Nobody likes it when their alarm goes off.
So set off everyone else's first. Play cards to push one shared clock onto your friends' alarms, and keep it far away from yours.
- Players2–4
- Time20–40 min
- In the box75 cards + a clock
You already know how to read a clock
That's most of the rules. The rest fits on three cards.
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Set your alarms
Everyone gets 3 Alarm cards, face-up. The whole table can see every target, including yours.
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Move the clock
On your turn, play one Time card. Push the shared clock forward, pull it back, or snap it to an exact time.
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Ring, ring
Land exactly on someone's alarm and it goes off. Lose all 3 and you're out. The last player with an alarm still set wins.
One clock. Everybody's problem.
The clock in the middle belongs to nobody. Every card moves it, so every turn is a choice: line up your shot, or keep it far from your own alarms. It only moves in 15-minute steps, so you can see trouble coming. Mostly.
- Snooze Button. Your alarm is about to go off? Hit snooze to cancel it. The clock jumps 15 minutes, which might land on someone else.
- Double Time. Play two more cards this turn. Set the hour and the minute in one go.
- Sleep Talking. Look through an opponent's hand and take the card you like best.
60 Time cards. Manipulate the clock to your advantage.
Hold five, play one. The trick is knowing which one to save.
MoverNudge the clock forward or back.
Minute setterSnap the minutes to :00, :15, :30 or :45.
Hour setterPick one of three hours.
Exact setterJump straight to 12:00, 5:00 or 9:00.
WildAny hour you like. Rare, and dangerous.
DefenseHit snooze. Buy yourself 15 minutes.