Subspace communications are sometimes abruptly terminated by the transmitter.
Play on table. Immediately end your turn. (Unique).
Rule hint for this card
This card has an erratum:
Further game text: "Play to immediately end your turn, delaying until the end of your next turn everything which must happen at end of this turn, including card draws.". Furthermore this card has no Countdown icon.Taken form Current Rulings 2018-07-02.
This card has an clarification:
You may repeatedly postpone the same end-of-turn actions by playing additional copies of this interrupt on successive turns. Because the effects of multiple copies are not happening at the same time, this is not affected by the cumulative rules.Taken form Glossary - Version 1.9.5.
Card logging info: Logged by openCards team at May 1st, 2009.
This !type article was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Jun 30th, 1997.
This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:
- Previous "Romulan Review" (# 26): "RR #26: Samuel Clemen's Pocketwatch".
- Next "Romulan Review" (# 28): "RR #28: The Ins and Outs of Outposts, Part 1: How Many?".
Aefvadh! Last time I discussed a card that lets you do something early. Here's a complementary card that lets you do something (maybe several somethings) late...
Here is the flip side of Samuel Clemens’ Pocketwatch. Instead of moving up an action that would be more convenient for you to do now, you get to put off something, or several things, that would be inconvenient right now.
Note that, although this is an interrupt, it may only be played on your own turn, because that is all you can affect. You can't play this to affect your opponent.
Once again we're looking at actions that must occur, with the added restriction that they must occur at the end of your turn (not sometime during your turn). What actions are included, and excluded, now?
- Your end-of-turn card draw(s). The most likely reason you would want to delay this is that it will run out your deck, and you aren't ready to do that yet. Another turn may get you to 100 points to win the game. However, because you are delaying all end-of-turn actions, this may simply be a side effect of something else you want to delay. To minimize the effect of an unwanted card draw delay, you could play a Q’s Tent on this turn, getting a card from your Tent and thus negating your card draw anyway.
- The movement of the Borg Ship and The Sheliak. If your ship is stopped or out of Range, or your Away Team is stuck on a planet, and you aren't going to be able to get out in time, you can delay one or both of these nasties. Be careful how you time this; don't forget that either dilemma will still move at the end of your opponent's turn, and then two movements must occur at the end of your next turn. So if your opponent got you with the dreaded Sheliak-Q combination and The Sheliak are now sitting next door, End Transmission won't save your Away Team, or the mission. Rogue Borg Mercenaries aren't covered by End Transmission, because they battle at the start of every turn.
- Required-ship-movement cards (Cytherians, Conundrum, and Incoming Messages) aren't affected by End Transmission. The movement occurs sometime during the turn, and is not required to wait until the end.
- Many dilemmas, events, and interrupts that resolve with some action at the end of a specified number of turns can be usefully delayed for one full turn. For example, you can put off a death by Coalescent Organism, Hyper-Aging resolution, or ship destruction by Nitrium Metal Parasites for one more turn. As with the Pocketwatch's acceleration, you can only delay the actual resolution of such cards, not the "countdown" itself.
- You could delay the repair of a ship, though I doubt that you would want to. Just remember that if you play End Transmission for some other reason, when a ship repair is scheduled to be finished, you will delay its repair also.
- End Transmission does not apply to most of the other miscellaneous actions discussed with the Pocketwatch, because most of them don't occur at the end of your turn. That includes Interrogation, the Distortion Field card flip, scoring Colony points, Telepathic Alien Kidnappers guess, and showing a Devidian Door. However, Static Warp Bubble discard does occur at the end of the turn, so you could delay that, remembering that you will have to discard two cards at the end of your next turn.
Most of the uses of End Transmission are simply to delay some bad effect, to give you one more turn before everybody gets killed or your only ship explodes, in which to score points, move your ship, or bring in a cure for some disease. There is no reason why you couldn't play another one on that next turn, to give yourself another reprieve.
There are a few other ways to do some of the things this card can do, in one form or another. To unstop a ship and move it out of harm's way, you could use a Distortion Of Space/Time Continuum. Or you can play Hugh to negate the attack of a Borg Ship. To keep from running out your deck, you can just play a Q's Tent. But many of the effects (especially dilemmas) cannot be stopped by any other means once set in motion. So End Transmission has considerable versatility, and might be a worthy card for your Q's Tent.
And what about the mystery combo promised last time? Actually, there are two.
The Major's Combos:
- Samuel Clemens' Pocketwatch plus End Transmission. You have something that you really want to delay, like the resolution of a killer dilemma. But you also really need your card play this turn (maybe you are desperate for a MEDICAL to cure the dilemma). Play the Pocketwatch and take next turn's card draw now. Then play End Transmission, delaying the dilemma resolution, and this turn's card draw, to next turn.
- End Transmission plus Samuel Clemens' Pocketwatch. The scenario, courtesy of Jason-Q Winter: You have one card left in your draw deck. Your opponent is ahead 80-75. You play End Transmission. On his turn, he attempts a mission and hits The Higher … The Fewer, losing 8 points. Before the next dilemma, you play SCP to run out your deck. You win, 75-72 ;-)