As long as characters are not working against each other
(like one for 1865 and the other for 1865'), they can help each other situate
the time line. This could also work for the game, for a large player
count. Player could swap I.D.s, just for a look showing no one else, to
see if they are compatable; then sacrifice an advantage, say like discard two
artifacts in play from each player or one card from each hand. This counts
as both of their turns for the round, if they make the sacrifice. Then
both players would be playing as if they had a "Head in the Jar" card; if one of
the players goes home, both win (but they can only both win if the victory is a
I.D. victory. They don't both win if one or the other players fulfills
their mission. The player with the completed mission wins, alone).
Other players have the option to
disrupt the cooperative bond with cards that change I.D.s, like 'parents never
met, or cards that change the hand, like 'Time vortex' or "discontinuity".
These card always had a hurt yourself to hurt others feel, but now they would
have an additional edge.
The story line for the "movie", I
imagine, has a "Rat Race/Scavenger Hunt/Cannonball Run/It's a Mad,Mad,Mad,Mad
World" kind of thing. An Ensemble Picture with skits, some funny, some
frightening, some heartwarming or heroic. But several groups of
multiple identities or solo identities (like the evil Squa Tront) performing
feats of time travel featuring other cards in the game. Working off the
back stories found on the I.D. cards.
There could also be people trying to
complete missions together, both in the movie and the game. Where the
artifacts they collect count for both missions, but only if both players discard
a "get there first" card on their respected turns. I dunno.
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