Off the Grid reviews Chrononauts
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
Looney Labs -- makers of Fluxx and those bizarre Icehouse pieces -- are once again in their element with Chrononauts, a time-traveling card game that is almost too clever to work. Almost.
Unlike other games, it's the complexity of Chrononauts that saves it from mediocrity. With a heady central "timeline" mechanic, and a 44-page booklet of rules that reads like an operations manual for the Flux Capacitor, it would be pretty easy for the crunchy game to fold under the weight of its own ambition. Luckily for Looney, time travel was never meant to be easy, and it's too damn fun hopping through history to allow a little bit of complexity to get in the way.
In Chrononauts, players act out the roles of paradox repairmen, assigned to repair the rips and tears in the time-space fabric created by their own cavorting. At the same time, each chrononaut is also carrying out a few side missions during their travels: every player is commissioned to locate three special artifacts from across time, while also trying to make it home to their own unique alternate reality. By completing any of these three tasks -- repairing enough paradoxes, collecting three artifacts, or setting the timeline properly -- a player wins the game.
The problem is that each of these tasks requires an entirely different mode of gameplay to complete. Looney Labs readily admits to the complexity of Chrononauts, going so far as to suggest beginning players skip the full game, and instead play two pared-down mini-games -- Solonauts and Artifaxx -- to get a better handle on the rules. For better or for worse, a lot of the game's complexity is due to the "timeline" mechanic, which is by far the most compelling and rewarding element of the game.
The timeline is composed of 32 cards, each depicting an important historical event from 1865 all the way up to 1999. Certain timeline cards, called "linchpins," can be directly affected by the players (Lincoln's assassination can be averted, for example, or the attack on Pearl Harbor can be called off). Changing one of these linchpin events also causes ripples in the timeline, turning other events into paradoxes (the Great Depression can only occur if World War I begins, which only happens after the Archduke Ferdinand is killed). Too many paradoxes can cause the game to end, so players must play "patch" cards to fix the paradoxes, altering history to coordinate with the changes made at the linchpins.
The system is confusing to grasp and difficult to manage, but ultimately fascinating due to its complexity. What's more, the interweavings of various major events gives a very particular view on history, most likely that of Andy Looney and the game's other creators. If Chrononauts is true, then Germany would have won WWII if the attack on Pearl Harbor had been canceled, and the failed assassination of John Lennon could have prompted a ban on firearms and prevented the shootings at Columbine. Sometimes obvious, and sometimes controversial, a hop through history with Chrononauts is definitely a conversation-starter, if nothing else.
Unfortunately, Chrononauts often plays like two separate but parallel games, instead of one whollistic design. Altering history and fixing paradoxes both work cleanly within the timeline mechanic, but collecting artifacts fails to involve the timeline in any way, and plays out like a watered down version of Fluxx. While adding a bit more color to the product, the artifacts at times still feel like an afterthought, and one wishes they took any advantage of the patented time-traveling mechanic.
But again, luckily for the folks at Looney Labs, the solidity of the timeline more than makes up for the game's other flaws. It's always possible to be too clever, but Looney dodges the bullet this time and ends up with a surprisingly fun, if a bit overloaded, title.
Final Verdict: Card-game virtuosos and wannabe time-travelers are encouraged to take it for a spin, but we urge you to read the manual first; once this baby hits 88, you're gonna see some serious shit.
Scott Jon Siegel is a fledgling game designer, and fancies himself a bit of a writer on the topic as well. His words and games can be found at numberless, which is almost always a work in progress.
Looney Labs -- makers of Fluxx and those bizarre Icehouse pieces -- are once again in their element with Chrononauts, a time-traveling card game that is almost too clever to work. Almost.
Unlike other games, it's the complexity of Chrononauts that saves it from mediocrity. With a heady central "timeline" mechanic, and a 44-page booklet of rules that reads like an operations manual for the Flux Capacitor, it would be pretty easy for the crunchy game to fold under the weight of its own ambition. Luckily for Looney, time travel was never meant to be easy, and it's too damn fun hopping through history to allow a little bit of complexity to get in the way.
In Chrononauts, players act out the roles of paradox repairmen, assigned to repair the rips and tears in the time-space fabric created by their own cavorting. At the same time, each chrononaut is also carrying out a few side missions during their travels: every player is commissioned to locate three special artifacts from across time, while also trying to make it home to their own unique alternate reality. By completing any of these three tasks -- repairing enough paradoxes, collecting three artifacts, or setting the timeline properly -- a player wins the game.The problem is that each of these tasks requires an entirely different mode of gameplay to complete. Looney Labs readily admits to the complexity of Chrononauts, going so far as to suggest beginning players skip the full game, and instead play two pared-down mini-games -- Solonauts and Artifaxx -- to get a better handle on the rules. For better or for worse, a lot of the game's complexity is due to the "timeline" mechanic, which is by far the most compelling and rewarding element of the game.
The timeline is composed of 32 cards, each depicting an important historical event from 1865 all the way up to 1999. Certain timeline cards, called "linchpins," can be directly affected by the players (Lincoln's assassination can be averted, for example, or the attack on Pearl Harbor can be called off). Changing one of these linchpin events also causes ripples in the timeline, turning other events into paradoxes (the Great Depression can only occur if World War I begins, which only happens after the Archduke Ferdinand is killed). Too many paradoxes can cause the game to end, so players must play "patch" cards to fix the paradoxes, altering history to coordinate with the changes made at the linchpins.
The system is confusing to grasp and difficult to manage, but ultimately fascinating due to its complexity. What's more, the interweavings of various major events gives a very particular view on history, most likely that of Andy Looney and the game's other creators. If Chrononauts is true, then Germany would have won WWII if the attack on Pearl Harbor had been canceled, and the failed assassination of John Lennon could have prompted a ban on firearms and prevented the shootings at Columbine. Sometimes obvious, and sometimes controversial, a hop through history with Chrononauts is definitely a conversation-starter, if nothing else.Unfortunately, Chrononauts often plays like two separate but parallel games, instead of one whollistic design. Altering history and fixing paradoxes both work cleanly within the timeline mechanic, but collecting artifacts fails to involve the timeline in any way, and plays out like a watered down version of Fluxx. While adding a bit more color to the product, the artifacts at times still feel like an afterthought, and one wishes they took any advantage of the patented time-traveling mechanic.
But again, luckily for the folks at Looney Labs, the solidity of the timeline more than makes up for the game's other flaws. It's always possible to be too clever, but Looney dodges the bullet this time and ends up with a surprisingly fun, if a bit overloaded, title.
Final Verdict: Card-game virtuosos and wannabe time-travelers are encouraged to take it for a spin, but we urge you to read the manual first; once this baby hits 88, you're gonna see some serious shit.
Scott Jon Siegel is a fledgling game designer, and fancies himself a bit of a writer on the topic as well. His words and games can be found at numberless, which is almost always a work in progress.












Reader Comments (Page 1 of 1)
Jason Axelrod @ Aug 23rd 2007 1:32PM
Kind of a late review isnt it? We've been playing Chrononauts for years... Chrononauts also has a sequel called "Early American Settlers".
Almack64 @ Aug 23rd 2007 1:38PM
It's only late for those who know about it. I bet the majority of people who read this site have never even heard of the game yet alone know much about it. Good review Scott.
Canoftin @ Aug 23rd 2007 1:50PM
I had never heard of it, sounds cool to me. Thanks for the review and heads up Scott.
Almack64 @ Aug 23rd 2007 1:35PM
ahh wrecking the Space-Time Continuum now that's pretty new and exciting.
Jerk Face @ Aug 23rd 2007 1:46PM
Chrononauts is baller.
David @ Aug 23rd 2007 1:55PM
I see the point about artifacts... The first two times we played this, I won in two turns by chance, with artifacts.
If I remember correctly. Seems like a fun game anyway!
Bustahwolf @ Aug 23rd 2007 2:40PM
I've been torn on the artifact element of this game. The real fun of game is the tug-of-war between everyone trying to finagle the timeline to their requirements. Especially when you're dangerously close to breaking the continuum, but no one wants to accidently fix a paradox that helps someone else. ^_^ So when someone manages to grab those three items they needed, it can feel rather anticlimactic.
On the other hand, knowing that someone's picking up and keeping artifacts does add a sense of urgency to getting your time rippling. That could make everyone's decision making more interesting. So I guess it's not all bad. Frankly, I can't think of a time when I didn't enjoy playing this.
hvnlysoldr @ Aug 23rd 2007 1:57PM
So wait, the Maltese Falcon isn't a red herring?
Phillip @ Aug 23rd 2007 2:31PM
"Lincoln's assassination can be averted, for examples"
Should be "example".
Thanks for the review. Never heard of this game before. Sounds intriguing.
Tatoolo @ Aug 23rd 2007 2:50PM
I'm getting pretty sick of seeing all these Looney Labs and Cheapass Games reviews. Scott's not doing my hobby any justice. When are we going to see some Citadels? Or Alhambra? Or Power Grid?
Word of the street. @ Aug 23rd 2007 3:15PM
Wow I have never heard of this game before.
Flamehearted @ Aug 23rd 2007 3:23PM
I bought this game a couple of weeks ago so funny to see it pop up here :)
Nekura20x6 @ Aug 23rd 2007 4:02PM
This is one of the best card games ever! It was the first Looney Labs game I ever picked up and I was immediately hooked.
Inventor Andrew Looney also wrote a number of really interesting essays about the choices he made for the alternate histories: http://wunderland.com/LooneyLabs/Chrononauts/Mysteries.html
They also have some lesson plans for teachers who wish to use the game to teach history.
You can also combine this and the sequel (Early American Chrononauts) into one giant game of UberChrononauts!
Anam @ Aug 23rd 2007 4:27PM
This game sounds awesome. I'll have to check it out, depending on how much it costs.
Brymo @ Aug 23rd 2007 4:36PM
Because of your selected image, I wondered to myself - do they actually make these!?
Of course eBay helped me out, and 40 bucks later, I got one coming to me.
Thanks Joystiq! This is the second time you have showed something that I just gotta have!
Metro Mapper @ Aug 23rd 2007 4:39PM
Yeah, it's a great game. You should go to you locally owned game shop and pick it up. Like Axelrod said, we've been playing this for years...
DanloRingess @ Aug 23rd 2007 7:44PM
Now that you have finally finished reviewing all of the Looney Labs games, maybe you can get on to reviewing some more interesting games. Obviously, these are games you like, but there are quite a few worthwhile board and card games than the lightweight fare you have been reviewing. Looney Labs and Cheapass create games that aren't that popular with people who primarily play board games. They are mostly popular among the players of collectible card games and RPGs.
How about some of the really popular Euro games such as Carcassonne (on XBox Live Arcade), Puerto Rico (supposedly coming to XBLA), and so on? Take a look at the catalog of Rio Grande games as a starting point as they are the largest importer/publisher of these kinds of games.
Scott Jon Siegel @ Aug 23rd 2007 8:14PM
Hey Danlo:
I actually did review Carcassonne back in November; it was actually the first review I published as part of Off the Grid:
http://www.joystiq.com/2006/11/09/off-the-grid-carcassonne-review/
And I have been meaning to review more European-style board games. Any recommendations? I've added Alhambra, Citadels, Power Grid, and Puerto Rico to the list. Any others?
Anam @ Aug 23rd 2007 8:27PM
@Scott
I don't know about European games, but I'd like to suggest Arkham Horror by Fantasy Flight Games. It's the greatest board game I've ever played. Granted, some of the characters are unbalanced, but since it's a co-op game, that's actually a good thing so we can play the bad characters if we want a more challenging game. The game has so much replayability it's incredible!
...just be prepared for a backfire if you give it a bad review. :)
Tao Wong @ Oct 6th 2007 1:00PM
Hi Scott,
Wow, there's a ton of board games to suggest. Pretty much anything by Reiner Knizai will be fun - try Tigris & Euphrates to start. I'm a fan of Modern Art too. Also, I noticed no Settlers of Catan. Too obvious? For something more complicated, there's Caylus (or the card version, Caylus Magna Carta) and the Princes of Florence. I've got a list at http://www.starlitcitadel.com/games/top-ten-games.php which mentions a number of these. Feel free to drop me an e-mail if you have any questions.
SpectreGadget @ Aug 23rd 2007 10:36PM
I picked this up on recommendation and my group at work has played it a bit. It's been enjoyable, but we find that players don't have enough control, and with too many random events, you can't really have strategy to win. Maybe we're missing something or just need to play it longer and find out, but I really like the idea. Does the expansion add anything (other than different events) to the game?