Time Machine deck

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Time Machine
Designers Kevan, Nik, RavenBlack
Date 21st February 2001
Players 2+
This is a playable deck - it's finished, tested and ready to play.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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Rival time-travellers veer back and forth around the 20th century, altering historical events for the better or worse, trawling Newspaper Archives, avoiding Grandfather Paradoxes and Suspicious Locals, and all that sort of thing. Hazily inspired by a passing mention of Chrononauts, which none of us have played.

Special Rules

Aims

At the start of the game, each Traveller chooses three Alternate Events from those listed - two to achieve and one to prevent - and notes them down secretly. If ever the first two are in play and the third isn't, that Traveller wins the game.

Years

Whenever a Traveller plays a Year, or has a Year forced onto them by another Traveller, they must discard any other Year cards they control; the single Year they control signifies their current location on the timeline.

There and Then

A Traveller may only play an Event if they are in (i.e. control) the relevant Year. If a Traveller controls no Year card, they are whirling in the temporal void and may not play Actions.

The Nature of Causality

Whenever a Traveller plays or destroys an Event, it causes repercussions along the timeline; the Traveller must choose and destroy an Event which occurs after it and shares its Strand Letter, if any are in play. After doing so, each Traveller may put one event into play from their hand that occurs after the original Event, and which has the same Strand Letter (this causes no repercussions, and ignores Year restrictions).

Card set

1888 A.D.
Thing - Year
1912 A.D.
Thing - Year
1914 A.D.
Thing - Year
1917 A.D.
Thing - Year
1924 A.D.
Thing - Year
1938 A.D.
Thing - Year
1940 A.D.
Thing - Year
1957 A.D.
Thing - Year
1962 A.D.
Thing - Year
1969 A.D.
Thing - Year
1977 A.D.
Thing - Year
1986 A.D.
Thing - Year
1988 A.D.
Thing - Year
1994 A.D.
Thing - Year
2000 A.D.
Thing - Year
2001 A.D.
Thing - Year
XXXX A.D.
Thing - Year
Slipstreaming another Traveller's timestream, you arrive in the same year as them. Treat this card as if it were a copy of their current Year card.
JACK THE RIPPER CAUGHT (1888) (G)
Thing - Event
TITANIC SABOTAGED IN DOCK (1912) (B)
Thing - Event
ARCHDUKE FERDINAND ESCAPES ASSASSINATION (1914) (A)
Thing - Event
RUSSIAN REVOLUTION CRUSHED (1917) (A)
Thing - Event
KAFKA'S LEGACY BURNED (1924) (B)
Thing - Event
MARTIANS ENSLAVE EARTH (1938) (G)
Thing - Event
Alternate Events after 1938 may not be played, and should be destroyed if in play.
HITLER ASSASSINATED (1940) (A)
Thing - Event
SPUTNIK LOST (1957) (G)
Thing - Event
BERLIN WALL DETONATED (1962) (B)
Thing - Event
APOLLO 11 DISASTER (1969) (G)
Thing - Event
ELVIS PRESLEY HOSPITALISED (1977) (B)
Thing - Event
CHALLENGER LAUNCH SUCCESSFUL (1986) (G)
Thing - Event
THATCHER ASSASSINATED (1988) (A)
Thing - Event
CHANNEL TUNNEL COLLAPSES (1994) (A)
Thing - Event
GORE ELECTED PRESIDENT (2000) (B)
Thing - Event
MONOLITH DISCOVERED ON MOON (2001) (G)
Thing - Event
Timeline Repair
Action
Destroy an Alternate Event in your current Year.
Timeline Repair
Action
Destroy an Alternate Event in your current Year.
Timeline Repair
Action
Destroy an Alternate Event in your current Year.
Timeline Repair
Action
Destroy an Alternate Event in your current Year.
Timeline Repair
Action
Destroy an Alternate Event in your current Year.
Paradox Seeding
Action
Any Opponents in your future must discard a card at random.
Newspaper Archives
Action
Look at the hand of an Opponent who is, relative to yourself, in the past.
Chronometer Calibration
Action
Search the draw or discard pile for a Year card and put it into your hand.
Martian Capture
Action
Play only if Martians have enslaved Earth. A chosen Traveller in or after 1938 discards their hand.
Lost in Time
Action
A chosen Traveller's time machine malfunctions, whirling them into a temporal void. Destroy their current Year card.
Chaos Theory
Action
Play only if you have played an Alternate Event this turn. Destroy or play any Alternate Event, from a Year after the one you are in.
Fresh Antiques
Action
Play only if you've made a jump of more than fifty years into the future this turn. Selling some trinkets, you may draw three cards.
Space-Time Eddy
Action
Swap Years with a chosen Opponent.
Note from the Future
Action
The first time you play this card, you may look at every Opponent's hand, then take a card of your choice from anywhere in the game and put it into your hand. If you play this card, you may not win the game until after you have played it again.
Police Capture
Action
A Traveller responsible for an Assassination since your last turn is captured, and escapes unprepared into the fourth dimension - they must discard their hand and destroy their current Year.
Suspicious Locals
Action
Play on a Traveller before 1980, whose behaviour is noticed as strange by people of the time. He or she may not play Years, Events or Actions (except Actions which only affect other Travellers) during his or her next two turns.
Hired Killer
Action
A Traveller whose current Year matches that of an Event you control is set upon by a hitman you hired whilst there, and must discard their hand.
Deja Vu
Action
Each Traveller, starting with yourself, may choose a card from the discard pile and put it into their hand.
Stasis Bubble
Action
A chosen Traveller's time machine malfunctions - they must skip their next turn.
Tachyon Burst
Action
Return a Year card to its controller's hand.
Chronometer Calibration
Action
Search the draw or discard pile for a Year card and put it into your hand.
Chronometer Calibration
Action
Search the draw or discard pile for a Year card and put it into your hand.
Tachyon Trail
Action
Take a Year from the discard pile and put it into play under your control.
Historical Knowledge
Action
Choose an Alternate Event card, and search the discard and draw piles for it, putting it into your hand. If it's already in a Traveller's hand, this card is wasted.
Parallel Dimension
Action
A minor chronometer tweak sends you into a slightly parallel personal dimension. Discard your hand. Draw cards equal to the number you discarded.
Would You Like a Jelly-Baby?
Action
You may play this card at any time to stop an Action from affecting you or your hand (but not your Things).
Time-Hop
Action
Put an Event into play which takes place no more than five years before or after your current year.
Grandfather Paradox
Action
Play only before 1930. A chosen Traveller discards their hand and draws five cards.
Temporal Cycle
Action
Shuffle the discard pile into the draw pile.
Chronometer Override
Action
Put a Year card from your hand into play under the control of an Opponent who has played a Year card since your last turn.
Experimental Time Helix
Action
Discard a Year card. A Traveller of your choice is effectively in that Year for the duration of your turn. You may play another Action this turn.
Broken Flux Capacitor
Action
A Traveller's time machine breaks down, and requires obscure spare parts to fix. If they are at a point earlier than 1980, it looks like they'll have to wait for a lightning strike. The Traveller must reveal his or her hand and discard all Year cards.
Chameleon Circuit
Action
Discard X cards. Neither you nor your Year card may be targetted by Opponents' Actions, until you have taken X more turns.