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Wormhole

Wormhole

Common card from Premiere (1994)

An unstable tunnel through subspace that links to locations in normal space/time.

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)rule notes

Requires two wormholes. Play one on any ship just as it begins ti move. Play the other where the ship immediately emerges. Discard wormholes.

 
   

Rule notes

Official Runlings:

This interrupt plays "just as (a ship) begins to move," that is, after any optional responses to the initiation of movement and just after the results step of the movement action begins. The movement action may be any normal ship movement, including time travel, e.g., with the first function of Temporal Vortex. Thus, a response to the initiation of movement (e.g., Establish Tractor Lock to prevent movement) cannot play after the ship has moved through Wormholes. Also, a ship wormholed to the location of a hazard such as a Borg Ship dilemma or Paxan ’Wormhole’ need not stop at that location and can continue to move away from the hazard (RANGE permitting).

Wormholes allow movement between quadrants or time travel between the spaceline and a time location (or between two time locations); the movement uses no RANGE. Thus, you may move your ship with Wormholes even if it has no RANGE remaining (but not if affected by a card that says the ship may not move) or if there is no adjacent location to move to. The ship must be fully staffed.

The same player must play both Wormholes (i.e., your opponent may not "complete" your Wormhole with his own to redirect your ship). If your second Wormhole is nullified, the first is also nullified unless you immediately play another Wormhole.

A ship always emerges from a Wormhole in space, not landed or in any other place such as a shuttlebay. This interrupt may not be played on a docked ship (as it undocks). A Wormhole interrupt may also be used with the built-in Wormhole on a planetary mission II card.

See Space-Time Portal, Operate Wormhole Relays.

Taken from: Rulebook Glossary (08/2002)

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