Anachrony · Expansion

Anachrony: Future Imperfect

Worth it

Our take
A Silver Duck reviewer rates it 9 out of 10 as a great next step once you are comfortable with the base game and calls the mission cards a favourite, but advises playing it only with people who have played the base game at least 5 times; three modules add little time while Intrigues adds about 20 percent. The unofficial modules guide marks Intrigues as the heaviest module and the Neutronide Buildings as very light, so you may not even see them in a game. In the same Reddit thread one commenter calls it a great bridge to Fractures of Time and, starting over, would buy it for Quantum Loops and Hypersync; another would barely use it once Fractures is in the game.
What you need first
Needs the Anachrony base game. Its four modules work on their own and mix with each other and with most other modules. Solo play with Quantum Loops or Hypersync needs Fractures of Time for the Chronossus; Intrigues of the Council cannot be used with the Chronossus solo mode.
What it adds
Four mix-and-match modules: Neutronide Buildings (4 buildings that scale with Power Plants), Hypersync Future Actions (take a Capital action now and repay it later), Quantum Loops (a new warp tile with Quantum Effect cards paid back with Breakthroughs), and Intrigues of the Council (Council Chamber board, mission cards and Agenda tiles that replace the base game's endgame condition cards).
What it fixes
Adds the player interaction and flexibility the base game lacks: Hypersync lowers the pressure to grab Capital spaces first, and Intrigues lets players shape and contest the endgame scoring.

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Sources

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