Chrononauts: Difference between revisions

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You play as one of several folks from alternate timelines that have suddenly found that history as they know it is gone. Completely. Instead, they get thrown into a timeline completely different than the one they knew - namely, the one we actually saw in [[Real Life]]. So, you're a time traveler with the ability to alter time, bounce about as needed, and even fix [[Temporal Paradox]]. So, what do you want to do?
 
'''Chrononauts''' is a bit different in that there are three ways to win. You can have your character (you're given a unique character ID, hidden from all others at the start of the game) recreate their own timeline, at which point they go home. You can also have your character become an expert at preventing paradoxes, thereby being hired by the game's [[Time Police]] (symbolized by hand size). Finally, you can use your time machine to acquire stuff for some fabulously wealthy individual, and retire to whatever era is pleasant enough for you.
 
That said, there's also a [[Rocks Fall, Everyone Dies]] scenario - if there are at least [[Thirteen Is Unlucky|thirteen]] unpatched paradoxes at the same time, [[Time Crash|the entire universe collapses]]. Good luck with all that.
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{{tropelist}}
This game has examples of:
* [[Alternate History]]: Every identity comes from one; one way to win is to [[Get Back to the Future|get back to your own]].
* [[America Wins the War]]: See the conditions under [[Godwin's Law of Time Travel]].
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* [[Butterfly of Doom]]: Most of the linchpins have direct effects within a few years. The one that has the longest delay is saving Abraham Lincoln from assassination. Lincoln abolishes the Jim Crow laws if he lives, which kicks off the black civil rights movement en masse a century early, which eventually leads to Martin Luther King Jr. (if he's also saved from assassination) becoming Richard Nixon's Vice President 100 years later, and then the first black president of the US after Nixon is impeached.
* [[Delicious Distraction]]: The German Cake artifact card, when in play, can be used just like a Memo From Your Future Self in order to cancel another player's action. It's just that good, apparently.
* [[Discontinuity]]: Used [[In-Universe]] by [[Canon Dis ContinuityDiscontinuity|a card of the same name]] - all players switch hands (though not identities, missions, or played items) with each other. Beyond simply the effects of potentially getting other players' patches or the like, you also effectively make it that you, and not someone else, patched the timeline so many times.
* [[Edutainment Game]]: The game is apparently very popular among history teachers for "sneaking in learning", especially the ''[[The American Revolution|Early American Chrononauts]]'' spinoff, which covers a very specific timeframe.
* [[The End of the World as We Know It]]: The patch for 1962 is [[World War III]]: the Cuban Missile Crisis escalates into global war, and humanity is wiped out. This creates what the game calls Uberparadox - no events afterwards can be affected as long as it's active (though it and all potential issues after it count as a single paradox for the "all lose" scenario). Only two characters look to have this patch active - a [[Evolutionary Levels|hyper-evolved cockroach]] and a [[Space Alien]] exploring the past of the destroyed Earth.
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[[Category:Tabletop Games]]
[[Category:Chrononauts]]
[[Category:Tabletop GameGames]]
[[Category:Tabletop Games of the 2000s]]