Order by the year each record was set. You place all 26 cards on one timeline, one at a time. Three wrong guesses ends the run.
Follow the men's 100 m world record as it falls: each card names the sprinter and his time, with the place he ran it printed underneath. You're ordering the records by the year they were set. One record starts on the timeline with its year showing. Slot each new card into a gap: a correct pick reveals the year, while a wrong one moves the record to its real place and costs one of three lives.
Times generally drop as you move forward, but not neatly: the switch from hand timing to electronic timing means some marks look slower than older ones. Equalled records crowd parts of the deck, and the same sprinter can hold more than one entry. Read the location line, since an Olympic or world final can anchor a card better than the time can.
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 26 of the 26 cards you might be dealt. Their values stay hidden until you place them.