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Temporal Rift

    Temporal Rift

    Time displacement caused by ultra high energy explosions such as that which affected the U.S.S. Enterprise-C at Narendra III.

    Interrupt Interrupt
    Special icons: Countdown 2

    Plays on your ship. Ship disappears. When countdown expires, ship reappears here.

    Rule hint for this card

    This card has an erratum:

    This card now has a countdown icon of 2, in addition to revised text.

    Game text of fist print (without errata): "Plays on any ship. Ship disappears and must reappear here after two of your full turns. Discard interrupt after reapperance."

    Taken form Glossary - Version 1.9.5.

    This card has an clarification:

    This interrupt is not a valid response to battle or a dilemma, and may not be used to “escape” them. It may not target a docked ship or carried ship. See actions - step 2: responses.

    Cards may not be played on a ship in a Temporal Rift, and you may not discard a Space-Time Portal to return the ship to hand.

    A card in a Temporal Rift is in play for uniqueness only; it is not in the present, so cards like Anti-Time Anomaly cannot affect it.

    Countdown effects and icons, such as Plasma Fire or Ketracel-White, also do not count down while a ship is in a Temporal Rift.

    The same rules also apply to a ship affected by a Time Travel Pod. See time travel, Black Hole.

    Taken form Glossary - Version 1.9.5.

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

    Temporal RiftTemporal Rift (first version)

    This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Mar 23rd, 2000.

    This used to be one of the most annoying ways to stall your opponent for a couple of turns: send his loaded ship, all set to attempt a mission, into a Temporal Rift. If he didn't have an Amanda Rogersimage in his hand when you played the Rift, he was stuck there for two of your full turns. Then the Alternate Universe Doorimage gave him another way to nullify the Rift, even a turn after it was played, and he didn't even discard the doorway. Space-Time Portalimage made it even harder to make a Rift stick, by either downloading the AU Door or just nullifying the Rift directly. Useless now? Hardly.

    You can get more mileage now from playing a Temporal Rift on your own ship. A time-honored way of saving your own personnel from an Anti-Time Anomalyimage, a Rift could also save your ship from an impending attack, either by your opponent or by a Borg Shipimage dilemma, when you can't run away because the ship is "stopped" and can't cloak for any reason. Countdown or "each turn" effects on the ship are halted while the ship is in a Rift, too, so it can be a good way to delay some nasty effect while you try to draw, Tent for or download a needed card or bring reinforcements to the ship's location.

    Of course, your opponent could always nullify the Rift on your ship with his Alternate Universe Door. But if he has to download that doorway by discarding a Space-Time Portal, he may think twice about doing so when there are so many other good things he can do with that STP.

    Combos:

    • Temporal Rift + a Rogue Borg-infested ship: Call a time out on Rogue Borg battles while you hunt for Hughimage or fetch a few androids to battle them.
    • Temporal Rift + Aphasia Deviceimage: If everyone is disabled, everyone dies. Give yourself a two-turn reprieve while you muster up a cure.