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====== '' | ====== ''[https://connect.forgefire.games/products/smash-up-time-travelers Purchase the Time Travelers Faction on Forgefire!]'' ====== | ||
The time stream has been compromised. Robots from the future mingle with pirates, extinct dinosaurs move with magical wizards... everything is all smashed up! That’s where the Time Patrol steps in. Organized in 1976 and led by the enigmatic Doctor When, the Time Patrol works to keep time flowing... in the manner they deem best. | The time stream has been compromised. Robots from the future mingle with pirates, extinct dinosaurs move with magical wizards... everything is all smashed up! That’s where the Time Patrol steps in. Organized in 1976 and led by the enigmatic Doctor When, the Time Patrol works to keep time flowing... in the manner they deem best. | ||
Latest revision as of 22:40, 14 August 2025

Purchase the Time Travelers Faction on Forgefire!
The time stream has been compromised. Robots from the future mingle with pirates, extinct dinosaurs move with magical wizards... everything is all smashed up! That’s where the Time Patrol steps in. Organized in 1976 and led by the enigmatic Doctor When, the Time Patrol works to keep time flowing... in the manner they deem best.
Time Travelers are from the Science Fiction Double Feature set and have a Titan card - Time Box.
Complexity Level: MEDIUM
Mechanics
- ...Replaying And Recycling Cards,
- Which Creates A Loop Of...
To put it simply, Time Travelers slow down and speed up time, and make things happen over and over again in loops. They replay minions, actions, and even bases, force their opponents to replay cards, delay bases from breaking, and their Jumpers escape the discard pile. Time Travelers tend to accelerate as your deck empties out, due to Time Walk and how it gets easier to stack your deck, although they are bad at getting it empty. Many of their mechanics were seen in earlier factions (Aliens, Ninjas, Zombies, Minions of Cthulhu), but Time Travelers bring all the loopy stuff together in one big wibbly wobbly timey wimey ball, plus some new stuff.
Strategy
Time Travelers are a somewhat complicated faction. In this case, timing is everything, and knowing when the time is right to do things mostly comes from experience. When should you delay a base from scoring with Stasis Field, or execute a Bait and Switch with Doctor When? Which cards should you choose to replay later in the game? The future is difficult to predict, but some things are more likely to happen than others.
Time Walk
Undoubtedly one of Time Travelers' best actions, Time Walk lends itself towards getting played more often the smaller your deck becomes. Even though you put it on the bottom of your deck, you can shuffle your deck to put it closer to the top, and pad it up from below with Time Raider.
Every time you empty your deck, you will have Time Walk in your hand. So it follows that if you empty your deck every turn, you can play Time Walk every turn. Time Raider and Repeater Perfect make maintaining this feat simple. Just send 2 minions and 1 action back into your deck every turn, timed so you never draw cards from your empty deck.
You get to pick exactly the cards you want, so your deck is no longer random. The implications are immense; the Time Travelers are basically a ticking time bomb waiting to explode on your enemies. The difficulty lies in getting to that point before the game ends, so you have to rely on your partner faction to help draw cards and/or slow down the game.
Synergy
Time Walk causes so much distortion in Time Travelers' power balance that factions that help play it tend to fit well. Other good partners play extra minions to help replay Jumpers. Still others have good on-play abilities for Time Travelers to replay.
- Aliens: Replay those Invaders! Doctor When returns and replays them, Repeater Perfect helps you get back actions like Abduction, Beam Up, Do Over!, and Into the Time Slip, and returning him to hand lets you replay him and re-use his ability in turn, and It's Astounding lets you play the aforementioned actions directly from your discard pile.
- Wizards: Blaze through and stack your deck to unleash Time Walk. In addition, Wizards' card draws are all the effects of on-play abilities, which Time Travelers are especially adept at replaying.
- Innsmouth: Play The Locals, replay Mysteries of the Deep, and its Madness cards to sweep out your deck. Jumpers are great substitutes for The Locals, since they always stick around for the next job.
- Super Spies: Draw extra cards with From Q With Love, execute elaborate attacks on your opponents, and stack your deck ever more thoroughly by sending cards to the bottom of your deck to push the rest higher up.
- Grannies: Want to get that Time Walk back quickly? Just move it from the bottom of your deck to the top!
Cards - Minions
1x Doctor When

Power 5 - You may return another of your minions in play to your hand. You may play it again as an extra minion.
Errata? Yes/No
Clarifications:
- Play the extra minion immediately or not at all.
2x Repeater Perfect

Power 4 - Place an action from your discard pile on top of your deck.
Errata? Yes/No
Clarifications:
3x Time Raider

Power 3 - Talent: Place a card from your discard pile on the bottom of your deck.
Errata? Yes/No
Clarifications:
4x Jumper

Power 2 - Ongoing: When this minion goes to the discard pile (from play), you may place it back into your hand.
Errata? Yes/No
Clarifications:
- A
Cards - Actions
1x 1.21 Gigawatts

Shuffle all actions or all minions from your discard pile into your deck.
Errata? Yes/No
Clarifications:
- The “or” is exclusive: choose either actions or minions, not both.
- Gigawatts is pronounced with a J.
2x Do Over!

Return your minion from a base to your hand. You may play it again as an extra minion.
Errata? Yes/No
Clarifications:
- Play the extra minion immediately or not at all.
2x Into the Time Slip

Return a card in play to its owner’s hand.
Errata? Yes/No
Clarifications:
- A
1x It's Astounding

Play an action from your discard pile as an extra action.
Errata? Yes/No
Clarifications:
- Play the extra action immediately, before discarding It’s Astounding.
1x Stasis Field

Play on a base. Ongoing: This base cannot score. Destroy this action at the start of your turn.
Errata? Yes/No
Clarifications:
- A
1x Time is Fleeting

Special: Play after a base scores if there is a base in the discard pile. Add a base of your choice from the discard pile instead of drawing a new base from the base deck.
Errata? Yes/No
Clarifications:
- You may not choose the same base that just scored.
1x Time Walk

You may play an extra minion and an extra action this turn. Draw 2 cards. Place this card on the bottom of your deck instead of your discard pile.
Errata? Yes/No
Clarifications:
- You don’t have to play extra cards before drawing the 2 cards, unless you play Time Walk outside your Play Cards phase.
1x Wormhole

Special: Play after a base scores. Shuffle your minions there into your deck instead of placing them in the discard pile.
Errata? Yes/No
Clarifications:
Cards - Bases
1x Portal Room

Breakpoint 22 - VPs: 2 3 1 - The winner takes an extra turn after the current turn ends
Errata? Yes/No
Clarifications:
- After the winner’s extra turn, the turn order returns to the left of the player who was active when Portal Room scored.
1x The Nexus

Breakpoint 19 - VPs: 3 3 2 - The winner replaces this base with a base of their choice from the base discard pile, if possible.
Errata? Yes/No
Clarifications:
- You cannot choose this to replace itself.
Card - Titan
1x Time Box

Special: At the start of your turn or when a card goes to your hand from play or the discard pile, place a counter on this titan if it is not in play. After you place the fifth or higher counter on it, you may remove all of the counters and play this titan. Talent: Play an extra minion here of power 2 or less, and/or play an extra action.
Errata? Yes/No
Clarifications:
- The counters here are only for literal counting and are not treated as +1 power counters. Before this card is played no other ability may affect these counters.