Chrononauts Card Game

Description

If you've ever wanted to change the events of history, then Chrononauts is a unique experience you will have to try! It's a card game based around 32 TimeLine cards (1865-1999 in the original game; 1770-1904 for Early American). The cards are arranged in a grid, chronologically. Each card is labeled with a major event and the reverse side of the card holds an "alternate reality" event. For example, the 1865 card is "Lincoln Assassinated" while the reverse side is "Lincoln Wounded." At the beginning of the game, you set up the TimeLine and each player draws a mission card, an identity card and 3 cards from the deck. On each player's turn, they will draw a card and play a card. Cards include Artifacts (objects to collect), Gadgets (special powers), Actions (single-use events), Timewarps (special actions), Inverters (which change history), and Patches (to repair history). There are multiple ways to win, including collecting three artifacts, altering the TimeLine to include 3 specific events, or holding 10 cards in your hand at the end of a turn. Yes, there's a lot going on, but wow, what a cool game! The Original Chrononauts and Early American Chrononauts are standalone games, each set in a different time period while the Gore Years Expansion takes the Original game into the 21st century with 11 new cards.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.