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Excellent Movies, Dudes!

Backtimers

High

Place cards in stasis in order to play them later.

Description

Meet the Backtimers, a faction from the Excellent Movies, Dudes! expansion, known for their unique ability to put cards on hold in stasis, saving them for later turns. This strategic approach earns them a complexity rating of High. They are joined in this set by three other factions: the Action Heroes, the Extramorphs, and the Wraithrustlers.

Cards Overview

The Backtimers faction is composed of 10 minions and 10 actions, following the standard distribution. Their minions boast a total base power of 30, averaging 3 power per minion. Delving into their actions, the Backtimers have a mix of effects at their disposal. Notably, none of their actions are designed to be played on minions or bases. Instead, they have six standard actions, including **one that influences minion power**: 99 MPH appears twice, Back From the Future also appears twice, and they are complemented by Disrupt the Space-Time Continuum and Will Have to Do. The latter is the only action that directly boosts a minion's power. Additionally, four of their actions enter stasis upon play, setting them apart from standard actions: Future Almanac?, Help From the Past, Letter From Another Time, and Lightning Strike.
2x 99 MPH - Place two stasis counters on a card from your hand. Draw a card. 2x Back From the Future - Reveal the top three cards of your deck. You may place two stasis counters on one of them. Return the rest in any order. 1x Disrupt the Space-Time Continuum - Choose up to two cards from your hand. Place a number of stasis counters on each of them equal to the number of cards you chose. 1x Future Almanac? - Place three stasis counters on this card. Special: After you remove a stasis counter from this card, draw a card. When you play this card from stasis, discard it. 1x Help From the Past - Place three stasis counters on this card. Special: When this card enters stasis, store a card from your discard pile under it. When you play this card from stasis, discard it, and you may play a card stored under it as an extra card. 1x Letter From Another Time - Place three stasis counters on this card. Special: When this card enters stasis, search your deck for a card and store it under this card. When you play this card from stasis, discard it, and you may play a card stored under it as an extra card. 1x Lightning Strike - Place two stasis counters on this card. Special: When you remove stasis counters from other cards you may place them on this card. On your turn you may use an action play to reduce the breakpoint of a base by one for each stasis counter on this card (up to 5) until the end of the turn and discard this card. When you play this card from stasis, discard it. 1x Will Have to Do - Place up to two +1 power counters total on your minions, OR remove up to two stasis counters total from your cards in stasis.

Actions

2x 99 MPH - Place two stasis counters on a card from your hand. Draw a card. 2x Back From the Future - Reveal the top three cards of your deck. You may place two stasis counters on one of them. Return the rest in any order. 1x Disrupt the Space-Time Continuum - Choose up to two cards from your hand. Place a number of stasis counters on each of them equal to the number of cards you chose. 1x Future Almanac? - Place three stasis counters on this card. Special: After you remove a stasis counter from this card, draw a card. When you play this card from stasis, discard it. 1x Help From the Past - Place three stasis counters on this card. Special: When this card enters stasis, store a card from your discard pile under it. When you play this card from stasis, discard it, and you may play a card stored under it as an extra card. 1x Letter From Another Time - Place three stasis counters on this card. Special: When this card enters stasis, search your deck for a card and store it under this card. When you play this card from stasis, discard it, and you may play a card stored under it as an extra card. 1x Lightning Strike - Place two stasis counters on this card. Special: When you remove stasis counters from other cards you may place them on this card. On your turn you may use an action play to reduce the breakpoint of a base by one for each stasis counter on this card (up to 5) until the end of the turn and discard this card. When you play this card from stasis, discard it. 1x Will Have to Do - Place up to two +1 power counters total on your minions, OR remove up to two stasis counters total from your cards in stasis.

Characters

1x Alex P. McGlide - power 5 - You may place two stasis counters on a card from your hand. Talent: If a card had its last stasis counter removed this turn, you may place a +1 power counter one of your minions. 2x Zany Prof - power 4 - Ongoing: At the start of your turn, you may remove a stasis counter from, or add one to, one of your cards in stasis. 3x Lifelong Bully - power 3 - Add a stasis counter to one of your cards in stasis, OR look at the top two cards of your deck, you may place two stasis counters on one of them, and return the rest in any order. 4x Sidelined Girlfriend - power 2 - You may place a stasis counter on this card. Special: After a stasis counter is removed from this card, you may place a +1 power counter on one of your minions on a base. When you play this card from stasis, play it as an extra minion and place a +1 power counter on it.

Strategy

Synergies

When it comes to forming powerful alliances, the Backtimers have several factions that complement their unique abilities. Dinosaurs, for instance, can greatly benefit from the extra plays provided by the Backtimers, allowing them to unleash devastating combos like King Rex and Rampage or swarm the board with War Raptors without committing to a single base. Mad Scientists also make natural allies, as they can harness the +1 power counters generated by Backtimers' cards like Alex P. McGlide, Sidelined Girlfriend, and Will Have to Do to fuel their own creations, such as The Monster and Blitzed. Giant Ants are another faction that thrives with the Backtimers, as they can utilize the abundance of +1 power counters to enhance their mobility and spending power. Mythic Greeks can also appreciate the Backtimers' ability to provide extra actions, enabling them to set up powerful bursts for future turns. The Big Hero 6 faction can also reap significant benefits from the +1 power counters, with characters like Baymax, Fred Fredrickson IV, Go Go Tomago, Hiro, Hamada, Honey Lemon, and Wasabi all gaining advantages from having these counters on them. Additionally, Version 2.0 can become a game-changer with just a handful of characters. Lastly, the Mulan faction can also find common ground with the Backtimers, as Mulan's talent can be triggered if a +1 power counter is placed on her during the same turn. Moreover, characters like Chien Po, Ling, and Yao have card draw abilities that are activated when +1 power counters are placed on them, making the Backtimers a valuable partner in their quest for victory.

Tips

To maximize the potential of the Backtimers faction, it's crucial to understand the strategic implications of stasis. This mechanic allows you to set up future plays by removing stasis counters from cards, which can be played in any quantity once the counters are gone. Unlike burying, stasis doesn't limit you to uncovering just one card per turn. Moreover, cards in stasis don't contribute to base power and are safe from being discarded due to a premature base score. However, once the last counter is removed, you must play the card immediately, find a way to add more counters, or discard it. This timing constraint is less concerning for minions, as most bases allow them to be played, but it can be problematic for situational actions that may lose their value if their stasis counters expire at the wrong time. Additionally, other players can anticipate your stasis cards and prepare traps or countermeasures accordingly. The Backtimers faction has limited internal synergy with stasis, with Sidelined Girlfriends and Future Almanac being notable exceptions. The former can generate more +1 power counters with additional stasis counters, while the latter can provide extra card draw. Ultimately, the Backtimers' strength lies in their ability to support other factions. Factions with high power but limited extra plays, such as Dinosaurs, can benefit from the Backtimers' ability to swarm bases and set up combos without committing too much power upfront. Action-combo focused factions like Musketeers and Mythic Greeks can also appreciate the opportunity to set up bursts of activity. Even swarm factions, including Robots, Innsmouth, Magical Girls, and Mythic Horses, can leverage the Backtimers to set up multiple minion plays on a future turn. Factions that rely on playing lots of play-on-base actions, such as Steampunks, Ancient Incas, and Kaiju, can also benefit from the Backtimers' support. On the other hand, factions that thrive on surprise plays, like Mega Troopers and Ninjas, may not mesh well with the Backtimers' delayed extra plays. Similarly, factions that focus on traps, return to hand combos, burying, or playing from discard, such as Dragons, Tricksters, Aliens, Star Roamers, Ancient Egyptians, Skeletons, and Zombies, may not appreciate the Backtimers' playstyle. Support factions like Time Travelers and Wizards may also not synergize well with the Backtimers due to the lack of base-breaking power plays. Factions that already have delayed minion triggers, like Killer Plants and Superheroes, may not benefit from the Backtimers' stasis ability. Dueling factions, such as Cowboys and Samurai, may not value delayed extra plays, as they often require immediate power boosts. Lastly, factions that care about minion destruction, including Samurai, Sharks, and Vampires, may not find the Backtimers' offerings particularly useful, as they neither provide destruction nor ideal minions to destroy.

Mechanics

Place cards in stasis in order to play them later.

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