My friends and I have come up with a redux of Back to the Future: The Card Game. As the original Card Game follows the basic storyline of the three movies, my friends and I have been sitting down and been coming up with a new version. Ours includes not only the Original Movies Timeline, but also includes Expanded Universe things, such as events from Telltale's BTTF Video Game, The Ride and The Animated Series. In place of the original 6x4, 24 card Timeline, ours is a grid of 6x8 and now includes alternate Timeline tangents, culminating in 73 cards and four possible outcomes for one event. We have created new characters, some familiar faces and some not, with a more broad range of goals.
We're also in the middle of creating a team based style of Gameplay, wherein two teams of two face off to ensure their duo isn't erased from existance, but more on that as we hammer out the details.
We have also created new Deck Cards including 20 new Items, 8 new Doubleback cards, 6 new Action cards, 9 new Power Action cards and 6 new Time Machines inspired by the Game, Ride and Cartoon. They are listed below with their abilities (With the exception of Doublebacks). Please note that a coin is now required for use of one Time Machine.
-Music Sheet/Rocket Powered Drill/Trixie's Books/Rocket Car/Static Accumulator/Potted Plant: Doubleback Item(s)
-Flux Synchronizers: If you have a working Time Machine, play this card out when someone else plays a Time Machine. You keep your Time Machine and immediately flip a Linchpin using the stolen Time Machine. You get to take advantage of the other Time Machine's secondary effect, however once you have control of it, it can be affected by outside forces that are Time Machine specific. (Engine Trouble, TBT, 'Bumping' Citizen Brown Billboard, etc)
-Chronometric Analyzer: Play this card when you have been stricken with the "Needs More Titanium" Action Card. You may now use a Time Machine, however you can only play this on yourself. This counts as your play for your turn.
-McDermott's Canadian Whiskey: Play this card out of turn as soon as someone else goes to draw to smack them upside the head with a liquor bottle and cancel their entire turn. Also a Doubleback item.
-Arthur's Subpoena: When you have this on the table, only you may change history at TimeLine Event B-3. Also a Doubleback item.
-Doc's Notebook: If you have this item on the table, you can substitute it for any item listed on any Doubleback.
-1931 Picture/1986 Newspaper: Cancel Item(s)
-Sub Ether Time Tracking Scanner: Can be used in the same manner as "Hitch a Ride" or can be coupled with the Eight Passenger Time Car to 'bump' (steal) another Time Machine out of turn. The bumped Time Machine is added to your hand.
-Tow Bar Torpedo: If you have a Time Machine, working or not, play this card out of turn when someone else plays a Time Machine. You may flip one Linchpin after whoever played the first Time Machine. The other person may not take advantage of their Time Machine's secondary action. You do not discard your Time Machine.
-Time Car Briefcase: Protects "The Animated Series Time Car" and "The Animated Series Time Train" from outside forces that are Time Machine specific. for one turn. (Tow Bar Torpedo/Engine Trouble/Flux Synchronizers, Citizen Brown Billboard, etc)
-Hauksbee's Influence Machine: After using this to active the v.2 Time Car, put the Car back in your hand and keep this on the table.
-OUTATIME License Plate: Discard this card to steal any form of Plutonium.
-Barcode License Plate: If you had this on the table during your last turn, discard it instead of playing a card to draw 3 cards.
-Doc's Mind Reader Helmet: If you have this on the table, you can look at another player's hand and either discard or steal a card and put it in your hand. Does NOT count for items.
-Repair Instructions: Play this card when you have been stricken with the "A Bolt of Lightning!" Action Card. You may now use a Time Machine, however you can only play this on yourself. This counts as your play for your turn.
Spare Parts Card: Time Machine Customization
-Allows Time Car v.1 to work with Lightning Prediction or Hauksbee's Influence Machine
-Allows Time Car v. 4 to work with some form of Locomotion. (Does not require a you to discard a card, you keep Overpowered Locomotive)
-Allows Time Car v.5 to work without needing the Overpowered Locomotive.
-Removes restriction placed on Temporal Duplicate v.1.
-Removes restriction placed by "A Bolt of Lightning!".
-Needs More Titanium: When you play this card, another player of your choosing may not use a Time Machine until they play either the "Kroll Process" Action Card or the "Chronometric Analyzer" Item Card. *Note, the player can still change history, either through "Hitch a Ride" or "Doubleback" cards. Also, this effect CAN NOT be stacked on players.
-"A Bolt of Lightning!": When you play this card, another player of your choosing may not use a Time Machine until they play either the "Repair Instructions" Item Card or the "Spare Parts" Item Card. *Note, the player can still change history, either through "Hitch a Ride" or "Doubleback" cards.
-Kroll Process: Play this card when you have been stricken with the "Needs More Titanium" Action Card. You may now use a Time Machine, however you can only play this on yourself.
-Citizen Plus'd: Discard your ID and draw a new one, or force another player to do so.
-"Now To Borrow A Few More Of Dear Old Emmett's Inventions": Steal one Item Card from each player.
-The McFly's Of Hill Valley: Allows you to look at someone else's ID card.
-Temporal Duplicate v.1: Before flipping a Linchpin, flip a coin. If the coin comes up Heads, flip a Linchpin and put the Time Machine back in your hand. If the coin comes up Tails, discard the Time Machine.
-Temporal Duplicate v.2: If someone used another Time Machine to change history in the last round, you can flip two Linchpins in one turn.
-The Animated Series Time Car: Flip one Linchpin. Discard after use
-The Animated Series Time Train: Play or draw extra card after you play this card.
-Eight Passenger Time Car: Couple with "Sub Ether Time Tracking Scanner" to 'bump' someone else's Time Machine out of turn to steal the other Time Machine. Their play (and subsequent secondary action) are canceled and their Time Machine is added to your hand. You then flip a Linchpin.
-Time Car 'S': Immune to any outside forces that are Time Machine specific (Flux Synchronizers, Engine Trouble, 'Bumping', Tow Bar Torpedo), however, is still affected by "Needs More Titanium" and "A Bolt of Lightning!"
*Yell name!* Look, girlie mags: Play this card out of turn as soon as someone goes to draw. Their entire turn is canceled because they got distracted looking at boobies!
Citizen Brown Billboard: Stops any Time Machine shown flying on the card. (Time Car v.3/Temporal Duplicate v.2/Time Train/The Animated Series Time Car/Eight Passenger Time Car)
"And To The Future! Amen!": Allows you to pull any Power Action card from either the Draw or Discard pile and either put it in your hand or immediately play it
You Scoundrel!: Play this card out of turn when someone plays "Tow Bar Torpedo" on you. Instead of you losing your secondary effect, you steal the Time Machine of the person who played "Tow Bar Torpedo"
"The Sound of My Voice or Einstein's Bark": Cancels "Time Car Briefcase"
"That Trusting Fool! Not Even A Car Alarm!": Play this card out of turn to steal any Time Machine as soon as it's played. The Time Machine is added to your hand.
So You're The Son of A Bitch Who's Been Stealing My Newspapers: Cancels a Cancel card (Either Power Action or Newspaper). This can not be canceled.
"Ten Minutes? Why Do We Have To Cut These Things So Damn Close?": Play this card out of turn as soon as another player goes to draw to skip every other turn in rotation and immediately resume play starting from your turn.
"Lightning Never Strikes Twice": Play this out of turn to stop the "A Bolt of Lightning!" card.
M.A.R.I.E.: Play this out of turn when someone plays a fancy Time Machine. They flip a Linchpin, however, you get that Time Machine's special ability (For instance, someone plays Time Train, you get to draw or play a card)
"Mr. Fusion's Belching Flames!": Play this card out of turn when someone plays Mr. Fusion to make them discard it.
“I'm Not Drunk You Reprobate, I'm A Time Traveler!”: Stops the Whiskey Bottle from being used to skip a turn.
- Last edited Wed Mar 28, 2012 4:57 am (Total Number of Edits: 2)
- Posted Fri Mar 23, 2012 7:04 pm
Looks interesting! Would be interesting to try and give this a go!
Is there laid out deck cards for this somewhere, or did you just list them for people to make up their own if they choose to?
Looks interesting, are you making the cards for these?
How can we use these without physical cards?