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Space-Time Portal

    Space-Time Portal

    Doorway Doorway

    Seeds or plays on table. Your Alternate Universe cards may seed and play (one per turn). At any time, you may discard this doorway from table to download Alternate Universe Door OR nullify Temporal Rift OR plays as second Wormhole interrupt OR return one of your ships in play, and all cards on it, to owners' hand OR (once per game) allow one Alternate Universe ship to report with crew (each must be Alternate Universe) at any location.

    Rule hint for this card

    This card has an clarification:

    This doorway allows you to seed Alternate Universe dilemmas, artifacts, or other seed cards. It does not allow seeding of Alternate Universe cards that are not normally seedable, such as personnel or ships (unless another card makes them seedable, such as Cryosatellite). See Alternate Universe icon.

    It allows you to play only one Alternate Universe card per turn, even if you have multiple Space-Time Portals in play (see once per turn). Its text does not restrict a seeded Alternate Universe Door, which allows you to play multiple Alternate Universe cards each turn (e.g., interrupts, doorways, or multiple card plays allowed by a card such as Red Alert!). Because this doorway allows you to seed or play only one Alternate Universe card per turn, you may seed only one Alternate Universe card under Q's Planet, and only if you have not already played an Alternate Universe card that turn.

    You may discard the doorway from the table “at any time” for any one of its functions – during either player’s turn, before or after your card play or executing orders, between other actions or as a valid response to an action. It is not a valid response to the initiation of a battle or the encounter of a dilemma; thus, you may not escape from battle or a dilemma encounter by returning a ship to your hand. See actions - interrupting, actions - step 2: responses.

    You may report an Alternate Universe-icon ship with Alternate Universe crew by discarding a Space-Time Portal even if you have already played the one Alternate Universe card allowed by the Portal for the turn. (See report with crew.)

    An Alternate Universe Door may be downloaded only for one of the “play” functions of that doorway; it may not be downloaded “onto the table.” A Space-Time Portal discarded to “play as a second Wormhole interrupt” may be nullified by Amanda Rogers. It is still a Doorway card, and may be closed (if the Wormholes are kept open with Operate Wormhole Relays). See card types.

    Taken form Glossary - Version 1.9.5.

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

    Space-Time Portal

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

    This doorway, like the Alternate Universe Door, meets your basic need for a way to play AU-icon cards. In sealed-deck play, this helps you make the best use of your Alternate Universe booster pack and ensures that all of your AU dilemmas are seedable. (And if you pull a heavy hitter like Major Rakal or Jack Crusher, so much the better!) Although the Space-Time Portal allows you to play only one AU-icon card per turn, in a typical sealed-deck environment this doesn't usually hinder you at all.

    In regular play, the ability to move an entire ship with crew from your hand to the spaceline, and vice versa, can be very powerful -- especially since you can do it during your opponent's turn and at any spaceline (or timeline) location. Save up enough crew in hand to staff a scary AU ship like the Decius, then wait for your opponent to stray from his outpost and pay him an unexpected visit.

    Which doorway to choose? Well, if you plan on playing more than one AU card per turn (perhaps you have lots of AU interrupts, or AU personnel with Red Alert!), go with the Alternate Universe Door. But if you don't mind the one-per-turn limitation, choose the Space-Time Portal and enjoy the extra benefits and protections it gives you. Or better still, seed *both* doorways at the beginning of the game; your Space-Time Portal will be ready for immediate discarding whenever you need it, and your AU Door will still be there to let your AU-icon cards enter play.

     

    Combos:

    Space-Time Portal + downloaded Alternate Universe Door - Ah, I see you have a PNZ deck. How about if I nullify your Temporal Rift on *your* turn?

    Space-Time Portal + Devidian Foragers - Get a hefty boost to the STRENGTH of one of your AU personnel just before you initiate a personnel battle.

    Space-Time Portal + ship in trouble - Cytherians about to run you into the black hole? Or stuck behind a Q-Net? Just return that ship to hand and report it again!

    Space-Time Portal + Future Enterprise + all-AU crew - Report your future dream crew for duty anywhere -- at interrupt speed!