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Science Fiction Double Feature

TIME TRAVELERS

Medium

Repeat the abilities of your minions in play, retrieve cards from your discard pile, especially actions, and manipulate bases.

Description

The Time Travelers are one of the 4 factions from the Science Fiction Double Feature set. Relive the past and determine the future as the Time Travelers. Their complexity rating is: Medium. Other factions from the same set: Cyborg Apes, Shapeshifters, Super Spies.

Cards Overview

The Time Travelers have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. They are also one of the rare factions to have received a titan from the TITANS Event Kit. Among their actions, there are: * 0 play-on-minion actions, * 1 play-on-base action: Stasis Field, * 9 standard actions (5 that affect one or more minions, in bold): 1.21 Gigawatts, Do Over! (2x), Into the Time Slip (2x), It’s Astounding, Time is Fleeting, Time Walk, Wormhole, * 0 actions that directly increase a minion's power.
1x 1.21 Gigawatts - Shuffle all actions or all minions from your discard pile into your deck. 2x Do Over! - Return your minion from a base to your hand. You may play it again as an extra minion. 2x Into the Time Slip - Return a card in play to its owner’s hand. 1x It’s Astounding - Play an action from your discard pile as an extra action. 1x Stasis Field - Play on a base. Ongoing: This base cannot score. Destroy this action at the start of your turn. 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. 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. 1x Wormhole - Special: Play after a base scores. Shuffle any number of your minions there into your deck.

Actions

1x 1.21 Gigawatts - Shuffle all actions or all minions from your discard pile into your deck. 2x Do Over! - Return your minion from a base to your hand. You may play it again as an extra minion. 2x Into the Time Slip - Return a card in play to its owner’s hand. 1x It’s Astounding - Play an action from your discard pile as an extra action. 1x Stasis Field - Play on a base. Ongoing: This base cannot score. Destroy this action at the start of your turn. 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. 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. 1x Wormhole - Special: Play after a base scores. Shuffle any number of your minions there into your deck.

Characters

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. 2x Repeater Perfect - power 4 - Place an action from your discard pile on top of your deck. 3x Time Raider - power 3 - Talent: Place a card from your discard pile on the bottom of your deck. 4x Jumper - power 2 - Ongoing: When this minion goes to the discard pile (from play), you may place it back into your hand.

Strategy

Time Walk causes so much distortion in Time Travelers' power balance that factions that help play it tend to fit well.

Synergies

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!

Tips

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. 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.

Mechanics

Repeat the abilities of your minions in play, retrieve cards from your discard pile, especially actions, and manipulate bases.

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