Deliberating when barbed wire was invented may not sound like the most thrilling game, but Timeline makes history fun again.
It’s a card game with a minimal learning curve (literally a minute or two) that can last five minutes or an hour depending on how many rounds you want to get through. After exploring different time periods at The Mystery Rooms you may want to try it, especially if time travelling with the GRIMM Institute has given you a thirst for history, or if your adventures didn’t allow you to fully show off your prior knowledge.
Timeline consists of cards depicting a historical event, invention, discovery, movie release or musical composition on one side, and the date on the other. You can buy themed packs depending on your interests. A good place to begin is the Diversity pack which involves a little of everything mentioned above. I’m partial to the movies and music set but only because that’s where my strengths lie (i.e. I’ll win).
The way we play is by dealing four to six cards to each player from a shuffled deck with the date side face down. Place one card in the middle of the table date-face down – this will be the starting point of your timeline. It’s then up to each player to guess the date of this card. When everyone’s guessed, flip the card over and the player with the closest guess begins. In the unlikely event of a tie, establish who looks more the distinguished historian, and get on with the game. This first player will look at their set of cards, choose one and place it on either side of the starting card chronologically. If you’re right, well done for being a history buff – sit back and relax. If you’re wrong, move the card to the correct place on the timeline and take a new card from the deck. The first player with no cards remaining wins the round. As the timeline grows, it becomes more difficult to slot cards into their correct place.
Being knowledgeable about your dates is one thing, but being completely off is often more fun. Try being 8000 years out for the domestication of cattle. I don’t know that I’ll ever be allowed to live that one down. Competitive players who feel confident with their cards can also employ a little strategic element and slot in cards with dates close to each other, making it tricky for other players. To help yourself, playing cards you’re more uncertain about first, when the timeline is smaller, always helps. Sometimes you’ll inadvertently help other players, however. I played the ‘Start of the Hundred Years’ War’ card, revealing the date. What did one of my opponents have? ‘End of the Hundred Years’ War’…
After a round ends, you can clear the slate and begin a new timeline, but maybe you’ll want to challenge (or embarrass) yourself further by keeping the existing timeline in play. It will get messy, but you’ll feel an even greater sense of achievement when you get one right.
The potential drawback to Timeline is that after a few plays you may begin to remember the dates of some cards, affecting overall replayability. On the flipside, you’ll be able to impress everyone at dinner parties with tons of pointless information. While this might be a concern for some players, it hasn’t made much difference for me, as I shuffle four different sets into one game, each set being 109 cards. Plus I have a terrible memory, which helps.
A fantastic warm-up game, Timeline gets 9 clocks out of 10