Published by Space Cowboys as the first expansion to T.I.M.E. Stories, it requires the base game and delivers an entirely new period, mystery and 137-card deck, rather than altering the core rules.

History

The Marcy Case is the first expansion to the revolutionary T.I.M.E. Stories system from publisher Space Cowboys. It builds on the base game's time-loop structure, requiring the original game's rules and components while supplying a completely new scenario deck of 137 cards.

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Watch: How to play

Rules of Time Stories -The Marcy Case

  • Requirements: This is an expansion — you need the T.I.M.E. Stories base game. It adds a new 137-card scenario deck but does not change the core rules.
  • Setup: Prepare the base game board and components as usual, then set out The Marcy Case deck. Each player chooses a receptacle (a host in 1992) with its own strengths.
  • Objective: Work cooperatively as Temporal Agents to solve the case — a missing girl and a strange plague in a small American town — by following leads across the card deck.
  • Turn flow: The team moves between locations, which costs Temporal Units (TU). At each location, players choose cards to reveal and resolve, gathering clues, items and story choices.
  • Tests: Some cards call for dice tests against your receptacle's abilities, or present decisions that shape how the investigation unfolds.
  • Running out of time: When TU reaches zero, the run ends. If the mission isn't complete, reset the scenario and start a new run, keeping everything your team has learned.
  • Game end: The game ends when you complete the mission's final objective; finishing in fewer runs is the mark of a better result.
  • New to the system? A base-game tutorial video is linked on this page for the shared rules — avoid scenario-specific footage to dodge spoilers.

Strategy

  • Talk before you act — it's fully cooperative, so share every clue and decide moves as a team.
  • Treat your first run as reconnaissance: expect to run out of time, and focus on mapping which locations and cards matter.
  • Split up at each location so different players read different cards, then summarise findings for the group.
  • Minimise backtracking — moving between locations costs TU, so plan an efficient route once you know the layout.
  • Remember dead ends and costly encounters from earlier runs so you can skip them next time; knowledge is the main thing that carries over.
  • Consider a balanced mix of receptacles so the team can handle a variety of tests rather than excelling at just one.
  • Not every card is worth engaging with — weigh the time and risk of a test or fight against what it might reveal.