Chrononauts

### Summary

Manage Delay tokens from turn to turn and play multiple cards in a turn. Change the definition of a turn for yourself and your Rival.

## Class Icon

The Chrononauts are one of the 4 primaries from the Anachrony expansion. The Chrononauts have powerful abilities that enter play with Delay, requiring them to plan several turns in advance. When not inhibited by Delay, they can play extra cards, gain extra tactics, and boost the effectiveness of their tactics. They can also disrupt the natural turn order for themselves and their Rival.

## Cards

### Units

#### Gaspar

*Leader, 5 Power, 5 Health*

**Ready:** Gain 4 Delay.

**Command:** Play a card. Gain 2 Delay.

#### Dorino

*Acolyte, 3 Power, 3 Health*

**Constant:** Your Rival cannot move delayed units.

**React:** After your Rival plays a unit here, it is powerlocked at its current power until Daybreak.

#### Kajar

*Acolyte, 3 Power, 3 Health*

**Constant:** If you are winning here, your Rival cannot use Warfare Tactics as their first Tactic each turn.

**Constant:** Your Rival cannot save card plays for later during their Battle Phase.

#### Laruba

*Acolyte, 3 Power, 3 Health*

**Command:** A rival card here gains 1 Delay. Gain 2 Delay.

**Interrupt:** Once per turn, when an allied card has extra Heals, you may draw up to X cards instead (X = the card's extra Heals).

#### Medina

*Acolyte, 3 Power, 3 Health*

**Event:** At Nightfall, you may Heal 1 Delay from an allied card anywhere (including cloaked units).

#### Arris

*Acolyte, 3 Power, 3 Health*

**Command:** Draw 2 cards. Draw 2 less cards during your next Regroup phase.

#### Arbiter

*Elite, 4 Power, 4 Health*

**Attack:** Look at the top and bottom card of your deck. Store or return them. Gain 1 Charge. Gain 2 Delay.

**Unleash:** You may draw a stored card under this card. Play a stored card under this card now.

#### Watcher

*Soldier, 3 Power, 3 Health*

**Interrupt:** Before this card goes to the discard, return this unit to your hand instead or shuffle a card from your discard into your deck.

#### Timekeeper

*Recruit, 2 Power, 2 Health, Fate*

**Attack:** Choose a Fate:

**Fate:** A rival card here gains 1 Delay.

**Fate:** Heal 1 Delay from an allied card anywhere.

### Actions

#### Breach x3

*Action • Construct (3 Health)*

**Ready:** Gain 3 Delay.

**Command:** Repeat a Tactic you used this turn, selecting the same option. Sacrifice this card.

#### Haste x2

*Action • Order • Spell*

**Attack:** Gain 2 Charges.

**Constant:** Allied units gain 2 Charges.

#### Rewind x2

*Action • Order • Spell*

**Attack:** Choose a unit on a battlefield where you have presence. Return its attachments to their owner's hands. Return the unit to its owner's hand.

#### Slow x2

*Action • Order • Spell*

**Attack:** Heal a Delay from an allied card anywhere. A rival unit on any battlefield gains 1 Delay. All battlefields gain 4 resistance during your Rival's next turn.

#### Distortion

*Action • Order • Spell • Static*

**Attack:** Gain 3 Charges.

**Constant:** Cancel Events during your Rival's turn. Your Rival draws 1 less card when they Regroup.

**Event:** At Nightfall, lose 1 Charge. Sacrifice this card if it is uncharged.

#### Flashpoint

*Action • Order • Spell • Static*

**Ready:** Look at the top 3 cards of each deck. Gain 3 Delay.

**Event:** At Nightfall, if you won a battlefield this turn, skip your Rival's next turn. Banish this card.

#### Reset

*Action • Order • Spell*

**Attack:** Bury any number of cards from your hand. If you have less than 6 cards, draw until you have 6 cards. Heal an allied card anywhere.

#### Slipstream

*Action • Order • Spell*

**Attack:** Draw a card for each delayed rival target. For each delayed allied card anywhere, remove 1 Delay from it, then any allied unit gains 1 Strength.

#### Taeper

*Action • Order*

**Attack:** Play an action.

**Event:** At Nightfall, return another allied action in Limbo to your hand.

#### Time Remnant

*Action • Construct (3 Health)*

**Ready:** Gain 2 Delay.

**React:** After you use a Tactic, you may resolve its corresponding ability:

**- Warfare:** Deal 1 damage to a rival target.

**- Advance:** An allied unit gains 1 Strength.

**- Support:** An allied unit gains 1 Shield.

**- Other:** Draw a card.

## Trivia

* Gaspar is named after the Guru of time from Chronotrigger
* The Chrononaut acolytes are named after villages from Chronotrigger. Each village appears in a different time period
* Taeper is Repeat spelled backwards. In addition to the idea of a taper effect, it is a callback to Zatanna casting spells by saying them backwards.
* The Chrononaut primary is the first class to be able to gain an extra turn
* The Chrononaut primary is the first primary to not have any Ambush, Loot, or Retreat Abilities.