The more training an agent receives the better they are at performing their missions, but the longer their training lasts. Training can be sped up by hiring instructors. The players must also perform research into improving their time travel and computer equipment and hire technicans to run the equipment. All of this must be done with their limited department budget. When their agents are ready the player sends them into the past to attempt to change history.
Time is represented by a series of concentric circles and the current time line by a line of arrows.
As history is changed, the time arrows move clockwise or counterclockwise around the board. A card is drawn showing the task which must be performed in the past. Success is determined by the skill of the agent and the modifiers on the card. Success means the time line shifts in the favor of the player making the change. Failure makes the time line change randomly, which could benefit the player's opponent.