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ObjectiveSetupStartYour TurnTimelinesChallengesResolvingWild CardsWinning

Objective

Be the first player to complete a timeline containing at least one card from every sport and successfully complete your turn.

You may only win on your own turn. Completing your final sport during a challenge does not win the game. A Wild Card may not be used as the final placement required to win the game, even if it completes your final sport.

Setup

  • Shuffle each sport into its own face-down deck (QR code facing up so it can be scanned when drawn).
  • All players start with no cards and no timeline.

Start of Play

The youngest player goes first. Play proceeds clockwise.

Your Turn

  1. Choose a sport deck, draw one card, and scan it.
  2. Announce where you believe it belongs in your timeline.
    First card: Declare a decade or 10-year window, such as 2000s or 1996–2005
  3. If correct, place the card year side up in front of you.
  4. If incorrect, discard it.
First card rule
Your first placed card must be within your declared decade or 10-year window. No challenges are allowed on a player’s first placed card.

Timelines

Timelines must remain chronological. Exact years are not required — only correct relative placement. Each placement window is inclusive of its listed years.

Example timeline on the table
1984 — 1990 — 1994 — 1998 — 2006
Valid placement windows
in or before 1984between 1984–19901990–19941994–19981998–2006in or after 2006

Saying “between 1990 and 1994” is valid if the rookie year is 1990, 1991, 1992, 1993, or 1994.

Challenges

  • Only players with at least one card in their timeline may challenge.
  • No challenges are allowed on a player’s first placed card.
  • Challenges start to the left of the drawing player and proceed clockwise.
  • Each challenger must select a different placement window — no duplicates.
  • Players may not suggest placement windows to other challengers.

Resolving Challenges

Reveal the rookie year, then play proceeds accordingly:

Drawing player correct
Drawing player wins. All challengers lose one timeline card, chosen by the drawing player and discarded.
Drawing player incorrect
Any challenger whose window contains the rookie year is correct and loses nothing. The first correct challenger clockwise places the drawn card into their timeline. The drawing player loses no cards. All incorrect challengers lose one timeline card, chosen by the winning challenger and discarded.
No winner
All challengers lose one timeline card of their choice and discard it.

Wild Cards

Wild Cards represent positive and negative moments across sports that can affect your turn, your timeline, and your opponents’ timelines.

Example
Walk-Off Game Set Match Hat Trick Hole in One
May be placed anywhere and count as that sport. A Wild Card does not count as the required final placement to win the game. You cannot win on this turn.
Example
Technical Foul Penalty Box Failed to Qualify
Immediately discard this card and end your current turn. No timeline card is placed, and you cannot win this turn.

Winning

You win when your timeline contains all sports and you successfully place a normal, non-Wild timeline card on your own turn.