Time Travel

Time Chase

You've done it! You've cracked the code to unlock time travel! Your breakthrough invention has the potential to revolutionize the world as we know it, and undoubtedly your genius will be celebrated across the globe. However, it appears that some of your scientific colleagues within the laboratory are trying to use your invention to travel back in time and claim the credit for themselves. You must stop them and claim your rightful place in history!

Time Chase is a trick-taking game with a twist. You are allowed to travel back in time to previous tricks, known as events, and change their outcome. The first player to control three events in the timeline wins!

—description from the publisher

Doctor Who: The Card Game

Game description from the publisher:

Daleks, Cybermen, Sontarans – The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.

In Doctor Who: The Card Game, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn.

Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!

Paradox

In the near future of Paradox, a space-time disturbance called The Quake is fracturing entire worlds’ timelines and removing these worlds from existence. Two to four players take on the roles of scientists working quickly to repair these worlds’ connections to their past, present, and future by making new time strands — however, every repaired connection ripples through time and fuels the Quake to fracture more worlds. When the storm’s power fades, the most successful scientist will be hailed as a hero throughout the multiverse.

Paradox takes familiar board game elements such as card drafting, set collection, and resource management, then adds a Bejewelled-like grid of colorful disks for each player to manipulate, along with a universe of worlds that must be protected by game’s end. As a result, Paradox presents players with a unique experience that is simple to learn yet challenging to master as players navigate three interlocking systems to protect these worlds from the chaotic forces of the Quake.

Paradox is designed by Brian Suhre and is illustrated by 15 artists, each with their unique view of one of the worlds. Paradox plays in about 20-30min per player.

Steam Time

Description from the publisher:

It's the year 1899, and strange phenomena is being observed in places like Stonehenge and the pyramids of Egypt. Time goes crazy, and newly discovered crystals have exhibited strange properties that allow for the creation of fantastic apparatuses.

In a race to exploit these discoveries, the rapidly industrializing nations have used them to construct gigantic steam-driven airships to travel through time and space. In Steam Time, the race is on for long-lost knowledge, vanished cultures, and hidden treasures. Travel to past ages, search for crystals, and use your crystals wisely to stay ahead of your competitors.

Temporum

Game description from the publisher:

In some of the best versions of reality, the Egyptians discover America, the industrial revolution happens early, and eventually robots take over. In others, the Renaissance produces a plutocracy, which leads to a utopia — or perhaps to anarchy; it's all in the subtle details. As a time-traveler, you've seen it all, and it all has its place. What's important is who's in control in the long run when time travel is invented. With other time-travelers mucking with things for their own reasons, your course is clear: you will tamper with history as much as is needed, stepping on however many butterflies it takes, to get a perfect world under your own benign rule.

In Temporum, the board shows the possible paths history can take and the actual path it currently takes. On your turn, you can change history, travel through time, and visit a point in history. You draw cards, play some of them for money and abilities, and score some of them to advance your power through history. Having more power in a time period gives you abilities, but your goal is to have all of your power in the last time period, the time from which you come.