Time to Reconsider
Plays to "stop" your ship and crew. Prevents opponent (unless playing Borg) from initiating a counter-attack this turn at that location. Rule hint for this cardThis card has an clarification: You may play this interrupt to “stop” your ship and crew on your turn, but it will have no effect on an opponent’s ability to counter-attack on his turn (because it only prevents a counterattack “this turn”). If you attacked your opponent this turn, you may play the interrupt on your ship during his turn to prevent him from counterattacking. Taken form Glossary - Version 1.9.5.Card logging info: Logged by openCards team at May 1st, 2009. | |
This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Jul 11th, 1998.
When you hit a "non-stopping" dilemma like "Pup" or Isolinear Puzzle, and get that sinking feeling that Abandon Ship! is next up, it's time to consider playing Time To Reconsider. It "stops" your ship and crew so you can abort the mission attempt, probably saving you from imminent death and destruction. Or, play it on your opponent's turn, just after you battled him on your turn, but before he can initiate a counter-attack against you. The fact that your ship is "stopped" will be fairly irrelevant (you can't use it on your opponent's turn anyway), but he loses the chance to counter-attack.
Combo:
- Time to Reconsider + Distortion Of Space/Time Continuum: Once the mission attempt is aborted, "unstop" the ship and leave for a safer spot.