Time Travel v2

Setup

  • Time periods with multiple events occurring in each period.
    • lay out cards
      • face down? up?
      • two major events in each time period (changing scoring)
      • 4 minor events (majority for each category)
    • update the category scoring number based on cards displayed
      • money
      • fame
      • power
      • altruism

Events

  • Each event may have:
    • a price of time for affecting change on it.
      • price will be higher for one affecting game end scoring values
    • the risk of cascading changes on it.
      • risk will be higher for one affecting game end scoring values
    • affects on end game scoring
    • category points for a player
    • special power to event owner?
      • cost -1 to do something in the same time period
      • cost -1 to ensure something happens
      • cost -1 to stop something from happening
      • cost -1 to mark history
      • destiny - event will occur no matter what
    • one time special power to event owner?
Period Major Event (2) moneyfamepoweraltruism
Stone Age Invention of Fire X
Stone Age Volcano Eruption X
Stone Age Arrow head X
Stone Age Furs X
Bronze Age Weapons X
Bronze Age Writing X
Bronze Age Pyramids X
Bronze Age Mining X
Iron Age Weapons X
Iron Age Writing X
Iron Age Pyramids X
Iron Age Metallurgy X
Iron Age Metallurgy X
Iron Age Metallurgy X
Middle Ages Religion, crusades, plague, art, trade
Machine WW1, WW2, great depression, oil, electricity
Atomic Chernobyl(nuclear power), Cold war, Space race,
Information Internet, Terrorism, UN, Robotics
Future Teleportation - X X
Future Clones X X -
Future Bionics X X -
Future Space Colonization X - X
Period Major Event (2) moneyfamepoweraltruism

Major Events - change scoring
4 - Stone age - only affects one category (abcd)
4 - Bronze - only affects one category
4 - Iron - only affects one category
6 - Middle ages - only affects 2 categories (a -b, b -c, c -d, d -a),(a -c, b -d)
6 - Machine - only affects 2 categories (-a b, -b c, -c d, -d a),(-a c, -b d)
4 - Atomic - only affects 3 categories (-a b c, -b c d, -c d a, -d a b)
4 - Information - only affects 3 categories (a -b c, b -c d, c -d a, d -a b)
4 - Future - only affects 3 categories (a b -c, b c -d, c d -a, d a -b)
ab,bc,cd,da,ac,bd
abc, bcd, cda, dab

Minor events - majorities
4 - Stone age - only affects one category (abcd)
4 - Bronze - only affects one category
4 - Iron - only affects one category
6 - Middle ages - only affects 2 categories (a b, b c, c d, d a, a c, b d)
6 - Machine - only affects 2 categories (a b, b c, c d, d a, a c, b d)
4 - Atomic - only affects 3 categories (a b c, b c d, c d a, d a b)
4 - Information - only affects 3 categories (a b c, b c d, c d a, d a b)
4 - Future - only affects 3 categories (a b c, b c d, c d a, d a b)

Action

  • X - Stop event from happening
    • place negative (skull) marker on it (or remove positive marker)
    • risk affecting things down the timeline
  • X - Ensure an event happens
    • place positive (shield) marker on it (or remove negative marker)
    • risk affecting things down the timeline
  • X - Make a mark in history (place your marker on it)
    • risk affecting things down the timeline
    • player with most (majority) marks on that event get the benefits at game end.
  • 1 - Travel in current time - move horizontal
  • 1 - Travel to another time - move vertical

risk

  • Risk dice will affect the future
    • affect event further down the timeline
    • and a numbered dice to affect which event (1-6)
  • low risk special dice
    • affects events further down the timeline (one level)
    • Stops event (can trigger more risk)
    • Ensure event (can trigger more risk)
    • Removes marks on events
    • 3 x nothing happens
  • med risk dice
    • affects events further down the timeline (up to two levels)
    • Stops event (can trigger more risk)
    • Ensure event (can trigger more risk)
    • 2 x Removes marks on events
    • nothing happens
    • Make it impossible (swap event cards out) - triggers more risk
  • high risk dice
    • affects events further down the timeline (can cascade all the way through)
    • 2 x Stops event (can trigger more risk)
    • 2 x Ensure event (can trigger more risk)
    • 2 x Make it impossible (swap event cards out) - triggers more risk

Time track

Time tracks like around the world in 80 days. Whoever used the least time goes first.

  • Borrow time (move your character further back on the timetrack).
  • Payback time (move your character forward on the timetrack).
  • When the game ends, the player with the most borrowed time auto loses.

Misc ideas

Time tracks like around the world in 80 days. Whoever used the least time goes first.

Everytime you borrow more time, add a time is running out card back into the pile.

multiple time tracks that affect each other.
Only the older one affects the newer ones. Changing things in the past gives more time to all players.
Speed is different on each track. Niagara.

Scoring conditions:
Risk of cascading affects on variable scoring conditions and events
Move and change things in the same timeline
Travel in time a bit and change time slightly
Travel in time a lot and change time greatly
Affect your own timeline

Arts (variable points based on slider at end of game)
Technology
Disasters
Environment

 

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