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Black Hole

    Black Hole

    Doorway Doorway

    Place between two adjacent ❖  Space missions. Creates a location with span of 1. End of every turn, "pulls in" (destroys) all other cards here. Every four full turns, also pulls in on adjacent spaceline location (including all cards there): Alternates, first pulling in the location on your left, then the one on your right, and so on. (Not duplicable).

    Rule hint for this card

    This card has an clarification:

    This doorway may only be played between two of the missions named ❖  Space, not other universal Space icon missions. This doorway will pull in all cards (including ships) at the adjacent location even if a Q-Net is between the Black Hole and the adjacent location. If it pulls in the last location on either end of the spaceline, it stops alternating and continues to pull in locations from the remaining side. Cards that can close a doorway (e.g., Revolving Door) suspend the Black Hole’s game text and are not pulled in.

    When a ship in a Temporal Rift (or Time Travel Pod) is located at a spaceline location that is pulled into a Black Hole, the ship is not immediately discarded, because the ship is time traveling and thus not at that location “in the present”; the card only indicates where it will eventually reappear. Move the ship to the Black Hole location itself until it reappears.

    Taken form Glossary - Version 1.9.5.

    OTF "Banned card list"

    This card is part of the actual OTF banlist published by The Continuing Committee - please don't use Black Hole in official OTF tournaments.

    Card logging info: Logged by openCards team at May 1st, 2009.
     

    Black Hole

    This Card-Review article was written by Helge Blömer and was published first on "Decipher's Website (decipher.com)".

    Well, I guess I just have to write about this ;-) Decipher did a great job with making a crude graphical design into one of the most interesting cards in the game. By itself, the Black Hole is not that much of a threat to anything on the spaceline, although it can well complement a fast deck because a slower deck might run out of missions on the spaceline before it can get to 100 points. Just in this function, the Black Hole is an interesting addition to a deck if you have any fears about your opponent playing a stall deck that infinitely recycles its draw deck through Regenerates.

    But the true fun of the Black Hole comes through combos. What more fitting end for a loaded ship of your opponent than winding up in a Black hole (from your viewpoint of course ;-) ). However, this requires some setup. The cheap way is a Cytherians or Conundrum, but you can't time that to make absolutely sure your opponent's ship will have to stop at the Hole. A Blade of T'Kon does the trick, but the best combo involves two underused cards- Wormhole and Incoming Message. Tent for the appropriate Incoming Message and put a Hole on the spaceline.

    As soon as he moves his ship, play the Wormholes and follow it up with an Incoming Message. Of course your Wormhole will sling the ship to the other side of the Black Hole, exactly one RANGE of the ship away. He'll have to move and *SLURP* ;-)

    And here's another fiendish combo:

    In a battle of two slow decks, try Black Hole + Persistence of Memory + Lakanta or WNOHGB. You can still get to both ends of the line, but your opponent has a loooong way home !