At this time, we shift our attention on the Universe grid.  Here we see all 15 of the worlds of Paradox, laid out in random order.

Every time a player completes a Timeline card from a Past, Present, or Future timeline, the correction causes a disturbance in the space-time continuum which propels the Quake forward.  Depending on the type of timeline (Past, Present, or Future), the Quake will advance clockwise around the Universe grid (5, 3, or 1 spaces, respectively).  When the Quake finishes its movement, it will fracture the world on which it lands.

If the world is still fractured at the end of game play, the world has been removed from space and time — and players will suffer a penalty for sets in fractured worlds:

  • In the Basic Game, players will discard one card from their set(s) of any fractured world(s).
  • In the Advanced Game, players will discard ALL cards from the set(s).

Luckily, a player may use white or black resources from their matrix to protect against the Quake.

  • A player may restore a fractured world to its stable state (reactive).
  • A player may place a shield on a stable world, which will shatter when the Quake lands on it (proactive).

After 12 rounds of play, the Wormhole closes and the Quake loses energy.  Players no longer draft cards, and can spend their final actions to complete any open timelines and repair fractured worlds.  At the end of the final round, the Quake dissipates… and the Universe is most likely a very different place.

Players then tally their points for world sets, and the player with the highest score wins.