Chrononauts;
The basic premise of the game is that you have cards laid out representing major events in American history from Abraham Lincoln's Assassination to Columbine. Each player gets a character id. Your character ID describes the reality that you come from. Maybe you come from an alternate universe where WW1 never occurred and neither did the Great Depression.
Your objective is to play cards to change certain pivotal events (lynchpins). When you change these, the impacts ripple through history and create paradoxes, wherein subsequent events never happen. You can then "patch" the paradoxes to create alternate outcomes for those events. Of course, further cards can nullify the patches, flip the lynchpins back to the historically accurate outcome, etc. You win by creating the timeline as your character card lists it.
Some of the patches / alternate histories are hilarious. You can make John Lennon survive the assassination attempt, become a US senator, and pass a constitutional amendment banning gun ownership in America. You can assassinate Hitler at the '36 Olympics. You can end up with Martin Luther King being Nixon's VP and be elevated to the Presidency when Nixon resigns. The author of the game offers some attempt at rationalizing the impact of events on subsequent events on the website, but it's basically a bunch of baloney.
Besides that, you get a mission card. The mission card describes 3-4 artifacts you need to gather. One example is three major religious artifacts; the crown of thorns, a video tape showing the creation of the universe, etc. Artifacts are included in the deck. Other cards let you steal, sell, or discard artifacts. You can also win the game by satisfying the requirements on your mission card, rather than your character ID.
Every turn involves drawing one card and playing one card. To play, you can either actually play the card or just discard it. If you choose to discard, you can further discard a second card and take another draw. As such, your hand size stays constant. There are a few exceptions. When you patch a paradox, you get a free draw (increasing your hand size by one). Also, there's a card that allows you to interrupt actions taken by other players, and because you play that outside your turn it has the impact of reducing your hand size by one. You can win the game if you get 10 cards of any kind in your hand.
There are a number of zany cards, for example you can swap hands with opponents, swap missions with opponents, force opponents to discard their character ID and be assigned a new one, etc. Particularly the character ID card seems to take away from the game. I forced my girlfriend to draw a new character ID and it actually triggered her victory immediately. On the other hand, it could easily take someone who is one turn away from victory and put them back to square one.
The game seems a little random. Because you can be forced to discard your hand, have your move immediately cancelled by a bad card, have your victory conditions shift randomly, etc. you basically have to go for all three victory conditions simultaneously. As a result, you have a lot of turns where just about any move seems to offer just about the same net gain. Discarding ends up being pretty common because any move that doesn't directly help you has a pretty good chance of directly helping an opponent.
We played at two players and I feel like the game would have more checks and bounds with 4 players. In a 2 player game, both of us were pretty much focused relentlessly on achieving our objectives as opposed to actually clashing with each other. It felt a little like 2 player Ticket to Ride, where the cost of actually obstructing an opponent is so high most of the time that you only really end up doing it incidentally. With 4 players, the 10 card victory condition seems like it'd be a lot more plausible as each player would be undoing other players timeline/artifact progress.
One other note; it's possible for everyone to lose the game if 13 paradoxes open on the board. I'm not entirely sure if this is a risk, though. We peaked at 10 paradoxes, but one card flip of a lynchpin can easily close 3. Unless you had a suicidal player bent on screwing people over, I'm not sure why anyone would be stupid enough to make the final move that triggers the 13th paradox; again, discarding a card is always an option so it makes no sense to play an actively bad move.
The game comes with a variant for younger children and a solitaire variant. Both seem pretty secondary to the main game.
The card stock is adequate although not thick. The manual is one accordion-folded sheet and has no obvious spelling or coherence issues (we own Mall World which is unplayable with the default instructions, so this is an issue for us). The cards are slightly smaller than playing cards and the overall box ends up being about the size of two decks of playing cards, so it is very very portable. Games ranged from around 10 minutes to around 30. We played three times.
Other observations... we played a few more group games of Bohnanza, and the more we play the more everyone agrees that we have no idea if we're doing well or poorly. The sum total of strategy we've discovered right now has been basic bargaining acumen. Players who donate generally get boned, players who drive a hard bargain generally win. In terms of bean type decisions, we generally end up discussing as a group how many cards of a given type are on the board / the discard pile, so no one has a card counting advantage. It's fun, but we really haven't figured out the deeper level of play. We also tried playing a quicker variant (2 coin 3rd fields, go through the deck twice instead of 3 times) and we agreed that while the reduced cost for the 3rd field is fine, you really need to go through the deck at least 3 times to have a satisfying flow to the game.
We're going to pick up Mystery Express today if at all possible.