Separate times

How do you attack when everyone is not on the same day?

The rule is simple: seeing something does not mean owning it, and fast clicking does not decide alone. When two futures can claim the same town, hero, or road, the game opens a local contest.

The key idea

Each hero advances in a local day, but the world stays shared.

A hero on day 5 can cross the relevant trace or position of a rival still on day 3. The game does not answer with one frozen global clock. It asks a fairer question: can these two futures still touch in a legitimate way?

Local day

Your hero can finish the day while another hero is behind, as long as your futures do not block each other.

Seeing is not taking

Seeing a hero, town, or road gives information. The real result waits for a stable resolution.

Claim

If two futures ask for the same prize, the game creates a visible claim instead of deciding in secret.

Combat if needed

If the claim is challenged, it can become a battle. The result settles the world state.

Player diagram

One shared world, several readable days.

The diagram shows the important decision: an action can be stable, simply risky, or become a local claim that blocks only what must be blocked.

Separate times and local claims diagram A hero on day five acts in a shared world. The engine checks whether a rival on day three can still contest. The action becomes settled, stays under pressure, or opens a claim that can lead to combat. PLAYER A SHARED WORLD PLAYER B D5 Your hero acts now sees a town or rival Causal referee reads routes, actions, vision and open claims D3 Possible rival behind, but legitimate can still defend You click attack a hero or capture a town Future check who reaches the area? who can block? who already claims? Real causal conflict? not just vision Clear no open contest in the checked window ! Pressure readable danger, not yet an automatic blocker Claim two futures ask for the same prize Local combat duel, interception or town siege Settled state hero, route, town or banner settled NO NOT YET YES CHALLENGED IGNORED / EXPIRED A town waits for visible resolution.
Quick read: the game does not decide by click speed. It checks whether a rival could still legitimately contest. If yes, the map opens a local claim; if that claim becomes combat, the result settles the visible state.

Two concrete examples

A visible hero and a disputed town do not resolve the same way.

I see an enemy hero. Can I attack?

Yes, if your action reaches that hero's real presence or an area where your futures overlap. Otherwise, the game mostly shows information: pressure, trace, or frontier.

  1. 1
    You click the hero or the relevant zone.
  2. 2
    The game checks whether your local days can create a legal encounter.
  3. 3
    If there is a meeting, an interception or claim opens.
  4. 4
    If it is challenged, combat decides. Otherwise, the map continues.
I capture a castle on day 5, then a rival on day 3 arrives. Who keeps it?

The town should not quietly change owner if a rival future could still claim it. It enters a claim until the resolution is visible.

  1. 1
    Your hero reaches the town and attempts the capture.
  2. 2
    If no contest exists in the checked window, the banner can change at the end of the local day.
  3. 3
    If a rival or defender can still contest, the capture becomes a claim.
  4. 4
    The siege or claim expiry settles the current owner.

What the interface must make obvious

The player should always know whether an action is clear, risky, or blocked.

A good screen does not explain the code. It shows a read: clear, under pressure, claimed, combat pending, or already settled.

βœ… Clear

No claim is open in the checked window. The action can resolve.

⚠ Pressure

A rival may soon reach the area. This is not yet a blocker.

βš‘ Claimed

A prize is disputed. The involved hero cannot seal it silently.

βš” Combat

The contest became a siege, duel, or interception.

β—† Settled

The world has decided. The banner, route, or position becomes true.

Remember this: in Temprals, you do not steal a future by clicking faster. You move freely until the precise moment when two futures become incompatible.

Small glossary

The words that prevent confusion.

Pressure

Nearby danger. Someone can soon intercept or threaten, but nothing is necessarily open yet.

Frontier

A future window where an area can become contestable. It is a map read, not a battle.

Claim

An active, visible conflict over a specific prize: town, road, hero, relic, or important action.