Order by the year each record was set. You place all 30 cards on one timeline, one at a time. Three wrong guesses ends the run.
Here the cards are mile world records, each showing the runner and the time, with the track or city underneath. Put them in order of the year each record was set. One record starts on the timeline with its year in view. Place each new card into a gap; get it right and the year shows, get it wrong and the record still lands where it belongs while costing one of three lives.
Every mark beat the last, so the clock on each card is a real guide, but rivals traded the record back and forth and some improvements were fractions of a second. The deck runs from early amateur meets to the modern era of paced races. When two times look almost identical, the runner's name and the venue are what separate them.
Want a longer game? On the deck tree you can tick this deck alongside any other one measured in release years and dates, and they shuffle into a single timeline together.
Here are 28 of the 30 cards you might be dealt, with 2 more in the deck. Their values stay hidden until you place them.