Wow. 8 people! That means there is a lot of interest.
Tell you what, I'll let other people jump in for the fun too during play! :p
If you want to play, just say, "I want to play!", and I'll quickly generate up a secret mission and secret idenity. You get jumped right into the action next turn.
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This is just some stuff that wasn't covered in the background material already:
Linchpin:
You see, despite how easy the Timestream can change, there are a few immutable laws that govern the Timestream. Basically, you can only change history at certain points, which are termed "linchpins". Linchpins are very important historical events that can change history. Examples of linchpins are Lincoln's Assassination and the Manhattan Project. On the starting Timestream, I have bolded certain events, so that would represent what are Linchpins.
Players can change the Linchpin events using the "Inverter" card. All other events on the Timestream are "Ripples", and they are affected by the Lichpins. When Ripplepoints are turned over, they become Paradoxes, which must be repaired using Patches.
Also, a rule on Paradoxes, and restoring "Original History": You can't win by getting home if there's an open Paradox in any of your three special years. These Paradoxes must either be erased, or covered by the appropriate patches. Otherwise, you can't go home.
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Here's a summary of the rules, at least for playing Chrononauts on this board.
All players start off with 3 Cards. I will send you your secret objective and your Original Timeline.
Play occurs like this.
Draw 1, Play 1: You begin your turn by drawing one card from the draw pile. If you can't (or don't want to) play any of your cards, then discard one. If you do this, you may choose to discard a second card, and draw one. Otherwise, play one of the following five types of cards, as follows:
*Inverter: Choose one of the Linchpins this card will allow you to change and flip that card over. When you change the Lichpin, certain Ripples will be turned into Paradoxes, or conversly, will no longer be Paradoxes.
*Patch: A Patch can only be played when the corresponding year on the Time Stream is currently within a Paradox. The Paradox is patched, and you will be able to draw an extra card (as an immediate reward for doing this vital repair work). Be sure to follow any special instructions on the Patch when playing it.
*Artifact: You will travel through Time to the year listed on the card, in order to fetch the item in question. When that happens, everyone knows you have the Artificat, and will be able to steal/tamper/delete from history.
*Action: Put the card in the discard pile and do whatever it says.
*Timewarp: Put the card in the discard pile and do whatever it says.
I will PM you what card you drew. You must PM me back what card you are discarding or playing.
Once I receive PMs from all players, all your turns happen simultaneously! This will prevent people who log in all the time to end up getting an advantage. If there is a conflict between two cards, then I'll flip a coin to decide who wins.
Some cards can affect what happens in previous turns. Time travel and all.