And now I'm going to talk about a very similar game I am making. It's based on an extremely similar premise and setup, but the key difference is that the key events in history change every game.
Here's how it works: the Critical Moment cards actually say "Paradox: Critical Moment" on the back. And on the front they are split into two halves: the Historical and the A-Historical half. In the middle there is a big symbol. That symbol might look something like this:
or this: 
Anyway, similar symbols will be at either end of that card. And when it is spun from Historical to A-Historical (or back), it will cause effects on all future Critical Moments that happen to share the symbol with one on the edge. A symbol can either be pressed into "red wax" in which case it is a "shift" that spins future event cards with the same symbol, or it can be pressed into "brown wax" in which case it disrupts future events flipping them over to be Paradoxes.
When you fix a Paradox, you can either flip it back over to the historical or A-historical side, or you can grab a card with the same date out of the much larger Alternate History deck. And these have different symbols.
And just like Chrononauts, you have a secret and arbitrary mission to complete. And there's an action deck. And that's it.
-Username17






