Legacy: Gears of Time had something similar to this, I believe.
I'll check it out.
I don't see how you thought deckbuilding would work.
In theory, it solved the ownership problem. If the game was communal, then there's not problem with the timeline share cards. I didn't account for the other problems it introduced and designing around that has been very awkward at times.
I could maybe see if it you took cards from the timelines to add to your deck, but persistent cards in a shared space feels like a big no-no.
One of the other reasons I liked the idea of a DBG is that those tend to not have much interaction. I realize that the supply
is the main interaction point and that 's one of the facets that make DBGs so enjoyable, but I figured there was a way to add more interaction. The last version I had of the game was gonna treat the central timeline as a supply pile that you could play into [i]and[/u] draw from, and I still think that has some merit.
I don't understand how the player was supposed to move on the playing field. Did every event move you, and then add to the board complexity?
Let's say the timeline has 5 events in it, which we'll call from bottom to top 2000, 2002, 2003, 2004, and 2005. Say I play the event 2001 onto the top of the timeline. The card would have two triggers on it: one for when you move backwards in time, and one for forward. Since I'm moving from 2005 to 2001, the backwards trigger would occur, giving me some specific benefit. That's how the basic mechanic worked.
The paradox cards would then trigger if a specific condition was met, such as "Whenever you travel back in time: +1." That +1 being a victory point or a resource to buy victory points.
You should probably look into other ways of determining the winner, and then base the game around that, I think. I guess the three variations on victory conditions are 1) Achieve {something}, 2) Do better at {something} or 3) Be the only one not to {something}
• Racing game where you want to either reach the beginning or the end, and the cards played make doing so into a puzzle.
• Hidden role game where you try to line up certain types of cards in a specific pattern to win.
• Victory point game where you get points for whatever you determine.
• Competitive game where you must strand every other person in the past. (Player elimination)
I'm not sure that really helps with this problem. The only thing I absolutely want to keep is the timeline: a place where players play cards that all have effects on one another. I suppose I could make it an Uno style game where running out of cards is the goal.
Have you played the Back to the Future card game? That had a fixed timeline with "ripple effects" that could change large swathes of events, and each character's goal was to create a particular future, then make it permanent by undoing the invention of time travel.
I have not but it sounds awesome.