Doorways 														                   Updated through HA
Origin		Doorway Name	Fr.	Icons	Effect	
[DS9]		Airlock	R		Plays on a ship (with at least one staffing icon), outpost or docking site. Once each turn, any personnel present who has Computer Skill and either Treachery or Greed may target one opposing personnel (or Rogue Borg) present of lower STRENGTH or CUNNING. Target is “tossed out the airlock” (Borg, Rogue Borg and androids float in space until beamed; others die). Target’s owner may counter-attack next turn.	
AU		Alternate Universe Door	C		Place one on table during seed phase. Door is now open, allowing your [AU] cards to enter play. OR Stock in deck and use as follows: Plays to nullify one Revolving Door or Subspace Schism. (Discard doorway.) OR Allows one ship to pass through Q-Net. (Discard doorway.) Or Nullify one Temporal Rift, and return doorway to your hand.	
[DS9]		Bajoran Wormhole	U		Requires two Bajoran Wormhole cards; each inserts into spaceline to create a location (span 1). Play one in Alpha Quadrant (Bajor Region); download the other to Gamma Quadrant. Limit one per quadrant. While in play, any ship may move from one end to the other, then is “stopped.” OR Plays at any time to nullify any card which is closing or destroying Bajoran Wormhole (discard doorway).	
[MM]		Bajoran Wormhole: Mirror Universe	U		Seeds (in any phase) or plays in Mirror Quadrant. Limit one. Inserts into spaceline to create a Bajoran Region location (span 1); any player may download [DS9] Bajoran Wormhole. Any ship may move between here and a [DS9] Bajoran Wormhole if damaged or if ENGINEER and SCIENCE aboard, then is “stopped.” OR Plays at any time to nullify any card which is closing or destroying Bajoran Wormhole (discard doorway).	
[Voy]		Barzan Wormhole	R		Seeds (in any phase) or plays in Gamma or Delta Quadrant (limit one). Inserts into spaceline; creates a location (span 2). Any ship may move between Wormhole Negotiations mission and here, then is “stopped.” OR Once each turn, plays to relocate Barzan Wormhole to a new location in Gamma or Delta Quadrant, or to allow a ship to report with crew (limit 4 cards aboard) to Wormhole Negotiations; discard doorway.	
[BoG]		Battle Bridge Door	C		Place one atop Battle Bridge side deck during the seed phase. Battle Bridge is now open and in play (immune to cards which close doorways). OR Stock in deck and play at starts of ship battle (even during opponent’s turn) if you have Leadership in that battle. Allows you to draw two extra Tactic cards (cumulative) or enhances each of your ships’ and facilities WEAPONS +!; then discard doorway.	
[FJ]		Black Hole	L		Plays between two adjacent v Space Missions. Creates a location with a Span of 1. End of every turn, “pulls in” (destroys) all other cards here. Every four turns, also pulls in one adjacent spaceline location (including all cards there). Alternate first pulling in the location on your left, then the one on your right and so on. (Not duplicatable.)	
AU		Devidian Door	R	 [AU]	Allows you to play a card “from the future.” Whether or not you currently have a Devidian Door in your hand, at any time say “Devidian Door” and play (to anywhere) one Personnel or Equipment card from your hand. However, any time during your next turn, you must show opponent a Devidian Door from your hand and place it out-of-play, or you lose the game.	
[MM]		Guardian of Forever, The	R		Plays on planet Gateway (limit one). Once per turn, one or more personnel present may time travel to a time location in this quadrant, or may return here from there (with any of owner’s other personnel present). OR Plays once each turn to nullify any card that is closing Guardian, or to draw up to four cards if your Archaeology or Anthropology personnel just time traveled back to Guardian; place doorway out-of-play.	
[BoG]		Holding Cell Door	C		Seeds (during facility phase) or plays on your ship or facility (except a Nor). Adds a Brig. OR Downloads Brainwash, Interrogation or Torture to a captive in your Brig, if your have Tal Shiar, Obsidian Order, Resistance or Section 31 (or a personnel who has SECURITY and Treachery) present; discard doorway or place atop draw deck. OR Nullifies any card closing another Holding Cell Door; discard doorway.	
[HA]		Holodeck Adventures	U		Seeds (during facility phase) or plays on your ship or outpost or on any headquarters. Adds Holodeck, and your compatible [Holo] cards may report aboard. OR Plays once each turn to download a Holoprogram or any [Holo] or [Bar] card; place doorway out-of-play. OR Plays at any time to prevent the deactivation of any one [Holo] personnel; discard doorway.	
[FC]		Launch Portal	U		Suspends play while you do any or all of the following: download Engage Shuttle Operations or Escape Pod; download (to one of your ships with Tractor Beam) one scout ship, shuttle or Borg Sphere; and launching or all carried ships (with crew). Discard doorway or place it atop Engage Shuttle Operations to protect event from nullification and extend its effects to scout ships.	
QC		Manheim’s Dimensional Door	R	 [AU]	Plays on any planet. Affect all players. While in play, whenever any player has a card in hand matching one just played by the opponent, the Manheim Effect (a temporal “hiccup”) may occur. Opponent’s card is suspended while player shows matching card, returns it to hand and plays any card from hand as if played normally. (Not duplicatable.) Nullify with Anti-Matter Pod.	
QC		Q’s Tent	C		Place one atop Q’s Tent side deck (up to 13 different cards) during the seed phase. Q’s Tent is now open and in play. OR Stock in deck and use as follows: Once per turn, play to take a card from tent into your hand, either your choice (discard doorway) or random selection (place doorway on top of draw deck). Must show card to opponent. Draw no card this turn.	
QC		Q-Flash	C		Place one atop Q-Continuum side dek during the seed phase. Q-Continuum is now open and in play. OR Seed under any mission like a dilemma. Any crew or Away Team encountering this Q-Flash must experience X cards from opponent’s Q-Continuum, where X = the number of personnel present. OR Stock in deck and play to nullify one [Q] card.	
[FC]
[Voy]		Ready Room Door	U		Once per turn, plays to download to one of your ships its matching commander (draw no cards this turn) OR to download one Captain’s Order (Captain’s Log, Lower Decks, Yellow Alert, Senior Staff Meeting or any card so marked). After use, discard doorway; place it atop your draw deck; or place it atop one of your Captain’s Order events to protect that event from nullification.	
[DS9]		Secret Compartment	R		Plays on a ship or facility. (Unique.) If it is controlled by opponent and your Acquisition is present, you may probe:
[Int], [Door]: Alarm. Opponent may capture one of your personnel present (random selection); discard doorway.
[Ev],[Eq]: Success. Download to here up to Equipment cards or one “use as Equipment card” artifact (as if earned from a mission attempt); discard doorway.	
[Pr]		Space-Time Portal	F		Seeds or plays on table. Your [AU] 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 play as a second Wormhole interrupt OR return one of your ships in play, and all cards on it, to owners’ hand OR (once per game) allows one [AU] ship to report with crew (each must be [AU}) at any location.	
[Pr]		Spacedoor	F		Seeds on your outpost during outpost phase. Spacedoor now open, reducing outpost’s SHIELDS by 8 (cumulative). In place of your normal card play, you may either “overhaul” one of your empty ships here (return ships to hand; nullifies any Static Warp Bubbles affecting you) OR download to here one Spacedock or v ship that is compatible with outpost. Then close (flip over) Spacedoor.	
					Spacedoor is now closed (no longer reduces SHIELDS) and immune to cards which close doorways. While opponent has Red Alert in play, this outpost is also on “Alert state” and you may use that event’s game text at this outpost. At end of any of your turns, you may re-open (flip over) this Spacedoor by discarding any card from hand.	
[TwT]		Storage Compartment Door	C		Place one atop Tribble side deck during the seed phase. Side deck is now open and in play. Once each turn, you may draw up to 3 cards from side deck, then play or discard each. OR Stock in deck and play (once each turn) to download from your Tribble side deck one Trouble or Tribble card, or to nullify any card that is closing another Storage Compartment Door; then discard doorway.	
[Voy]		Temporal Micro-Wormhole	C		Seeds or plays on table. Your [AU] Personnel and Equipment cards may report for duty. Once per game, you may download Space-Time Portal (or nullify its report with crew) OR download Dr. Telek R’Mor. Once each turn (twice per game), you may report a personnel aboard your ship regardless of affiliation, then discard doorway; for rest of game, that personnel may mix with your other affiliations.	
[FC]		Temporal Vortex	U	 [AU]	Plays on a time location. While in play, any ships may tiem travel between here and corresponding spaceline location. OR Suspends play while you place doorway on Borg Ship dilemma or The Sheliak. While in play, dilemma disappears. OR Plays on table. While in play, nullifies Distortion Space/Time Continuum. OR Relocates one of your ships at a time location to a spaceline location of opponent’s choice.	
[FC]
[Borg]		Transwarp Network Gateway	C	 [BO]	Seed on during facility phase on any spaceline end OR play on any spaceline location where you have a [Nav] Borg. Any player may play a Transwarp Conduit (or another copy of this doorway) to move any or all of that player’s ships from this Transwarp Network Gateway to another. OR Downloads Transwarp Conduit (discard doorway).