Backtimers




Quick gameplay tips
- The Backtimers have a unique mechanic - stasis. Cards will tell you to place/remove stasis counters on your cards, these cards are revealed but are not yet in play. At the start of your turn you remove one counter from each card in stasis, and if all stasis counters are removed then you play that card as an extra card this turn. Certain cards can remove or add stasis counters to other cards.
- As the Backtimers you have lots of powerful tools, but you need to plan even further ahead than other factions! Manage your stasis wisely, you don't want to let a critical combo piece pop a turn early or too late!
- Be aware that cards in stasis are revealed, so your opponents should be able to work out what you're planning. If they're particularly sneaky then they could completely counter your plans, so keep them guessing by making use of cards that allow you to add or remove stasis counters.
- It's easy to have a huge setup turn and then realise you've got nothing to follow it up with, make sure you save a few extra actions to really make your cards in stasis have an impact.
Gameplay
A second time-travel faction has hit the Smash Up...
Gnarly! Tubular! i was born in 2001! The Backtimers are all about thinking ahead, planning their future turns until they can go back to them and wreak havoc with devastating action chains. They make use of their unique stasis mechanic to store cards for future plays, while also being able to manipulate the timing of those cards to make them as impactful as possible. Without the stasis mechanic, a lot of the Backtimer cards are actually relatively weak. Very few of them do anything significant when they're played, the main strength is being able to delay them until you can combo them with other cards in a later turn. The Backtimers are perhaps one of the best support factions out there, you can make great use of stasis for factions that could use extra cards but lack the tools themselves. Dinosaurs can set up a dangerous King Rex + Augmentation + Rampage combo to get a whopping 22 power spike in a single turn, Mythic Greeks benefit greatly from an extra action or two, and you can just go all in and play a million actions in a turn as the Wizards. The Backtimers feature the standard minion power distribution (4 2s, 3 3s, 2 4s, and a single 5) and these mainly interact with stasis rather than other minions. Alex P McGlide is the main powerhouse of the faction, his talent allows him to place a +1 power counter on a minion if a card came out of stasis that turn while also being able to put a card in stasis when he's played. Alex is more steady growth than sudden spike, outside of Great Wolf Spirit shenanigans he can only give +1 power a turn with his talent, so favours a steady stream of stasis cards rather than a burst play. As alluded to earlier, the Backtimers' main weakness is their lack of ways to affect the board - they've got no cards that target opponent's minions or actions at all - securing their place as the ultimate support faction.