Anachrony · Expansion

Anachrony: Fractures of Time

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Our take
A Silver Duck reviewer on BGG rates it 9.5 out of 10 and calls it an expansion that fixes the base game's small flaws, but says to use it only with players who have 5 to 10 base games behind them and that play time rises about 20 percent. A BGG poster says that after a few games with it they do not want to play without it again. The unofficial modules guide lists it as the most complex add-on. In a Reddit thread on which expansions to buy, commenters call it "the must own for long term play" and say the base game "gets stale after like 6 plays"; one says it is needed for solo play, while another has not tried it because they like very tight worker placement and read that it loosens that.
What you need first
Needs the Anachrony base game (original or Essential Edition). The Path of Unity can only be played with this expansion. It is also the only source of the solo Chronossus and improved Chronobot modes.
What it adds
A new playable faction (Path of Unity with 6 Paladin miniatures), a Valley board with new action spaces, a Fracture device that lets you "blink" an Exosuit to a second action for Flux Cores, glitch and Operator-worker rules, Technology cards, new leaders for the original Paths, a Variable Anomalies module, and two solo modes (Chronobot and Chronossus).
What it fixes
Gives the weak research action a real use, adds competition for Capital spaces and lets you take two actions with one Exosuit, at the cost of a shorter game (5 rounds instead of 7) with more decisions per round.

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Last checked 2026-10-08. Spot a mistake? Tell us.