All Edicts
The following is a list of all Edicts (From the actual games, and from Internet sources). It may be used as a reference for the MESMER power. Once your deck begins to accumulate such a large quantity of edicts, it is recommended that you have a separate deck of edicts only, and shuffle in an appropriate number into the regular deck (as is done with Flares). You may determine which edicts you require in any given game (i.e. Cosmic Zaps and Mobius Tubes). Edicts from the Internet are in italics, and edicts created by Jack or Marcus are underlined. In cases where there were duplicate edicts or effects, I merely went the first one I received.
Abort Remove your tokens from the challenge. They return to bases. Play before cards are revealed.
Absorb: (Theurgy) Take a Theurgy card from any one player and place it in front of you. Play between challenges.
Aggressor Attack a player instead of a system. Point the cone to any base of the player whose color was revealed by the Destiny Pile. That player is the defensive player regardless of where you challenge. Play on your challenge after the Destiny Pile is flipped.
Anarchy Take all the tokens from two planets in your system and mix them together. Then repopulate the planets randomly useing the same tokens in the same ration. Play between challenges.
Back Zap Cause the player of a cosmic zap to be zapped as well.
Bad Zap (Bad) Zap ALL BAD powers in the game for the duration of the challenge. Play at any time.
Banishment Suggest the removal of one power (anybody's) from the game. All players vote on it. If yes, the power is discarded. Otherwise, play continues. Play at the beginning of your turn.
Bank Job (Lucre) Take half a player's Lucre (rounded up) and place in your own treasury. Play at any time.
Black Market (Lucre) Trade in any or all of your cards for Lucre from the bank. One Lure for challenge cards, two Lucre for non-challenge cards. They are then discarded. Play at the end of your turn.
Black Hole Play any time after an Artifact is played to cancel its effects.
Black Plague Force a player to discard 2 of each card, 6 Lucre and 4 tokens.
Breach Cancel a successful deal. The players involved must lose tokens as if they had failed to make a deal.
Card Zap Play this card at any time to negate a flare or artifact card just as a player attempts to use it. The flare or artifact must then be discarded.
CHOAM Boon (Dune) Collect 5 spice from every player. Play between challenges.
Civil War All players challenge each other on one planet that they share a base. No alliances. In case of a tie, all players involved lose. Play between challenges.
Coffee Time Play is suspended while the recipient of this card makes refreshments for all players. Usually limited to beverages, this may extend to making sandwiches, going out for munchies or whatever. The recipient is not obliged to pay for anyone else's stuff, except for reasonable supplies from the host. Play between turns.
Communion Any or all players may use the power(s) of any or all other players in a challenge. Players use their own powers first in conflicts.
Conscientious Objector One player's tokens do not count towards the total in a challenge. They still gain rewards. Play after cards are played.
Cosmic Gas No rewards may be earned this challenge. Play after challenge is resolved.
Cosmic Zap Stop one player from using his power for the duration of the challenge.
Coup D' Etat Switch powers of any two players permanently. Play between challenges.
Destiny Zap Cancel the flip of the Destiny Pile and flip again.
Double Cross Specify which winning allies in an encounter get nothing, and instead lose their ships to the warp.
Dubious Gift (Bad) Force one player to draw a BAD power. Play at the start of your turn.
Edict Zap Nullify the effect of any edict, just as a player attempts to play it. The edict must be discarded. Play at any time.
Emotion Control Change both challenge cards played into compromises. Players must now make a deal. Play after cards are revealed.
Exorcism (Bad) Remove forever one bad power of any player. Play at any time.
Family Atomics (Dune) Both main players lose their tokens to the Warp. Play before allies are invited.
Finder Name a specific card in a players hand and search for it. If you find it you may keep it. Play at any time.
Flare Saver You need not discard any one Flare that you play. You may keep it to play in another challenge, even if it was zapped.
Flare Zap Nullify the effect of any flare. The flare is then discarded Play at any time.
Fold Space (Dreadnought)Move your dreadnought to any system by paying as if you had only moved one. Play as an offensive main player.
Force Field Nullify any or all alliances. Tokens return to bases. Play before cards are played.
Ghola (Dune) When another player removes tokens from the warp, you may remove an equal number of your own.
Gom Jabbar (Dune) Send one token from anywhere to the Warp. Play at any time.
Grid Lock Mobius Tubes or Warp break is nullified. Play after one of those cards are played.
Hand Zap Force any player to discard his hand just as he attempts to use it.
Hunter Seeker (Dune) Send one of your opponents tokens to the Warp. Play as a main player before cards are revealed.
Immunity Zap Nullify the effects of an Immunity Card. That card must be discarded. Play when a player attempts to play an Immunity Card.
Insanity All players must use EVERYTHING they can during this challenge: all powers, edicts, flares, moons, etc. You are not required to zap your own action. Play at start of challenge.
Ionic Gas Play after the winner of an encounter is determined. No compensation or defensive ally rewards may be collected this encounter.
Juxtapose Bring an equal number of tokens into a challenge. They count towards the win but are not at risk. These token must go to the newly established base or defending base if a main player.
Keeper When discarding your hand, you need not discard any non-challenge cards (except this one). Play when drawing new hand.
Kicker Zap Nullify the effect of any kicker. The kicker must be discarded. Play at any time.
Kwisatz Haderach (Dune) One token in a challenge is worth 15 (for calculating totals only).This token may not be enhanced. Play any time before cards are revealed.
Landsraad (Dune) Draw a random power from those not in use and add it to your own for one challenge.
Lasgun (Dune) Remove all allies from one side. Their tokens go to the Warp. Play before cards are revealed.
Looters (Lucre and Rogues) The losing main player must pay you one lucre for each of your rogues in a challenge. Play after the challenge is resolved.
Lucre Zap (Lucre) You may stop a player from spending Lucre as soon as he attempts to spend some,
unless he has no choice.
Lunar Tubes (moon) Free tokens of all players in the Warp to occupied moon bases. Any player without a moon must remain in the Warp. Play between challenges.
Mentat Dune) As an ally you may look at the opposing main player's challenge cards before any are played, and advise your ally without naming any specific cards.
Misery Shared (Bad) We're all in this together. Force all players to play with any bad powers you have for the duration of the challenge. Your bad power still applies to you. Play at the start of a challenge.
Mobius Tubes Free all tokens from either the Warp or the Praw. Play at the start of your challenge.
Moon Gloom (Moons) Force any one player to remove all tokens he/she has on moons back to bases. This does not negate any effect of a moon that took place prior to playing this card. Play at any time.
More Dubious Gift (Bad) Force all players except yourself to draw a bad power. Play between challenges.
Nebula No powers may be used this challenge. Play when the destiny pile is flipped.
New Moon (moon) Replace a moon with a randomly drawn moon. Any occupants of the old moon return to bases. Play at any time.
Paradigm Shift (Alt Win) Draw a new alternate win condition. Every one must now conclude the game using these goals instead of any previous win condition. Play between challenges
Paradigm Shift (Paradigm) Exchange your alien power for the Paradigm alien power. Play between encounters.
Phoenix Regain all home bases. Play after losing a base in a home system.
Plague Force a player to lose three tokens, 1 lucre and one of each kind of card (Including attack, compromise, kicker, reinforcement, flare, edict, prisoner ruling, safety, etc including any future additions to the deck!) Play at any time.
Process Take the hands of all players and separate the cards into challenge cards and non challenge cards. Shuffle each stack and distribute to all players one stack at a time starting with yourself. Play between challenges.
Quash Play after a deal is made successfully. Cancel the deal, and the dealing players suffer the penalties for a failed deal.
Reality Check You may benefit from the effect of any Super Flare you hold instead of the Wild unless the Super Flare is power specific.
Rebirth Regain a base in your home system. Play at any time.
Red Giant Play after Encounter cards are revealed. The player of this card adds ten (+10) to either side’s total.
Redeal All players discard their hands. Deck and discard pile are shuffled, except for this edict which is left out. Players are dealt new hands as if it were the start of the game. Note that this deal is not extortable. May only be played at the start of your turn.
Repeater Copy edict last played. Play after an edict is played. This edict behaves exactly like the last edict.
Rerun Make a challenge in the system you just challenged. Play after making a challenge.
Round Zap Cosmic Zap a power of the player to your right, then hand them this card. They must play it immediately. Once all players have played this card, it is discarded. An unzap only effects the last usage. Play at any time.
Ruling Zap (Prisoners) Nullify the effect of any Prisoner Ruling, just as a player attempts to play it. The Ruling must be discarded. Play at any time.
Sanity No side cases. No powers, cards (other than challenge cards) or other modifiers may be played this challenge. Play at the start of a challenge.
Shai Hulud (Dune) If you win as the main player collect half the lucre (rounding up) of the losing player.
Sheild (Dune) Nullify any edict or wild flare played against you.
Sling Shot (Dreadnought) Move your dreadnought to one adjacent system for free. You may then move it another system by paying if you wish. Play as an offensive main player.
SNL Scandal (Lucre) Take half a player's Lucre (rounded down) and place in your own treasury. Distribute the rest, one Lucre at a time, to all players, starting with the recipient of the card and moving clockwise. Play at any time.
Solar Wind Flip the cone. Play after destiny card is revealed.
Space Junk You may take the top card from the discard pile. Play at any time.
Star Gate (Worm Holes) The offensive player is transported into the other dimension. Continue the challenge in the corresponding system. Play after the destiny card is flipped. Use only in a game with worm holes.
Stellar Gas No consolation may be drawn this challenge. Play after challenge is resolved.
Still Suit (Dune) Retain one token when you must lose more than one to the Warp. You choose which token to keep. Play after you must lose tokens.
Stolen Tech (Tech) Take a Tech card from any one player and place it in front of you. Play between challenges.
Strange Attractor (Asteroids) If there is an Asteroid in your system, exchange it with any other Asteroid in the game. If there is no Asteroid in your system, select any other Asteroid in the game and move it to your system. Play at the beginning of any challenge, immediately *after* Asteroids are rotated.
Summit No tokens are lost as the result of the outcome of a challenge. Play after challenge is resolved.
Super Nova Your system star explodes. All of your planets and moons are permanently destroyed. All tokens in your system go to the Warp. Play at the start of your turn when you have fewer than three bases.
Super Saver If a Flare gets discarded that is of your power, you may take it and put it in
your hand.
Super Zap Remove a player from the game for one turn. This player may take no action and may not be involved in a challenge. This player's system cannot be attacked in any way. Re-flip the destiny pile if necessary.
Tech Zap (Tech) Cancel the effect Tech card and force that player to discard it. Play when they attempt to use it.
Thumper (Dune) Cause the offensive player to reposition the cone. Play before cards are revealed.
Time Gash Make a challenge anywhere. After challenge, normal play resumes. Play between challenges.
Time Pressure Speed up a deal. Players have ten seconds to make a deal. Play when the deal begins.
Time Rift All players challenge the player to their left. No Destiny is flipped. All powers as possible are available. The Will may still attack anyone anywhere.
Tleilaxu (Dune) You may negotiate to return from the Warp some or all tokens of another player for one Spice/Lucre per token.
Tractor Beam (Dreadnought) Prevent a player from moving their dreadnought if it is in the same system as yours. Play when they attempt to move.
Ubiquitous You may ally on both sides of a challenge. Play when accepting invitations.
Un Zap Nullify any zap. Play at any time.
Victory Boon Reward defensive player as though he were a defensive ally. Play after challenge is resolved.
Warp Break Free all the tokens of ONE player from either the Warp or the Praw. Play at the start of your challenge.
Warp Leak Free one token of each player from the Warp. Tokens return to bases. Play between challenges.
Water of Life (Dune) Expose the card currently under bid.
Weirding Way (Dune) Transforms your attack card into the same value as your opponent. Play as a main player.
Wild Card You may have this card be any card you want. The card must already exist.
Wild Zap Zap anything someone does. Cancel the effect of any one element. i.e. power, card, moon, hex.
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