Time Deck Building

This is a deck building game. Each player has their own set of cards/chips/tokens/whatever.

It’s also a time trickery game. The “board” is circular and represents a clock. Normally, turns go clockwise around this board, executing whatever is on each space.

However, you can rewind, or skip time, which directly influences ALL the decks.

  • If you go back two steps, the last two cards you played go (from your discard pile) back into your hand, and the last two cards you drew (to refill your hand) go back on top of your draw pile.
  • If you go forward (“skip”) three steps, then you throw away three cards in your hand.
  • In speciic situations (that you can control/make happen), this time trickery applies to EVERYONE’S DECK instead of only YOURS.

If we need to remember who played what (and when), we might also just play tokens on the board itself. The direction, or the placement, or the color behind it, shows who played it.

Objective

A few days ago, a valuable treasure appeared somewhere. You are trying to go back in time and be the first person to find the treasure and snatch it for yourself!

Setup

  • Place the board on the table. (+ its hand/cursor/current state, + any starting stuff)
  • Give each player a starting deck. (Could be symmetric, could be asymmetric.)
  • Split the treasure cards into two decks. Put the real treasure in one of them, shuffle it, place face-down. Now shuffle the other deck and place it on top.
    • Obviously, this ensures the treasure does not appear too quickly.
    • This is the time deck.

Time Deck

  • Every time you move the clock, you also update this deck.
  • One step back in time? Remove the upper card.
  • One step forward in time? Place the upper card back again.

The player who manages to reveal the treasure from this deck, and put it in their hands, wins the game.

Other Rules/Ideas

As you’d expect, most actions will only work on the top 1-3 cards of this deck, and it’s easy to lock it or change order.

RULE #1: You may never look at your decks. (You must memorize cards and their orders as you change around time.)

IDEA: Sections of the board are actual places where you can buy/sell parts of your deck. For this to be really cool, we’d need all sections to be SEPARATE (pieces of a pie), so we can combine them in a random order.

IDEA: When you play a token, it sometimes doesn’t go back into your deck, but just stays on the board? (So-called “elements fixed in time”.)

IDEA: Can I make this game use simultaneous turns? Feels fitting for the time theme. Also solves a common problem with these kinds of games, where turn order is very important, and you’re waiting on your turn a lot.