Sarah Prime is mucking about the timeline causing all sorts of distress and creating paradoxes left and right. As one of those Alternate Sarahs, you need to travel through time putting things right and competing with the other Alternates to become the new Sarah Prime. Visit different eras in history with a multitude of different companions to restore the timeline, rescuing other stranded companions as you go. The Sarah that fixes to most screw-ups in time creates their timeline as reality and assumes the role of Sarah Prime.
Depending on the number of players in the game a certain number of Time Zones are used, each a small deck of missions to accomplish. A player is chosen at the start of the game to receive the Time Czar token and all players take the role of an Alternate Sarah, each with their own unique ability. 3 Companions are dealt out to everyone and they set off to complete missions as Sarah Prime flits about dropping companions and causing Paradoxes. Sarah Prime starts with her own group of companions laid out for everyone to see. At the start of each round, the right-most Companion will move to its appropriate Time Zone with Sarah following them. The game ends when all of Sarah Prime’s Companions are gone (7 rounds).
Each turn players will simultaneously choose which Time Zone they want to visit taking turns from the furthest Time Zone to the latest. If anyone selects the same Time Zone or ends up in a Time Zone with Sarah Prime then a Paradox is created. Those players discard their Sarah card and draw a new one at random. Ties in player order are decided by the Time Czar, who then passes on the token after making a decision.
A player may take a companion from a Time Zone (taking a Wild Token if that Companion didn’t originate from that Time Zone), leave Companions at a Time Zone, and complete missions by matching the icons on it with Companions in play and/or Wild Tokens from the current Time Zone. When a Mission is completed the player takes it, refreshing the Time Zone with a new Mission and a new Companion from the deck. The player with the most points at the end of 7 rounds is the winner.
Watch the video above for a more in-depth explanation of play, including more on Wild Token, Advanced Mission Objective cards, and more.
The artwork in Sarah’s Singularity almost feels like a nod to the Magic Schoolbus, and educational book/cartoon series from the late 80’s/early 90’s. It’s wonderfully detailed, colorful, cartoony, and family friendly. Each Sarah and Companion has their own distinct feel, while the Mission cards are wonderfully thematic and tell an exciting story within a single image. All the game’s iconography is each to read, understand, and provides exactly what you need to know about a Companion or Mission at a glance.
Being a preview, there’s not much else to comment on. Daily Magic Games explained what the final version of the game will contain, including some upgraded components, and you can see all that info on the Kickstarter page.
Sarah’s Singularity is a delightful game that feels like a combination of The Magic Schoolbus and Doctor Who. The rules are light, but the game contains an excellent amount of strategy and players compete to complete missions, snag the best companions, and either try to avoid Paradoxes or use them to their advantage. The addition of individual player powers and hidden player objectives just adds to the wonderfully rich experience the game provides.
The Kickstarter campaign for the game is in full swing and you can make sure you get a copy of your very own for a minimum pledge of $24, with a slightly upgraded edition available for $29. There’s really no reason you shouldn’t get in on the $29 level for the added wooden components. Sarah’s Singularity is worth every penny, and the extra $5 will be well worth the added expense.
A prototype of Sarah’s Singularity was provdied free for thise preview by Daily Magic Games