If I wanted to improve it with expansions:
- More ways to be able to access unreal times.
- More persistent cards, or more draw filtering.
- Increasing the game length would not be the end of the world
All in all, a great game, and probably the best casual game I own, but it just misses a little amount of meat. I almost want to see Donald go full Euro with the design and make a 2-3 hour game out of it, engine building, scoring, ruling different times, time shifts being difficult, new timelines being created... there's so much potential, I want more!
Thanks. The file for this game is "time travel light." The intention was to make a somewhat light game. Previously it was a deckbuilding game, and it did take 2+ hours, and well it was just way too long. The paths of history premise also pushed me towards a lighter game. Still, good players beat up weak players. There are plenty of subtle things to learn.
I am betting people who like the game will love the expansion, but it doesn't actually address any of your things. I don't want that many ways to access unreal times; I want changing history to matter. The % of perpetual cards is based on not wanting the board state to get too complex. I like the game length.
The expansion pushes planning ahead, and provides lots of ways to be clever. It has some flavorful things and some exotic things.
I do not find getting perpetual cards to be significant. Yes Gang of Pickpockets is strong, that's a great opening play. But if you say go turn one Conspiracy and I never draw a perpetual card, I feel totally in that game. As you note, sometimes I can immediately compensate by ruling times instead. I have seen many victories from people with no perpetual cards.
People do like to draw them though. There is perpetual card envy.
For me, as you can see from the thread, the big mistake was having 7 of the "score or play or draw" zones. The expansion doesn't have any of those.