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Q: How does Crazy Joe work in ÜberChrononauts?

A: In regular Chrononauts, the game ends immediately if the Universe is destroyed, with everyone losing – unless Crazy Joe was in the game, in which case he wins. However, in UberChrononauts, the game wouldn’t be able to continue if Crazy Joe meets his goal, and since the UberGoal requires you to accomplish more than just your character’s conditions, the universe needs to be kept from collapsing in order for the game to work.

Fortunately, there’s this special team of Time Police agents, who have been pursuing Crazy Joe across the timestream for eons, who will suddenly show up to solve this problem if it occurs.

Here’s what happens: Crazy Joe is credited with having destroyed the Universe, which teeters on the brink of destruction but doesn’t actually collapse. (The player keeps the ID card face up on the table thereafter, indicating that this part of the UberGoal is complete.) Then the Time Police rule described below is used to put the TimeLine back in order enough for the game to continue. (And while they’re busy keeping Time intact, Crazy Joe gets away scot-free! Laughing maniacally, of course.)

The Time Police Rule:
If the Universe is on the brink of destruction, and it would be awkward for the game to end without an actual winner, a special team of Time Police agents will suddenly step in to save the universe. This is done by giving all players an imaginary Restore History card, which each player must immediately use in turn on the Red Linchpin of their choice. After everyone has done their share of repair work, the Time Police will vanish and the game continues as usual with the next player. But the Time Police will not return. If the Universe is destroyed a second time, it really does get destroyed, and all players are considered losers.

Q: In ÜberChrononauts, what happens to Chrono-FRED or the Head-in-a-Jar when their goal is complete?

A: When you get a FRED/Head victory, you take that Mission/ID for your own, and discard both the Gadget and your own uncompleted Missions/IDs. However, if you have FRED or the Head but accomplish your own Mission or ID, you reveal your card, discard your extra, and then simply retain the Gadget. At that point, it becomes useless to you; but FRED and the Head retain their mission/ID cards, and they stay in your possession. The Head is still who he is, and FRED is still programmed to complete that Mission, so the Gadgets stay in play as usual.

Q: In ÜberChrononauts, can someone Get There First and steal your completed Mission or ID, or Gold Watch?

A: No. The flipped up card (Mission or ID) or the symbolic Gold Watch is only an outward, physical representation of the work that you’ve done. It’s the work that matters. No one can steal the work you’ve accomplished (nor can they trade it out with New Mission). The work itself is done, past, finished… intangible, therefore unstealable (and unsellable*). The cards mentioned are only an indications of the work, not the work itself.

* The collectors who buy up Artifacts are not interested in it for any Missions (the Midas Mission, Futuristic Alchemist) OR the Sell An Artifact “Midas Bonus”. As another FAQ posits: it’s probably electroplate anyhow.