Talk:Time Paradox CCG set
This looks like it will be really hard to pull off, but really cool if it works. Good luck!--ChippyYYZ 01:08, 17 August 2009 (UTC)
I guess a good way to do this would be to take a sheet of paper and write down everything that happens - cards drawn, played, discarded, etc.; then when one of your card allows you to go back, say, three turns in the past and perform some action, you can use the sheet to undo everything that was done in the last three turns, then perform your action, then redo everything - some of the actions performed in the interval will have different results, some will simply be illegal (and thus ignored).
To make things more interesting, you might even allow player to declare "alternative" actions. For instance, if I currently have cards A and B in my hand, I might play card A and write on the sheet "Action: A (or Action: B, if A is illegal)". Then if someone goes back in time and make me discard card A before I can play it, things will be redone according to what's written on the sheet, and I will have played card B instead.
Considering "alternative timelines" might be easier to handle than actually modifying only one timeline - for instance if you use the Thing "Time Machine" you control to go back five turns and destroy the Time Machine then, then you'd get a sort of "grandfather paradox" - unless you're planning on actually handling such paradoxes as part of the game, it is more simple to just say that the Time Machine who destroyed your Time Machine actually comes from the original timeline (in which it hadn't been destroyed). I think that's how Travel Chess does it - except in Time Travel chess you actually get to replay everything that follows a Time Travel, which is maybe not something you wanna do in a card game that involves (by definition) randomness and incomplete information. --Ltn Koen 16:59, 30 January 2013 (UTC)