I often make a timer in a basic widget when I need one.
A simple example:
If you make a field and set it to be "animated" (select the widget, then in the menu select Widgets > Animated) it will experience 60 view events per second.
Since this example is using a field we can also ask it to store a number to keep count of how many view events have happened. And when it reaches a certain number (60 view events multiplied by the number of seconds -- for 60 seconds this is 3600) tell it to do something special.
on view do me.text:me.text+1 if me.text=3600 #the stuff you want to happen# end end
(When you're writing a script inside a widget, you can refer to that widget as 'me', which is what I'm doing in the script here.)
This may not be needed but you can also make a custom event handler pretty easily:
on view do me.text:me.text+1 if me.text=3600 my_event[] end end
I'm using the example name "my_event" but you can name it something more specific and then define what happens during this event inside of the same widget's script that uses it (or on a higher level like the card or deck-level scripts) by writing it out like any other event handler:
on my_event do # the stuff you want to happen # end
Also there was a recent thread about making timers for someone else's game that has some more discussion, if it's of any use to you: (link here)