Time to Panic
Time to Panic at your next game night?
Add Time to Panic to your collection, let your group vote on what to play, and keep track of winners and scores. Free, no credit card.
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- Designer Max Anderson , Zac Dixon , Austin Harrison
- Publisher IV Studio
The description, FAQ and assessments for this game were generated with the help of artificial intelligence from the game data and reviewed editorially. Spotted a mistake? Let us know.
What to Expect
You play as multiversal agents trying to reconstruct a shattered timeline by arranging number cards into order. The game relies on limited communication, memory and ordering puzzles; after each turn a panic card is revealed to add chaos. Mistakes lower your final score—fewer mistakes lead to a better result.
Who Is This Game For?
Aimed at players who enjoy cooperative challenges with communication constraints and memory tasks. Suitable for solo play and groups up to four, and recommended for ages 14+. At about 40 minutes per game it fits a typical game-night slot.
How It Works
Time to Panic is a cooperative card game focused on Ordering number cards and activating their abilities. Players place a number card back into the timeline each turn and then reveal a card from the panic deck, creating new complications. The mechanics emphasize Communication Limits, Memory and team coordination to minimize errors and maximize the end score.
What Makes It Special
Designed by Max Anderson, Zac Dixon and Austin Harrison, the game blends cooperative play with limited-communication and memory-driven mechanics. The time-travel theme is central and multiple difficulty levels alter the challenge. As a cooperative Ordering card game it differs from typical deckbuilders by focusing on collective sequence reconstruction.
Pro
- Strong cooperative focus with team decision-making
- Limited communication adds tension and replay variety
- Short to medium playtime (~40 minutes) suitable for many sessions
- Playable solo (1 player) for flexible play
Contra
- Relies heavily on players' memory and discipline in communication
- Age recommendation 14+ makes it less suitable for younger families
Setting & atmosphere
The game is set in a science-fiction time-travel context where a team of agents must repair a broken timeline. The timeline concept is the core thematic and mechanical driver.
Tips for beginners
Start on an easier difficulty and focus on concise, consistent communication patterns while practicing the ordering mechanics.
Frequently asked questions
Can I play this solo?
Yes. The game supports 1 to 4 players, so solo play is possible.
How long does a game really take?
The listed duration is about 40 minutes; allow extra time for setup and a learning game.
What prior experience do I need?
Some experience with cooperative games is helpful because of limited communication and memory demands.
How does this compare to similar games?
Unlike many deckbuilders, this game centers on cooperative sequence reconstruction and limited communication mechanics.
Is this suitable for families?
With a minimum age of 14 and notable memory/communication challenges, it's less ideal for younger family members.
What mechanic makes it special?
The interplay of Communication Limits, Memory and Ordering defines the game's core challenge.
Fazit
A compact cooperative experience for players who like memory and communication puzzles. Recommended if you prefer short-to-medium games (~40 minutes) and team-based pressure situations.
Time to Panic at your next game night?
Add Time to Panic to your collection, let your group vote on what to play, and keep track of winners and scores. Free, no credit card.
Add Time to Panic to my collectionAlready have an account? Log in