header
headerhomehomehomestrategyrulescardsheader
cards

Vulcan Mindmeld

Vulcan Mindmeld

Uncommon card from Premiere (1994)

Ancient Vulcan ritual which telepathically links minds to intimately share each other's thoughts and knowledge.

InterruptSee prev Interrupt in alphabetical orderSee next Interrupt in alphabetical orderPremiereSee prev. card from Premiere (order by card typ, alphabetical)See next card from Premiere (order by card typ, alphabetical)strategy notesrule notes

Allows all Mindmeld personnel, at one location, to add to their skills. For one turn, add all of the skills of another personnel who is present.

 
   

Strategy notes

'crosslinks' - Vulcan Mindmeld

See personnel that counts as android, personnel cards that count as Vulcan in strategy area.

'downloading' - Vulcan Mindmeld is the target

Vulcan Mindmeld could be downloaded by the following card:

Mr. Tuvok

Timing - suspends play  Frequency - once per game 

(Reason: Special Download Vulcan Mindmeld.
Location: anywhere at Mr. Tuvok's location at any quadrant.)

top

   

Rule notes

Official Runlings:

Revised text:
Plays at any location. Each of your Mindmeld personnel there may select another of your personnel present and add that personnel's skills to their own until end of turn.

This interrupt adds only regular (not special) skills. (See skills - modifying.) Your Mindmeld personnel may meld with any personnel, including androids and holograms. The personnel need not remain together after the meld to use their added skills.

Mindmeld may not be "chained." If Sarek melds with Riva, and Spock melds with Sarek, Spock gains only Sarek's Diplomacy x3 and Mindmeld; he does not also gain Riva's Diplomacy x2.

Taken from: Rulebook Glossary (08/2002)

top

   
map