Order the Metroid games by the year each first released. You place all 12 cards on one timeline, one at a time. You start with three lives, and ten right in a row wins a lost one back.
Each card is a Metroid game, from the 2D adventures to the first-person Prime entries, and you order them by release year. Only the title is printed, sometimes in a shortened form. One game begins on the timeline with its year showing. Slot each new card into a gap. A correct slot shows the year; wrong ones still land in the true spot and cost one of three lives.
Samus disappears for long stretches, then returns with several games in a short burst, so the deck has both empty patches and crowded ones. The side-scrolling and first-person lines ran side by side, which makes their relative order tricky. Remakes and retellings sit far from the games they remake. Don't lean on the story order; it won't help you here.
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.
This deck has been played 15 times. An average run places 8.2 cards, and 83% of all placements land in the right spot. 53% of runs place every card.
The cards players get wrong most often:
The safest card is Super Metroid, placed right every time it has come up.
Here are 12 of the 12 cards you might be dealt. Their values stay hidden until you place them.









