Chrononauts Review by cdwalkley
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Continuing the theme of producing quirky fun games such as Icehouse and Fluxx, Chrononauts is clearly something which could only come from the rather bonkers minds at Looney Labs.
Each player takes on the role of an time travelling adventurer who is trying to change the course of history and get back to their original reality, collecting artifacts on the way and hopefully not causing the universe to implode from their efforts.
At the start of the game, the time line is laid out, comprising of four rows of eight cards, each representing an event from history between 1865 and 1999. Certain events, known as Lynchpins, can be flipped to their alternate history by playing cards from your hand, and these impact upon future events, known as Ripplepoints, which are then flipped over. The main difference here is that Ripplepoints can only be indirectly flipped by turning over Lynchpins and have a paradox wormhole type thing on the other side rather than an alternate event. As an example, flipping the Lynchpin '1963: Kennedy Assassinated' to its '1963: JFK Injured side can cause the 1968, 1969 and 1974 Ripplepoints to be turned to their 'Paradox' side.
Paradoxes are crucial to the game play, as is 'patching' them. Creating your character's alternate history can only be done through playing 'patches' i.e. repairing the damage done and determining what happens in that year after the natural course of history has been tampered with. Each character has to have three events right to create their time line. Two of these are patched years and one is a 'real' event.
Players are also dealt a Mission card at the beginning of the game. This lists three historical, or future, artifacts which need to be collected and provides another means of victory. Not being content with providing two ways to win, the rules also allow for the player who manages to have ten cards in their hand to claim success. This is possible as every time a Paradox is patched, the player that did so can draw an extra card.
Chrononauts is actually quite a simple game to play. Each player's turn consists of drawing a card and playing a card, be it a patch, and artifact or a one off action. The only real learning curve comes from getting your head round the way the time line works and realising how turning cards impacts upon other events.
Game play is a little more random than strategic as you never know if someone is going to flip back a card you need or if you are accidentally going to patch the last paradox another player requires. This is a problem with more players than fewer as it makes planning more of a hit and miss affair if you have to wait and see what several people are going to do to the time line.
Essentially, Chrononauts is another successful filler game by Looney Labs which is great for occupying a few spare minutes. Interestingly, it is also one of those games which can be great for introducing kids of some major events in history while remaining fun and enjoyable. Never a bad thing.
As an extra bonus, two other games are playable with the cards in the box. Artifaxx plays a little like Fluxx, with players trying to be the first to complete the set of artefacts on their mission card. It does not use the time line and so is better for play in limited space or with younger children. Solonauts is a variation using just the character cards and the time line. The solo player has to try and send three random characters back to their own time before the deck is exhausted. This variant is actually quite a challenging alternative and great for killing a bit of time.
Summary
Presentation: The cards are clear and colourful, with nice illustrations. Cards are fairly durable and the time line looks quite attractive during play. 7.6/10
Clarity of Rules: The rules are pretty simple to get to grips with and the booklet easy to read. The only slight problem is with first understanding how the time line works. This can take some getting used to. 7.3/10
Game Length: Game length is variable depending on how many people are playing, but generally lasts around 20-30mins, which is fair for a game of its type, although it can drag with more players. 8.4/10
Value: Quite good value for a card game, with the two variants being fun alternatives to the main game and the main game itself being an interesting diversion from longer or more serious boardgames. 7.5/10
Overall: A simple, fun time travel adventure, which again adds to Looney Lab's reputation as a producer of light card games which can be enjoyed by almost everyone. 8.2/10 (not an average)
Continuing the theme of producing quirky fun games such as Icehouse and Fluxx, Chrononauts is clearly something which could only come from the rather bonkers minds at Looney Labs.
Each player takes on the role of an time travelling adventurer who is trying to change the course of history and get back to their original reality, collecting artifacts on the way and hopefully not causing the universe to implode from their efforts.
At the start of the game, the time line is laid out, comprising of four rows of eight cards, each representing an event from history between 1865 and 1999. Certain events, known as Lynchpins, can be flipped to their alternate history by playing cards from your hand, and these impact upon future events, known as Ripplepoints, which are then flipped over. The main difference here is that Ripplepoints can only be indirectly flipped by turning over Lynchpins and have a paradox wormhole type thing on the other side rather than an alternate event. As an example, flipping the Lynchpin '1963: Kennedy Assassinated' to its '1963: JFK Injured side can cause the 1968, 1969 and 1974 Ripplepoints to be turned to their 'Paradox' side.
Paradoxes are crucial to the game play, as is 'patching' them. Creating your character's alternate history can only be done through playing 'patches' i.e. repairing the damage done and determining what happens in that year after the natural course of history has been tampered with. Each character has to have three events right to create their time line. Two of these are patched years and one is a 'real' event.
Players are also dealt a Mission card at the beginning of the game. This lists three historical, or future, artifacts which need to be collected and provides another means of victory. Not being content with providing two ways to win, the rules also allow for the player who manages to have ten cards in their hand to claim success. This is possible as every time a Paradox is patched, the player that did so can draw an extra card.
Chrononauts is actually quite a simple game to play. Each player's turn consists of drawing a card and playing a card, be it a patch, and artifact or a one off action. The only real learning curve comes from getting your head round the way the time line works and realising how turning cards impacts upon other events.
Game play is a little more random than strategic as you never know if someone is going to flip back a card you need or if you are accidentally going to patch the last paradox another player requires. This is a problem with more players than fewer as it makes planning more of a hit and miss affair if you have to wait and see what several people are going to do to the time line.
Essentially, Chrononauts is another successful filler game by Looney Labs which is great for occupying a few spare minutes. Interestingly, it is also one of those games which can be great for introducing kids of some major events in history while remaining fun and enjoyable. Never a bad thing.
As an extra bonus, two other games are playable with the cards in the box. Artifaxx plays a little like Fluxx, with players trying to be the first to complete the set of artefacts on their mission card. It does not use the time line and so is better for play in limited space or with younger children. Solonauts is a variation using just the character cards and the time line. The solo player has to try and send three random characters back to their own time before the deck is exhausted. This variant is actually quite a challenging alternative and great for killing a bit of time.
Summary
Presentation: The cards are clear and colourful, with nice illustrations. Cards are fairly durable and the time line looks quite attractive during play. 7.6/10
Clarity of Rules: The rules are pretty simple to get to grips with and the booklet easy to read. The only slight problem is with first understanding how the time line works. This can take some getting used to. 7.3/10
Game Length: Game length is variable depending on how many people are playing, but generally lasts around 20-30mins, which is fair for a game of its type, although it can drag with more players. 8.4/10
Value: Quite good value for a card game, with the two variants being fun alternatives to the main game and the main game itself being an interesting diversion from longer or more serious boardgames. 7.5/10
Overall: A simple, fun time travel adventure, which again adds to Looney Lab's reputation as a producer of light card games which can be enjoyed by almost everyone. 8.2/10 (not an average)


Hi Derek. Thank you for taking the time to be interviewed for
In many ways, the two versions of Warrior Knights can be seen as being at opposite ends of the spectrum. FFG have noted they see the new edition as being influenced by a more European style of gaming, where as the 'classic' edition has a reputation of leading to many marathon gaming sessions (or maybe that’s just the people I played with!).
Do you think that we might see some more of your games re-envisaged for a new generation? With FFG having re-made Warrior Knights (as well as other designer's works: Fury of Dracula, Arkham Horror) is there any chance of a new Blood Royale?!
This months prize is the highly rated 