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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • If you’re a fan of zombies and undead
  • Cooperative games
  • Problem solving and time management

Might Not Like

  • Multiple play sessions to complete

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Time Stories: The Marcy Case Review

The Marcy Case

Stories On Tape

In this Time Stories: The Marcy Case Expansion review I will avoid any spoilers, and only reveal enough about the content to keep you as gripped as I was whilst playing through this expansion.

We re-join our adventurers after their journey through the asylum, which can be found in the Time Stories Core Set. In this adventure, we make our way to the United States in the ripe year of 1992. A young girl named Marcy who is of great importance has been kidnapped. Bob informs us that to succeed in our mission, we must rescue her and get her to safety. Failure is, of course, not an option.

The lack of extra details may seem underwhelming, however, every location you visit adds depth to the story and ushers you along the path with excitement.

What's Inside

When you crack open your box of supplies, you’ll find two decks of cards inside the Marcy Case Expansion. But don’t fret. Inside those decks are over 130 cards which are full to the brim of danger, mystery and adventure. In addition you’ll discover various mechanics, puzzles and items that will show their purpose later on.

To give your receptacles form in this journey, you’ll have 4 characters to choose from. Each one has a unique trait and speciality and you’ll have to keep this in mind as you create your team. Missing a particular trait may cost you valuable time and result in something worse.

I was initially disappointed to see that there were fewer characters in Time Stories: The Marcy Case than there had been in other expansions. However, as our team discussed who we wanted to play as, we found that each character suited each of our playstyles. What’s more, is that we discovered more about our characters potential as we played through the adventure.

Adding another layer of mystery are the Street and Code cards that you discover whilst setting up the mission. The backs of these give nothing away but build a constant curiosity whilst you’re exploring. What’s quite charming is the way the events of the game keep you just engrossed and occupied enough to forget about the extra cards, and then spring the mechanic into play from the shadows.

Time Is Of The Essence

Every location is packed with details and curiosity, but don’t let time escape you. Every turn costs valuable time, and you don’t want to waste a second of it.

Saying that, don’t overlook the potential that two or three play sessions holds. I found that there was so much packed into each section of this story, that it really seemed like it would be a waste to rush through in one sitting. Our group completed it in two play sessions, and we definitely felt that we got more value out of the game for doing so.

Oh, and don’t forget any perks that you may have acquired from the previous adventure. One might help draw the session out a little bit.

Stop, Rewind

As is the way with Time Stories adventures, if at first you don’t succeed, use your time more wisely on the second go. Gather up your ideas, and any resources that you can carry over, and try again.

Personally, I thought this worked very well with this particular setting, story and environment. On your first playthrough, you’re getting used to how your character works and exploring every corner of the map. Which means that on your second playthrough you know where to avoid and what situations your character works best in. This allows you to hone in on the objective and knock it out of the park in two or three runs depending.

Final Thoughts

Honestly, overall, the Time Stories: Marcy Case Expansion really sang to me. The art style was reminiscent of an old comic book. Each character was plucked out of an apocalypse, and just unstable enough to survive. Each location card you turn was packed with tension and uncertainty. And the story blended it all together perfectly.

If you’re able to play this with a group of 2-4 people, I would really recommend it. There’s elements that are designed with player interaction in mind, and playing solo prevents them from unleashing their full potential.

That being said, if you’re brave enough to take this adventure on solo, there’s nothing stopping you. The puzzles, characters and story will pull you in regardless, and you’ll feel like you’re in the centre of a world in ruins.

But don’t just take my word for it, show those receptacles just what you're made of. You might just surprise yourself…

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • If youre a fan of zombies and undead
  • Cooperative games
  • Problem solving and time management

Might not like

  • Multiple play sessions to complete

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