Kevin Wilson’s Escape from 100 Million B.C. will let you fight dinosaurs with Albert Einstein and Abraham Lincoln


03 February 2017
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pic3161240-99413.jpg Escape from 100 Million B.C.
Arkham Horror, A Game of Thrones and Teenage Mutant Ninja Turtles co-designer’s latest title sees players working together to repair a time machine

Acclaimed designer Kevin Wilson has finished development on his latest game, a time-bending co-op adventure where famous figures from through history collide with prehistoric dinosaurs – and it sounds like a whole lot of fun.

Escape from 100 Million B.C. is a solo design from the co-designer of Arkham Horror and A Game of Thrones, joining his independent efforts such as Sid Meier's Civilization: The Board Game and last year’s Teenage Mutant Ninja Turtles: Shadows of the Past.

Players construct the game’s map as they play, attempting to seek out equipment and the parts of their crashed time machine to return to their original time period before the nearby volcano explodes.

Along the way, they’ll encounter dinosaurs – killing the big lizards results in time paradoxes that suck historical figures back to the prehistoric setting. Among some of the famous characters in the game are Albert Einstein and aviation legend Amelia Earhart.

Upsetting the timeline too much can end in disaster, as can leaving too many parts of the time machine in the past, leading to further paradoxes.

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Wilson described the title as “a medium-weight game where the story is formed by the interaction of the map, movement of the dinos and castaways, and the players' choices”.

Escape from 100 Million B.C. is due for release in “the next few months”, and will be published by IDW.

The cover artwork – featuring a fantastically Indiana Jones-like font and artwork reminiscent of pulp comics – is by Alex Horley, who has previously worked on Magic: The Gathering cards and Warzone.

“We had a time-lost Abraham Lincoln fight off a T-Rex with his axe in one of our playtests,” Wilson summarised as part of his Twitter reveal of the game. “What more do you need in a game?”

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