This game has examples of:
- Alternate History: Every identity comes from one; one way to win is to get back to your own.
- For Want of a Nail: Each linchpin can make or break a character's existence.
- Rubber-Band History: You can always, with enough appropriate cards to revert events, recreate the starting timeline.
- Temporal Mutability: You can change history as much as you like. Once you un-invent time travel itself, however, everything becomes static.