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Loop Inc. box art
2015 Ranked #5,758

Loop Inc.

A time-travel strategy game has agency workers schedule profitable trips across repeated versions of the same day. Past selves must repeat old actions, so each new loop compounds both opportunity and chaos.

Science Fiction Travel Action Queue Hand Management

Players

2-4

Play time

20-40 min

Age

13+

Complexity

2.5/5

Rating

6.37

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

You and the other players work at Loop Incorporated, the most prestigious time travel agency in the world. Well, that’s not entirely true.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

You and the other players work at Loop Incorporated, the most prestigious time travel agency in the world. Well, that’s not entirely true. It’s a mismanaged, third-tier agency owned by the slick Mr. Loop, who cares more about making a buck than making sure the delicate weave of the time-space continuum stays tight and safe. For you and your coworkers, it’s as good as job as any, and if you time things just right you may even get a nice bonus at the end of the day. And since you have a time machine, you can take multiple cracks at it… assuming things don’t get too chaotic with your past selves running around. Loop Inc. is played over the course of three days, with each day actually being the same day, but a different time through it. During the first day, players will get to perform three actions and send out their one time machine. Actions include gathering components, setting up advertising, and more. Then, at the end of the day, players jump into their time machines and return to the beginning to start the day over again. The catch is, when players go back in time to try the day again, their past selves are still running around. This means they’ll have to perform all the actions from the previous version of the day, as well as three new ones. They’ll also have an additional ship to launch. On the third try, things compound even further...making timing key. At the end of the third day, the player who completed the most profitable trips wins, provided they didn’t cause too many tears in the space time continuum.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
1–4
Play time
20–40 min
Age
13+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
Scott Almes

Artists

1
Kwanchai Moriya

Publishers

1
Eagle-Gryphon Games

Linked items

No published linked games yet.