I'm working on a game that is centered around vacationing in the future once time traveling is made possible. This is also a biblically themed game, so players are time traveling back to the land of Israel during Bible times.
Currently I have a time portal that all players are using. The time portal moves forward 1 century every round, and players try to play cards from their hand from that century to score points. (There's also a set collection aspect of the types of events players are trying to collect, but that is beside the point.)
Obviously it could be difficult to coordinate your travels perfectly, to see everything you want to see and be everywhere you need to be at exactly the right time, so players can pay to have the portal expand, so that the portal's range extends. Now this means that the portal also expands for all players, so you have to keep that in mind.
The game is quite fun and it really has that feeling of when you go on a vacation and you're trying to see as much as you can see, but you know that you can't do everything, so you have to pick and choose what are the best things to spend your time on.
My main question is do you buy the story this game is trying to tell? Do time portals work like that? Does it make sense that you can expand the strength of a portal so that it could travel further forward and back in time?
First of all, there is the theory that if you could time travel, you couldn't actually change anything, you could just observe it. Secondly, if time travel was possible, I'm sure there would be a ton of religious people who would want to take biblical tours of events that they believed really happened. It would be totally awesome! :) I know I for one would be first in line for such an adventure.
And I know biblical themes don't appeal to as many people as perhaps other more popular themes like pirates and zombies, but it interests me. And I know there are others out there who would like to see more than the handful of decent biblically themed strategy games. Also, my main motivation for designing games is to make games that I enjoy and the people that interact with regularly will enjoy as well.
While you are not manipulating time in the game, you are playing with it, which does create some interesting situations and choices.
Basically on your turn you have 4 actions that can be used in a variety of ways. For 1 action you can purchase event tickets (cards with events with their time and place) from a draw pool or blindly from the top of the event deck, Move from one location to an adjacent location, or play an event card. (To play a card you must be in the correct location and century)
Starting in the 15h century BC, the time portal moves on a track 1 century each round until it reaches the New Testament era. So if you have an event card that is in the 11th century the most optimal time to play that card would be when the time portal is in the 11th century. The further you are from the 11th century when you reach that destination the more it will cost you to expand the range of the portal so that you can play that card. You must discard 1 card from your hand to pay to expand the portal by 1 century.
With a 7 card hand limit, specialty cards that clog up your hand but will give you big benefits at the end of the game, and event cards that are trying to get to, hand and time management become a big part of the game.