Okay, so, one of the 'sides/races' in my '1800's' game is the Time Traveller from H.G.Well's "The Time Machine". And I want him to actually Time Travel. And I'm trying to figure out how it would work, without melting my brain, or involving the grandfather paradox.
I'm also wondering if anyone else has played or seen any game that has a time traveller / time travel in it?
Basically, my current Time Traveller player can leap forward or backward from current round to basically, any round in the past or the future, provided that there are still Time Traveller Actions left uncompleted in it. I'm following the basic Avengers: Endgame premise here - you can travel into the past, but you can't change your past, but you can change your future.
So, every round, for the time traveller consists of 4 Actions, and so the time traveller, can, as an Action, time travel, up to X rounds (where X is a cost of some time currency, whatever). If they jump into the future (relative to the current round number), they may also wait there until the current Round number catches up with them. If they jump into the past (relative to the current round number), they need to complete their actions immediately.
I view this as a spreadsheet of 4 columns and say up to 50 rows, where each row is the game's Round, and each column is an action. The Time Traveller gets this as a sheet printed out, and they have to mark in each action Action cell that they occupy what Action they performed, so they know what they did and when.
Time Travelling consumes 1 action, but moves you to a different round (assuming you can pay for it). You can only move to a Round where there is at least 1 Action left you haven't already spent (empty cell in the spreadsheet).
I then figure that the Time Traveller can perform any number of the remaining actions in the round that he has travelled to, up to the 4 that are available in that Round. Obviously they could jump to a different Round again, consuming an Action in the Round they left, and potentially giving them an immense number of Actions.
However, obviously no-one knows the board state at that time, X rounds in the future, so I'm thinking I'm going to have to restrict the Traveller's actions to only interacting with himself or the board.
At this point, I get a little stuck, lacking both the 'win' condition for the Time Traveller (why jump around), and the value. It may be simply that's not in anyway feasible... or that it's just too bonkers an idea to be plausible. It may also be that I lack sufficient in-game apparatus for the Time Traveller to interact with.
I've attached the current player guide / panel / sheet to give you an idea of where I'm heading....I don't know. It feels like there is a side here, but I fear it may be too bonkers even for me. Any thoughts folks?
Thanks for the feedback folks! It's been really useful. I've taken a look at Achron and Tragedy Looper which look very clever. Achron is especially remarkable but translating that level of event propagation seems unfeasible in a boardgame.
I've spent some time thinking about this evening and I've come up with a rough concept. So, let's run it by you all...
First, the Time Traveller will be a 'helper' faction, in that they will assist another player's faction. The Time Traveller wins if that other faction wins. If it doesn't, they both lose. The Time Traveller cannot win independently of the other faction. This is unique in of itself (good).
Second, the entire cognitive load of time travel is going to fall entirely on the Time Traveller player. No-one else cares. That's important.
Third, they don't get to choose which faction they are aligned with. It's random. (Thematically, having been to the future, the Time Traveller realises that faction will "likely win" and so decides to align with it to ensure it).
Fourth, we'll define the past as fixed (mostly), the present as malleable and the future as very fluid.
Fifth, let's not have event propagation. It's a nightmare. So, no changing the past!
So, with that in mind, and with Avengers: Endgame hovering in the background, let's try this:
The Time Traveller is allied with a faction and wants to help them win. He uses the Time Machine to go back to earlier rounds, "borrows" units from that faction and brings them back to the present where, crucially, he controls them.
His (eventual) problem is that he needs to return those units at some point back to the time (round) they were taken from. Which means they must be alive to do so. That means he must be careful with his units in Battle.
If he's not careful and they get killed, even just one, then he's created a paradox, and Time punishes him. He loses his Time Machine and ALL the units he's brought from the Past (as Time fixes his illegal little adventure).
He can only make 3 Time Machines total.
He can travel to the far future to steal body armour/machine guns/lasers to increase the power/hp of the units he controls. That should decrease the chances they die in battle. But doing that is super expensive.
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So, play style, the Time Traveller only needs to note down what his allied faction is doing. He needs to keep an eye on what units his friend has, and when he has it.
He also needs to be absent from those rounds, so he can travel to them and "borrow" those units. He also needs to upgrade his "technology" level so "borrowed" units are well protected.
And he needs to figure out where he can best help his ally.
And he's also got to manage his Chronoton supply. The limited capacity of the Time Machine means he'll need to keep travelling.
And he needs to spend some actions actually moving and battling with allied units he's borrowed.
Finally, he needs to be careful he doesn't end up 'stuck in a temporal corner'. If he would end a round in the past, but then run into himself in the next round because he's already been to that subsequent round, he'll meet himself, with terrible results.
This is going to be brutal faction to play.
Note: An important note is that, he doesn't actually NEED to return the "borrowed" units to their times during the game. He just needs to REMAIN CAPABLE of doing so. I'm fine to assume that he returns the units after the game is over.
Let's go for the rules:
PLAY STYLE:
Complexity: SUPER HARD
Aggression: MEDIUM
GAME PIECES:
1 x Time Traveller
1 x Time Map sheet
1 x Notes sheet.
1 x Chronoton marker
1 x Technology marker
SETUP
Remove all pieces from the box.
Retrieve the 'faction' cards from the box. Return the 'Time Traveler' faction card and all other 'faction' card that aren't in this game. Shuffle the remaining cards. Draw one. Return the rest to the box. Look at the card. This is your secret Ally.
Retrieve the 'Time Crystal Location' cards from the box. Retrieve the "London Time Crystal Location" card. Shuffle the remaining cards and draw two. Return the rest to the box.
Place the Time Traveller on the location "(09) London' space on the map.
Place the Technology marker on the "0" on the technology track.
At the start, you do not own a TIME MACHINE.
START OF ROUND
If you are in the past (relative to the current round), you must take all your actions until you reach the current round or you travel into the future. You cannot wait in the past, only the future.
If you are present in this round, you may take up to the available number of actions for that round whenever you wish, even during other player's turns. If you have already taken some of these actions, you may only take the remaining actions. If you have taken all those actions you may not do anything.
If you are in the future, you may perform up to the available number of actions for that round whenever you wish. You may also time travel to other rounds. If those are in the future you may also continue to take actions.
START OF TURN
Your turn starts as soon as the round begins and ends after you take your last action.
TURN
For every turn you take you must note it down on the Time Map sheet in the appropriate round/action cell.
- ASSEMBLE
If you do not have a TIME MACHINE, and your current location matches a "Time Crystal Location" card, build a TIME MACHINE. Return the "Time Crystal Location" card matching this location to the box. Place the Chronoton marker on the "4" on the Chronoton Supply.
- MOVE
the Time Traveller (and any TIME MACHINE) and/or any allied units to an adjacent space.
- TIME TRAVEL: JUMP
If you have a TIME MACHINE, spend X Chronotons to travel to a named round in the future or the past, where X is the difference between the target round number and the Time Traveller's current round number. You may take any number of allied units with you.
- GATHER: CHRONOTONS
If you have a TIME MACHINE, Gather X Chronotons, where X is equal to the current round number.
- BATTLE
All Allied units you control on a space, battle other units on that space. All allied units have +X when battling, where X is your "Technology level". If any units you control are killed, they cannot be returned to their time, causing a paradox. Time wrecks vengeance upon you. Remove ALL allied units you control from the game. Your TIME MACHINE is destroyed.
- UPGRADE: TECHNOLOGY
Spend 20 Chronotons to travel to the far future and learn new technologies to increase the power of units you control. Increase the "Technology Level" marker by 1.
END OF TURN
No actions to perform.
END OF ROUND
If you will pass into the next round and meet yourself you have caused a paradox. Remove all allied units you control from the game. Your TIME MACHINE has been destroyed. Return the Time Traveller to the present round.
If your TIME MACHINE has been destroyed and you have no more "Time Crystal Location" cards, then you have lost the game.
SPECIAL ABILITIES
POWER OVER TIME
Your ability over time rivals that of the gods.
THE PAST IS FIXED. MOSTLY.
You cannot change your past. It is always fixed no matter where you go in the future.
YOU CANNOT MEET YOURSELF
You can only occupy one place in the space-time continuum.
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So, thoughts?