Put these moments from The 100 in the order they happen in the story. Flashbacks go where they fall in the timeline, not where they air. You place all 64 cards in the right order, one at a time. You start with three lives, and ten right in a row wins a lost one back.
Each card is a moment from The 100, and the goal is to put them in the order they happen in the story, not the order they air. The season each moment comes from is printed under its name, and scenes the show tells out of sequence carry a · flashback tag. One event sits on the line from the start. Slot every new card before, after or between the moments already down. A good call reveals where it belongs; a bad one still moves it to its proper spot, but costs one of your three lives.
The show leaps ahead more than once, six years at one point and well over a century at another, but those jumps only move forward, so the story still runs in a line. The tagged cards are where it reaches back. A few belong before the delinquents ever land, one reaches all the way to the day the old world ended, and one fills in the lonely years after a death wave. Keep track of where the survivors are living: the Ark, the Mountain, a bunker or a new world.
Here are 28 of the 64 cards you might be dealt, with 36 more in the deck. Their values stay hidden until you place them.








