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Temporal Rift

Temporal Rift

Uncommon card from Premiere (1994)

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

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Plays on any ship. Ship disappears and must reappear here after two of your full turns. Discard interrupt after reapperance.

 
   

Strategy notes

Strategy article

Card Extra from Kathy McCracken (23/03/2000)

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Rule notes

Official Runlings:

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 from: Rulebook Glossary (08/2002)

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