Just like my other spoiler-free T.I.M.E Stories review, I'll be avoiding most of the plot and setting points as best as I can.
However, if it's on the back of the box, it's fair game. Alright, let's get into it.
TL;DR
The Marcy Case was a big letdown, especially after the great experience we had with the first game. They tried to do some new things, and I appreciate that, but I still do not recommend buying this expansion. I was surprised with how this expansion turned out because The Marcy Case has been getting really positive reviews from the major board game websites.
There are worse games you can buy, and The Marcy Case isn't downright unplayable, but it absolutely falls short of the mark set by T.I.M.E Stories Asylum. If Asylum was an 8 out of 10, I would give The Marcy Case a 4 or 4.5 out of 10.
Pros
The art is incredible, again
New features
Very exciting first 10-20 minutes of play
Cons
Playable characters feel very generic
After the first 20 minutes, the game gets dull
Story is not satisfying or interesting
Less map areas to explore
Some map areas have no purpose
Objectives
This time, the Consortium has sent our newly-promoted agents to 1992. Our mission is to save a girl named Marcy in order to keep the future intact. This mission plays more like an action movie than a mystery game, and wastes no time getting right to the guns, explosions, and guts.
We only get four receptacles to choose from this time, and only two of them have a unique ability. If you think back to the Asylum receptacles, all but one had traits and shortcomings that helped flesh out the character through play. This time we're left generic options.
I almost feel bad for complaining about how bland the character options are because each receptacle card has a multi-paragraph biography about the character. We learn their backstory, their motivations, and other snippets of information.
In Asylum we learned who the characters were by their flaws, traits, and the little one-liner quote at the top of the card. The shell-shocked veteran couldn't stand to be around more death and was having a real issue living as a civilian in the post-war society. The bitter old lady hated everybody and refused to die just to spite those around her. Do you see my point? We learned who these characters are by the way they interact with the world around them. It reminds me of the old saying, "Show, don't tell."
The receptacles' three stats are Search, Ranged combat, and Close combat. In this edition, close quarters combat is a bit more dangerous and increases your odds of taking damage, so you'll need to be more cautious before handing out a platter of knuckle sandwiches.The search skill replaces Glibness from Asylum as your means of investigating the area, which is a bit of a pain. In Asylum, anybody could look for clues without too much trouble, aside from occasionally needing a key or a strength/dexterity roll. In this game, only one character is any good at searching, and one can't even search at all. You'll run into a lot of "Ah crap, it's a search card. Hey, come over here and find the thing." This turns into a lot of extra TU spent going back and forth from card to card trying to roll enough stars on the dice to see things you already know are there.
We get not one, but two flavors of combat in The Marcy Case, which is good because combat makes up the majority of this game's content. Over the course of the adventure you'll get a few new weapons of each type (close-range or firearms) to help you roll more dice and get bigger numbers.
Most of the interaction you have with the setting is move here, fight this thing, go in this room, fight this other thing, but the combat doesn't serve to move the story along. Combat exists only to artificially lengthen the runtime of the game.
![]() |
| Pictured: Real-time, immersive game play |
Design
The Marcy Case gives us a handful of new mechanics to play around with.
First off, there are two new icons on the location cards. An orange exclamation point on a card's back represents an interaction that at least one player must visit. The purple trashcan on a card's back represents an urgent situation, and if at least one player does not go to that area immediately, it will be discarded for the rest of the run.We are also graced with supplies in the form of ammunition and health kits. Unlike our Asylum receptacles, these characters won't have to resort to snorting coke just recover a few hit points. Unfortunately. the game gives you such an abundance of ammo and health packs that you would have to really mess up to burn through all of it, making the combat substantially less threatening.
They've even given us a use for the "Codex" spaces at the top of the game board in the form of an interesting survival-game sort of mechanic that I'll go over in the spoiler version. In short, it's a way to throw more enemies in your path to make you waste more time.
The Main Issue
Trying to do something new is not automatically bad; and I want to be fair here because the series as a whole has so much potential. The Marcy Case falls short in my eyes because I went into it expecting an experience similar to that of Asylum. I wanted to explore areas, collect clues, and solve a mystery. I wanted to feel like there was something secret to be uncovered. There is very little of that in this game. In fact, I would argue that the main plot hook of saving Marcy is actually the least interesting thing about the setting they've presented. I'll go over this point more in the spoiler version.
I compared The Marcy Case to a Michael Bay movie because it hides its lack of substance with layers of guns, action, and explosions. The game ushers you from one scene to the next, where you roll a handful of dice and fight something. The scenes themselves lend little to the progression of the story, unlike in Asylum, where they took you deeper and deeper into the mystery.
It has several "Hah! Got ya!" moments that serve only to waste TU, and all of the "puzzles" are multiple choice that can be easily solved by guessing until you get it right. By your second run-through you likely will have seen every area the game has to offer.
Conclusion
Pass. This expansion was a good attempt at something new, but ultimately was too much of a departure from the mystery solving adventure we loved from Asylum. If you're a completionist or a die-hard T.I.M.E Stories fan, go ahead and buy the game. Otherwise, see a movie instead. Thanks for reading.








