The WARP Display any power

The Amazing Power Thingy


Show powers that match these criteria:

Origin
Author
Theme
Type
Experience
Name
When viewing powers, do you want to see:
The history? Yes
No
The art? Yes
No
The author? Yes
No
The theme? Yes
No
The notes? Yes
No
The type? Yes
No
Experience level? Yes
No
Flares?
All Flares
Eon/FFG style "retained" Flares only (Wild & Super)
Mayfair style "one-shot" Flares only (Wild1 & Super1)
Nebulas (Con, Wild1, Super)
No Flares
Timing style?
Text
Mayfair Icons
Fantasy Flight



AMOEBA [O:FFG] Unlimited Ship Movement Fantasy Flight

You have the power to Ooze. As a main player, after encounter card are selected, but before they are revealed, if you have at least one ship in the encounter, you may use this power to increase or decrease the number of ships you have in the encounter. You may remove some or all of your ships to your colonies, or you may add as many ships as you want (even exceeding the normal maximum of four) from any of your colonies. If you win the encounter but have no ships left in it, you cannot receive a colony.

History: Spawned on a totally liquid world, Amoebas are highly conscious of vibrations. Quick to withdraw from danger, they are equally able to ooze menacingly into combat when confronted with the proper turbulences. Amoebas pity those who are less able to respond to circumstance and will be sensitive Cosmic master.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As a main player, you may increase or decrease the number of your ships in an encounter by up to four before encounter cards are selected. This may result in you having more than four ships in the hyperspace gate.

Super: You may use your power as an ally.



ANTI-MATTER [M:FFG] Lower Total Wins Fantasy Flight

You have the power of Negation. As a main player, after both you and your opponent reveal attack cards, use this power to make the lower total win. Furthermore, when this power is used, you ships as well as any offensive and defensive allies' ships are subtracted from the appropriate side's card. Your opponent's total is otherwise figured normally, however.

History: Spewed forth from a white hole, the worlds of Anti-Matter careen through space negating whatever they encounter. Opposed to the very existence of gross mass, the Anti-Matter is dedicated to reducing all opposition to less than nothing.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As the main player or an ally, when another player tries to use a wild flare, you may prevent him or her from doing so. Use this against only one flare per encounter.

Super: During each encounter, you may prevent one player from using a super or wild flare, stopping him or her when he or she tries to use the flare.



BARBARIAN [M:FFG] Destroys Opponent's Hand Fantasy Flight

You have the power to Loot and Pillage. As the offense, after you win an encounter but before compensation (if any) is collected, use this power to loot your opponent's cards. Take your opponent's hand and look at it. For each ship you have in the encounter, you may choose one card from your opponent's hand and add it to your own Afterward, discard the remainder of your opponent's hand.

History: a savage race from a harsh solar system, the Barbarians roared out into the Cosmos as soon as they discovered space flight. They have crushed many civilizations before them, carelessly tossing aside priceless cultural treasures in their endless quest of glory, battle, and the lamentations of their enemies.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When gaining compensation or rewards, you may look at the cards you receive and discard any of them that you do not want. Any of these card you discard are not replaced.

Super: You may use your power as an offensive ally.



BULLY [O:CI] Selects Losing Ships Fantasy Flight

You have the power to Intimidate. As a main player, after winning an encounter in which both players revealed attack cards, you may use this power to choose which ships your opponent must lose. Your opponent loses the same number of ships he or she had in the encounter, but you take them from anywhere. If you are the offense and leave any of your opponent's ships on the target planet, your ships coexist there with your opponent's unless another game effect prevents you from doing so, in which case you do not receive a colony and must return your ships to your other colonies. If you are the defense, and of your opponent's ships that you leave in the hyperspace gate return to his or her other colonies.

History: Habitually cruel to those who show signs of weakness, the Bully exploits any opportunity to run roughshod over its opponents. The false courage that is the hallmark of the Bully strikes terror into the less aggressive races of the Universe, and many flee rather than risk a confrontation. If none stand in its way, the Bully seeks to trample its way to Cosmic dominance.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As a main player, when your opponent reveals a negotiate card, you may force that player to either immediately give you a colony on a planet of your choice where he or she has a ship or else lose two ships of his or her choice to the warp. Cards changed to negotiate cards (such as Emotion Control) still trigger this effect.

Super: You may use your power on opposing allies.



CALCULATOR [O:FFG] Reduces Higher Attack Card Fantasy Flight

You have the power to Equalize. As a main player, after cards are selected but before they are revealed, you may use this power to declare an "equalize". If you do so and both cards are revealed to be attack cards, the value of the higher card is reduced by the value of the lower card. Thus if an attack 15 and an attack 8 are played, the 15 has its value reduced to 7, but the 8 keeps its value 8. The encounter is then concluded normally.

History: Defenseless on a jungle world, the order of Calculators grew adroit at ensnaring their powerful but bungling competitors. Now adept at turning strength back against itself, they study the prospects of galactic empire, trusting that other grosser beings will not also grow calculating.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As a main player, once encounter cards are selected, but before they are revealed, you may call "odd" or "even". When the cards are revealed, if both are attacks and their total is odd or even as you predicted, your opponent's card value is reduced by the value of your card. If you were wrong, your card is reduced by the value of your opponent's.

Super: You may use your power as an ally.



CHOSEN [O:FFG] Takes New Encounter Card Fantasy Flight

You have the power of Divine Intervention. As a main player, after revealing encounter cards, you may use this power to pray for divine intervention once per encounter. To do so, draw three cards from the deck. If none are encounter cards, discard them, and there is no further effect. If you draw any encounter cards, you may choose one of the drawn encounter cards to replace your revealed encounter card (which is then discarded). If you have revealed an attack card and choose another attack card for divine intervention, the new card may either replace or add its value to the value of your revealed attack card, your choice. All other cards drawn for divine intervention are then discarded, and the encounter is resolved with the new card or card value.

History: A deeply spiritual and philosophical race, the Chosen have become attuned to a higher force in the Cosmos that they call upon in times of need. Sometimes this omniscient power harms rather than helps.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: As a main player, before encounter cards are selected, you may draw one card from the deck.

Super: You may keep any non-encounter cards drawn from the deck while drawing for divine intervention.



CHRONOS [O:CI] Can Replay Encounter Fantasy Flight

You have the power of Time Travel. As a main player, after encounter cards are revealed, you may use this power to call out "time travel". You then return your revealed encounter card to your hand while your opponent sets his or her revealed encounter card aside. If your opponent has no more encounter cards in hand and shows you so, he or she instead returns the revealed encounter card to his or her hand. all other cards played since the start of the planning phase are returned to their owner's hand. The encounter is then replayed from the start of the planning phase. You both can use any cards in your hands, and this time the outcome is final. When the encounter is over, your opponent takes back the card that was set aside.

History: Unique among life forms, the Chronos has forever been able to pierce the veil of time and control its own past. Now, the elite of the race grows tired of a world where minor rivalries lead to constant paradoxes and time-quakes and has set out to redesign the Universe. That this involves altering reality comes as past history to the Chronos.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: At the start of any regroup phase, you may look through the discard pile, choose one card, and add it to your hand. Then, shuffle the discard pile together with the deck to form a new deck. Finally, give this flare to the Chronos if he or she is playing. Otherwise, discard it.

Super: When you use your power, you may force your opponent to play the same encounter card a second time while you change your encounter card.



CITADEL [O:FFG] Builds Citadels on Planets Fantasy Flight

You have the power of Fortification. During each player’s turn, after destiny is drawn, you may play an attack card from your hand faceup next to any planet in any system as a citadel. If a planet with one or more citadels is attacked, after encounter cards are selected, but before they are revealed, you may use this power to activate all citadels on the planet. If so, add their combined value to the defense’s total for the encounter. If you activate your citadels on a planet and the defense loses the encounter, discard the citadels. If the defense wins or you do not activate the citadels, they stay in place.

History: Brilliant architects who obsessively build vast fortresses as they travel throughout the Cosmos, the Citadels are often welcomed with open arms by the other races, who are delighted to benefit from the Universe’s best defenses. Of course, what the Citadels don’t tell them is that these fortifications only work when the Citadels want them to do so.

Notes: The recommended experience level for this power is Expert. This is a Combat type power.

Wild: As a main player or ally, after encounter cards are revealed, you may add 5 to the defense's total.

Super: Your citadels may either add to or subtract from the defense's total when you activate them. Citadels are still discarded if the defense loses, even when they are used to subtract.



CLONE [O:FFG] Keeps Own Encounter Card Fantasy Flight

You have the power to Replicate. As a main player, after the encounter is resolved (and after any compensation is claimed), you may use this power to return your encounter card to your hand instead of discarding it.

History: A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their race to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it anxious to carry their new knowledge into a Cosmic competition.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You do not have to discard any artifact you play. Instead you may retain it and play it again during a later encounter.

Super: You may choose to receive up to double the normal amount of compensation, if your opponent has sufficient cards.



CRYO [O:CI] Saves Cards for Later Fantasy Flight

You have the power to Preserve. As a Main Player or ally, after allies are invited, you may use this power to take one card from your hand and put it in cold storage by placing it facedown on this sheet. Afterwards, draw one card from the deck. Cards on this sheet are frozen and cannot be looked at or drawn by any other player, nor are they considered part of your hand.

If you have at least eight cards on this sheet, discard your hand at any time to take the cards from this sheet as your new hand.

History: Thanks to their unique metabolism, the Cryo are able to enter hibernation for millenia, awakening only when their people have need of them. However, the time is fast approaching when the Cryo may finally awaken all of the great heroes of their past to lead them to Cosmic conquest.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you draw a new hand, you may first set aside any or all of your non-encounter cards (including this one). Then draw a new hand of eight cards before adding the cards you set aside back into your new hand.

Super: When storing a card, you may swap it for a card in storage instead of drawing a card from the deck. In addition, you may discard your hand to take your cards in storage as a new hand regardless of how many cards you have stored.



CUDGEL [M:FFG] Opponent Loses More Ships Fantasy Flight

You have the power to Smash. As a main player, when you win an encounter in which you revealed an attack card, use this power to force your opponent to lose extra ships of his or her choice equal to the number of ships you had in the encounter, in addition to any ships he or she would normally lose.

History: The customary greeting among Cudgels is a hearty handshake and a solid blow to the head. This long-standing tradition- often fatal- is frequently misunderstood by weaker races, much to the amusement of the Cudgels. Now, having flattened all of their closest friends, the gregarious Cudgels look skyward, leaving the debris of their broken planet behind. With fists raised in friendship, they seek out new beings to meet, greet, and smash, and will not stop until the Cosmos itself is shattered.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When you gain a colony as the offense, you may send all ships on that planet belonging to other players to the warp. Ships that were allied with you on this encounter are not affected.

Super: Whenever you use your power on a player, you may affect any of that player's allies also. Each player you smash loses the number of ships you had in the encounter.



DEUCE [M:CI] Plays 2 Encounter Cards Fantasy Flight

You have the power of Duality. As a main player, after cards are selected but before they are revealed, use this power to place a second encounter card facedown off to one side. This second card is not considered your encounter card and isn't affected by game effects that target your encounter card, such as those of the Oracle or Sorcerer. If both of your encounter cards are revealed to be attacks, the second card's value is added to your side's total. If either is a negotiate, then you have played a negotiate. After the encounter is resolved, discard the negotiate card if you played one, or the higher attack card if you did not, returning the other encounter card to your hand.

When checking to see if you draw a new hand, do so if you have one or fewer encounter card left, rather than none.

History: Twin suns and a double moon have endowed the ambidextrous Deuce with twice the strength of its opponents. Cleverly concealing their real motives behind an amiable mask, the duplicitous Deuce sees Universal control within reach.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As a main player or ally, after encounter cards are revealed, if you have an attack card that is identical to one of the revealed cards, you may discard it, either adding or subtracting its value from the total of the player who played the matching card.

Super: You may discard both your encounter card and your extra card after they are revealed in an encounter.



DICTATOR [M:FFG] Controls Destiny Deck Fantasy Flight

You have the power to Command. When you are not the offense, before destiny is chosen, use this power to take the destiny deck, look through it, and choose any card from it. That destiny card is played as though the offense had drawn it. On your turn, or any time you are zapped, the remaining destiny cards are shuffled, and one is dealt randomly.

History: Grotesque creatures rejected by an old and cultured world, the Dictators pushed and clawed their way to planetary dominion. Relentless in their demands, they turn friend against friend to do their bidding. Recently they have begun to tire of toying with the weak races at home and seek to control the entire Universe.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: When you are not the offense, after destiny is chosen, you may force the offense to discard the destiny card he or she drew and draw again. Use this ability only once per encounter.

Super: You may use your power as the offense.



DISEASE [O:CI] Spreads to Other Planets Fantasy Flight

You have the power of Contagion. Whenever any other player's color or a special destiny card that targets another player is drawn from the destiny deck, you may use this power to infect that player. If you have one or more colonies in the infected players' home system consisting of at least three ships, choose one of those colonies and take one or more of your ships from it, moving them to any other planet in that system. Your ships coexist with any ships already on that planet unless another game effect prevents them from doing so, in which case they cannot be moved to that planet. One wild destiny card, you may only infect the player chosen to be the defense.

History: Long ago, having decimated all life forms on their native planet, the Disease seemed in danger of extinction from their own success. The advent of interstellar travel, however, gave them a new lease on life. Once the Disease secured a foothold on a new world, it is only a matter of time before they dominate it.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: At the start of any regroup phase, you may force every other player to choose one card from their hand in secret. Cards are then revealed simultaneously before being discarded. Any player who revealed the same card type (attack, negotiate, etc.) as another player loses 3 ships to the warp. Give this flare to the Disease after use (or discard it, if the Disease isn't playing).

Super: At the start of any regroup phase, you may move one ship from one of your colonies to another of your colonies.



ETHIC [M:CI] Gets Compensation for Attack Fantasy Flight

You have the power of Guilt. As a main player, after you lose an encounter in which both main players revealed attack cards, use this power to collect compensation from your opponent as though you had played a negotiate card instead.

Whenever you gain compensation, you may draw some or all of it from the deck instead of your opponent.

History: Subscribing to a moral code of the utmost purity, the Ethics set a universal standard of conduct. Those who would harm the Ethics find themselves curiously repentant. Knowing that they are possessed of the One True Way, the race of Ethics now seek to convert Outsiders through moral persuasion.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When you draw any new card(s) from the deck, use this flare. For the rest of the encounter, each time you draw cards, you may feel guilty and give away some or all of them to other players. You may not, however, give away more than three cards per encounter in this way.

Super: When you collect compensation, name a number from zero to eight and take that many cards as compensation.



FIDO [O:FFG] Retrieves Discarded Cards Fantasy Flight

You have the power to Fetch. After encounter cards are discarded at the end of an encounter, you may use this power to retrieve one of the discarded cards and offer it to another player. If the card is refused, you may keep it. If the card is accepted, the other player keeps the card, then you may either retrieve one ship from the warp or draw one card from the deck.

History: Trained for generations by a strict, but unknown alien race, the Fidos were bred for retrieval. Slinking out on their own, they cannot help but fetch the debris of outer space for whomever happens by, knowing they will still be rewarded in some way.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: As a main player, before cards are selected, you may force your opponent to take the top card of the discard pile and add it to his hand. You then draw a card from the deck.

Super: When several encounter cards are discarded at the end of an encounter, you may fetch any or all of them and offer them, one by one, to the other players in any order you choose.



FILCH [O:FFG] Takes Opponent's Used Card Fantasy Flight

You have the power of Theft. As a main player, after encounter cards are discarded at the end of an encounter, you may use this power to retrieve your opponent's card from the discard pile and add it to your hand.

History: Within their genteel, sophisticated tribes, the Filches have refined the art of acquisition to a high aesthetic. The most judicious and subtle thefts are memorialized in legend and song. Lately they have taken to eying the depths of space and thoughtfully rippling their tentacles.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You may discard a negotiate card from your hand to steal any one artifact or flare as it is being played. The stolen card has no effect on its intended victim, going into your hand instead.

Wild: (Classic Edition) You may cheat and take your ships from the warp (to colonies) or cards from the deck or discard pile, even when you are not entitled to them. If caught in the act, you lose one ship to the warp and return the items you were caught filching. You don't have to reveal this card unless you are caught, but once if is revealed the deck and discards are placed next to you for easy access.

Super: You may filch any other player's used encounter card whether you were involved in the encounter or not.

Super: (Classic Edition) You may filch any other player's used encounter card whether you were involved in the encounter or not.



FODDER [O:FFG] Plays Additional Low Cards Fantasy Flight

You have the power to Overwhelm. As a main player, you may use this power after both you and your opponent reveal attack cards in an encounter. You may discard any or all attack cards in your hand that are both higher than the attack card you played and lower than the attack card played by your opponent, adding their value to your total.

History: Always regarded as an inferior, scavenging race, the Fodder have amassed a multitude of generally less-effective arms. With the astonishingly large cache of second-rate weapons, the Fodder can afford to overwhelm their adversaries.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: If you were invited to join an encounter and declined, you may join with one ship after cards are revealed.

Super: You may use your power to discard attacks cards that are equal to or lower than the card you played.



FUNGUS [M:CI] Attaches to Other Ships Fantasy Flight

You have the power to Adhere. As a main player or ally, after you win an encounter in which you have at least one ship, use this power to capture any losing ships, stacking them under one or more of your ships in the encounter instead of sending them to the warp (effects that would save ships from the warp, such as Zombie's or Healer's power, cannot prevent this). Captured ships do not have special characteristics, e.g., Macron ships are not worth four. These stacks are controlled by you. Each stack is considered to be one ship for purposes of play. Ships that are part of a stack are only freed when the stack enters the warp. Freed ships are returned to normal and may leave the warp as usual.

As a main player or ally in an encounter, after encounter cards are revealed, use this power. Each stack you have in the encounter adds the number of ships is contains to your side's total instead of 1. Zapping this power does not free any captured ships.

History: The Fungus clings tenaciously to its basic perceptions, and now its neighbors find its teachings (and tendrils) rapidly growing upon them.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you win as the defense in your home system, you may collect all opposing ships in the encounter and place them in a circle around your home system. They now count toward your total when you are the defense in your home system, but do not go to the warp if you lose as the defense. Captured ships do not have special characteristics. When you discard this card, the captured ships return to their owner's colonies, if any.

Super: Ships adhering to yours in stacks are not released when sent to the warp. When you retrieve a ships from the warp, those ships in its stack remain with it.



FURY [M:CI] Avenges Lost Ships Fantasy Flight

You have the power of Vengeance. Each time one or more of your ships is lost to the warp or removed from the game, use this power to place one token on this sheet for each of your ships lost to the warp or removed from the game.

As a main player or ally, after encounter cards are selected but before they are revealed, discard any number of tokens from this sheet to add or subtract 3 from your side's total for each token you discard. Discarded tokens are spent and are not returned to this sheet regardless of the encounter's outcome.

History: Powerful warriors of a matriarchal race, the Furies swear vengeance on anyone foolish enough to defeat one of their champions in battle. Although the quest may take years, the vengeance of the Furies is always served in the end.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: As a main player, when you lose an encounter, you may destroy one ship (their choice) belonging to each player that opposed you. Destroyed ships are removed from the game. This flare cannot reduce a player to fewer ships than the number of foreign colonies needed to win the game, although it still affects the other players that opposed you.

Super: You don't spend tokens from your sheet to use your power. Instead, you may add or subtract 3 from your side's total for each token on your sheet.



GAMBLER [O:FFG] Bluffs About Card Fantasy Flight

You have the power to Bluff. After your opponent reveals his or her encounter card, you may use this power to keep yours facedown, instead stating what it is (and lying if you like). If your opponent does not challenge your claim, conclude the encounter as if your statement were true, then place your encounter card facedown on the bottom of the deck instead of discarding it. If your opponent challenges your claim, reveal your card. If you lied, you lose as many ships to the warp as you had in the encounter. If you told the truth, your opponent loses as many ships as he or she had in the encounter. These lost ships may not be ships involved in the encounter. Afterwards, conclude the encounter normally using the revealed cards.

History: Arising in an era of geological turmoil, the Gamblers trusted only their own audacity. The faint of heart soon perished, but the most daring rose to even greater effronteries and now launch a contest for Cosmic stakes.

Restriction: Do not use with Sorcerer.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: As a main player, before cards are revealed, you may call any number as a "spread". If the encounter cards are different from each other by that number or more, add the "spread" to your card.

Super: When stating what your card is, you may "up the ante" by saying how many extra ships (1-20) are at risk. The penalty for lying or calling a non-bluff is now as many extra tokens as you declared.



GENIUS [O:CI] Wins With 20 Cards Fantasy Flight (Alternate Win)

You have the power to Outwit. As a main player or ally, whenever you gain a foreign colony as the result of winning an encounter, you may use this power to instead draw one card from the deck for each ship you have in the encounter and then send your ships in the encounter back to your other colonies.

At the start of any turn, if you have 20 or more cards in your hand, you immediately win the game. You may still win the game via the normal method.

History: Originating on a planet filled with some of the universe's deadliest predators, the Geniuses had to be smarter and more ruthless than any other creature on their world in order to survive. Now that they've left their home planet, the Geniuses have turned their prodigious intelligence towards a bloodless coup of the universe.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: As a main player, before allies are invited, any number of players you choose (including yourself) must draw a card.

Super: As a main player, after encounter cards are selected, but before they are revealed, guess a number from 0 to 40. If your opponent reveals as attack card with a value within 3 of your guess, shout "Eureka!" and draw four cards.



GHOUL [M:CI] Rewarded for Defeating Ships Fantasy Flight

You have the power to Feast. As a main player, after you win an encounter, use this power. For each opposing ship sent to the warp as a result of the encounter, you receive one defender reward (either retrieve one of your ships from the warp or draw one card from the deck).

History: Haunting the edge of battlefields and devouring the losers to sate their endless hunger, the Ghouls are greatly feared throughout the universe, particularly by those aliens that normally attack en masse. More subtle tactics are required against the Ghouls, lest they emerge from battle stronger than ever.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: After you win an encounter as a main player, you receive one defender reward (a ship retrieved from the warp or a card from the deck) for every player that opposed you in the encounter.

Super: You may use your power as an offensive ally.



GRUDGE [M:FFG] Penalizes for Refusing to Ally Fantasy Flight

You have the power of Revenge. As a main player, after alliances are formed, use this power to give a grudge token to each player you invited to ally, but who did not do so. If you win the encounter (or make a deal), each player with a grudge token discards it and loses one ship of his choice to the warp. If you lose the encounter (or fail to make a deal), each player with a grudge token discards it and loses four ships of his choice to the warp. Lost ships cannot include ships used to ally with the other side.

History: Suffering from a species history of almost uninterrupted betrayal and disappointment, the originally kind Grudges gradually grew cynical. Expecting no good will from others, they began to brood and resolved to wreak vengeance on all who would turn aside their outstretched suction disc of friendship..

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: If you are a main player and your opponent wins the encounter, you may force his or her allies to receive nothing for the win, instead returning their ships to their colonies.

Super: You may force each player who discards a grudge token to lose 4 ships to the warp, regardless of whether or not you won the encounter.



GUERRILLA [M:CI] Winners Lose All But 1 Ship Fantasy Flight

You have the power of Attrition. As a main player, after you lose an encounter, use this power to weaken your opponent and each of his or her allies. Each player you weaken loses all but one of his or her ships in the encounter to the warp.

History: Used to fighting against superior forces, the Guerrillas have leaned to strike from the shadows, wearing down their opponents' numbers even when they lose a battle. Seeing themselves as heroes underdogs, the Guerrillas have set out to liberate the Cosmos form those who would oppress it, whether the cosmos wants to be liberated or not.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: After you lose an encounter as the defense, you may blow your own planet up rather than allow it to be captured. The planet is removed from the game along with all of the attacking ships (your side's ships are sent to the warp as normal). A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game. Any ships removed from the game that would reduce a player below this number are sent to the warp as normal.

Super: Each player you weaken that has three or fewer ships in the encounter loses all of his or her ships in the encounter to the warp.



HACKER [O:FFG] Chooses Compensation Fantasy Flight

You have the power to Hack. As a main player, when collecting compensation, you may use this power to choose the player that you are collecting compensation from, whether that player was your opponent or not. You then look through that player’s hand and choose the cards you want for compensation.

In addition, when your opponent collects compensation from you, you may use this power to select the cards he or she gets.

History: Masters of technology, the Hackers have embedded various devices into their bodies in an attempt to improve their skills at computer fraud. Although geniuses when it comes to code breaking and decrypting data, Hackers aren’t much good in a more conventional battle. However, more than one would-be conqueror has learned to their sorrow that the Hackers have extremely nasty ways of getting their revenge.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: You may prevent your opponent from collecting compensation from you.

Super: When you collect compensation from the player of your choice, you may also give that player up to the same number of cards or your choice from your hand.



HATE [M:FFG] Opponents Lose Cards or Ships Fantasy Flight

You have the power of Rage. At the start of your turn, use this power to force every player to either discard a card or lose ships. First, choose and discard a card from your hand. Every other player must then choose to either discard a card of the same type (attack, negotiate, artifact, etc.) or lose three ships of your choice to the warp. If you discard an attack card, your opponents must discard an attack card of equal or higher value. If an opponent has no cards of the discarded type, he or she must lose ships instead. If, after using this power, you do not have any encounter cards in your hand, draw a new hand.

History: A short, physically unimposing race, the Hate evolved in a crowded part of the Cosmos and were pushed aside by other, more powerful, races. Forced to subsist on food scraps and the leavings of the other species, the Hate swore that one day they would be the ultimate power on the Cosmic scene.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As a main player, before encounter cards are selected, you may force your opponent to discard one card at random from his or her hand. If he or she has no encounter cards left after doing so, you win the encounter.

Super: Instead of discarding a card to use your power, you may show the card to the other players and then return it to your hand.



HEALER [O:FFG] Can Save Others' Ships from Warp Fantasy Flight

You have the power to Heal. When another player loses ships to the warp or has ships removed from the game, you may use this power to return to that player all the ships he or she just lost and earn one card from the deck. Being healed does not prevent a player from receiving compensation. A healed player replaces his or her ships on any of his or her colonies. During an encounter you may heal several players, drawing one card for each.

History: Rapid geological activity forced extreme biological diversification on the Healer home world. Possessing vast knowledge of herbal and mutant lore, Healers are now prized by other beings for their life sustaining skills. Amidst loud rejoicing over renewed health, who could deny them their modest fee?

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: You may cause any "Cosmic Zap" played on you to be discarded without effect.

Super: You may raise your fee for healing other players to one card from the deck per ship you heal.



HUMAN [M:FFG] Mostly Harmless Fantasy Flight

You have the power of Humanity. As a main player or ally, after encounter cards are revealed, use this power to add 4 to your side's total. If this power is zapped, however, your side automatically wins the encounter.

History: Warlike and fairly dim by Cosmic standards, humans are not seen as much of a threat. However, exposing a human to Cosmic energy can unlock strange and awesome powers. General consensus among the other races is that this is a course of action that is to be avoided.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As a main player, if your opponent is not the Human, you may use this flare after encounter cards are revealed to change your encounter card into an attack 42. Afterwards, give this flare to the Human. If the Human is not playing, discard this flare to use it.

Super: You may cause your power to add 8 to your side's total instead of 4. Also, you may discard this flare to zap your power.



KAMIKAZE [O:FFG] Sacrifices Ships for Cards Fantasy Flight

You have the power of Sacrifice. As a main player, before encounter cards are selected, you may use this power to send up to four of your ships from any of your colonies to the warp. For every ship you sent to the warp, draw two cards from the deck. If this power is zapped, you do not lose the sacrificed ships to the warp.

History: Always a close-knit society, the Kamikaze have taken the virtue of self-sacrifice and raised it to an artform. In battle, they are greatly feared for their ability to die explosively at will. But the Kamikaze know that when their race rises to Cosmic superiority, those who gave their lives along the way will be remembered forever.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: As a main player, after encounter cards are selected but before they are revealed, you may send up to four of your ships that are not in the encounter to the warp to add 3 to your side�s total for each ship sacrificed.

Super: You may retrieve three ships from the warp during each of your regroup phases instead of one.



LEVIATHAN [O:CI] May Attack With Planet Fantasy Flight

You have the power of Worldships. As the offense, after the hyperspace gate is aimed, you may use this power to choose one of your home planets that has no opposing ships on it and send it through the gate to attack as a worldship. Take the worldship (with all of your ships that were on it) and place it on the hyperspace gate. After encounter cards are revealed add 20 to your side's total, plus 1 for each ship you have on your worldship. If you lose the encounter, return the worldship to your home system, sending all ships on it to the warp. If you win the encounter, return the wordships to your home system with your ships still on it, although you may leave one to four ships behind on the planet you successfully attacked.

History: Immense and powerful creatures, the Leviathans consumed every resource on their own worlds until they themselves became like planets. The Leviathan fleets, now stationed within the fleshy folds of their masters, scout out new worlds for the Leviathans to envelop. The sight of a world-sized entity gating in through hyperspace often causes madness and hysteria on the targeted planet, but it doesn't last long.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As the offense, after destiny is drawn, you may trade one home planet with the defense. Your planet moves to the defense's home system and vice versa. The encounter immediately ends successfully. Afterwards, give this flare to the Leviathan (or discard it, if Leviathan is not playing).

Super: Your worldships may contain any ships except the defense's ships. Other player's ships on your worldship count towards your side's total and those players are automatically allied with you for this encounter, but may not launch additional ships and do not receive a colony if your side wins.



LOCUST [M:CI] Eats Planets When Alone Fantasy Flight (Planet)

You have the power to Devour. At the start of any regroup phase, if you have a foreign colony on a planet by yourself (i.e., there are no other ships on the planet with you), use this power to devour the planet, removing it from the game and placing it on this sheet. Your ships on that planet are returned to your other colonies.

Each planet you have devoured counts as one foreign colony towards victory for you, even if this power is later lost or stolen. If this power is stolen, devoured planets do not transfer with it.

History: The Locusts recently swarmed out of their home system in a vast cloud of ships, searching for uninhabited planets that they could break down and consume to meet the ever-growing energy needs of their people. Needless to say, the other aliens are keeping a nervous eye on these destructive gluttons.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: At the start of any regroup phase, you may send 4 of your ships to the warp to destroy a planet that is not in the Locust's home system, removing it from the game. Any ships on that planet are sent to the warp. Afterwards, give this flare to the Locust. If Locust is not in the game, discard it instead.

Super: Once per encounter, you may devour one foreign planet on which you have more total ships than all other players combined. If you do so, all other players' ships on that planet are sent to the warp.



LOSER [O:FFG] Winner Loses and Loser Wins Fantasy Flight

You have the power of Upset. As a main player, before encounter cards are selected, you may use this power to declare an upset. Once an upset has been declared, both main players must play attack cards, if possible. Then, after cards are revealed, the winning side loses and the losing side wins. This occurs after all other game effects are resolved (such as the Human’s power being zapped).

History: The enigmatic Losers have proven to be quite cunning in battle. Strengths become weaknesses and weaknesses strengths as the glassy-eyed Loser shows its opponents that nice guys finish first.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: As a main player, before encounter cards are selected, you may declare that both sides lose, sending all involved ships to the warp.

Super: You may wait until after cards are selected but before they are revealed before declaring an upset. When you do so, you and your opponent are not required to play attack cards if possible.



MACHINE [O:FFG] Can Continue Turn Fantasy Flight

You have the power of Continuity. Your turn is not limited to two encounters. After completing an encounter (whether successful or not), you may use this power to have another encounter as long as you have at least one encounter card left in your hand.

History: A race long lost to antiquity had the foresight to construct a mammoth Machine in the core of their planet. Pouring all their knowledge and ambition into its memory banks, they programmed it with this mandate: “Top priority...expand control, never cease...eliminate opposition, never cease...achieve mastery, never cease...”

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: As the offense, you always have the option to have a second encounter, even if you lost your first encounter or are out of encounter cards. If you have no encounter cards at the start of your second encounter, draw a new hand.

Super: During each of your regroup phases, you may draw the top card from the deck instead of retrieving a ship from the warp.



MACRON [M:FFG] Each Ship is Worth 4 Fantasy Flight

You have the power of Mass. When you are a main player or ally, use this power after allies are invited. If you are the offense or an ally, you may only send one ship into the encounter. Each of your ships adds 4 to your side’s total in the encounter instead of 1. When collecting compensation or rewards, each of your ships is worth two ships.

History: Beginning life on a gargantuan planet, the Macrons accustomed themselves to tremendous atmospheric and gravitational forces. Power comes so naturally to them that they scoff at the fragile intelligences they crush on their way to universal dominance.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: As a main player or ally, after your reveal an attack card in an encounter, you may add 1 to your side's total for each ship you have in the encounter.

Super: As the offense or an ally, you may launch up to four ships in the hyperspace gate.



MAGICIAN [M:CI] Steals Cards, Confounds Opponent Fantasy Flight

You have the power of Prestidigitation. As a main player, use this power before encounter cards are selected to force your opponent to play two encounter cards facedown. Choose one of the two cards at random and add it to your hand. Then, play an encounter card from your hand normally (even the card you just took). Your opponent must play the card you didn't choose as his or her encounter card. The rest of the encounter is resolved as usual.

If your opponent only has one encounter card left (and proves it by showing you his hand except for the encounter card), your power has no effect.

History: Lacking any natural weapons with which to defend themselves, the Magicians had to use their keen intellect to survive. Confusing and confounding their enemies became second nature to the wily Magicians. Indeed, many a would-be Cosmic conqueror has found occasion to curse the day that the Magicians swindled a visiting alien out of his spaceship and soared out into the cosmos.

Restriction: Do not use with Oracle.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: When you are a main player, before selecting cards, you may force your opponent to play three encounter card facedown. Shuffle these cards around on the table. Your opponent chooses one of the facedown cards at random, which he or she then plays, returning the other two to his or her hand. If your opponent has fewer than three encounter cards, he or she discards his or her hand and draws a new one.

Super: When using your power, turn one of your opponent's two cards faceup before choosing. Choose either the faceup or facedown card and take it. Your opponent plays the card you did not choose, as normal.



MASOCHIST [M:FFG] Tries to Lose Own Ships Fantasy Flight (Alternate Win)

You have the power to Hurt Yourself. At the start of any player’s regroup phase, before the offense retrieves a ship from the warp, use this power to win the game if you have lost all of your ships. Lost ships include those in the warp, those removed from the game, and those captured by other players.

You do not lose this power because of having too few home colonies, and you may still win the game via the normal manner.

History: The Masochists suffer from a neurological disorder where they derive pleasure from self-flagellation. However, some are beginning to wonder if it’s really a religious ritual to bring forth their dominance in the universe.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: During any regroup phase, you may choose a player other than the offense. That player retrieves a ship from the warp instead of the offense. You may not use this flare if the offense’s ships are all in the warp or removed from the game.

Super: During each of your regroup phases, you may choose one of your ships in the warp and remove it from the game instead of retrieving it as usual.



MERCENARY [M:CI] Always Rewarded for Winning Fantasy Flight

You have the power of Bounty Hunting. As a main player or offensive ally, after your side wins an encounter, use this power to gain defender reward as though you were a defensive ally (either retrieve one if your ships from the warp or draw one card from the deck for each ship you had in the encounter). This is in addition to any other benefits you receive normally for winning the encounter.

History: Originally created by another race to serve as police, the robotic Mercenaries were designed to be exert trackers and warriors. However, a terrible plague wiped out their master and, left along for eons, the Mercenaries gradually became self aware. Vowing that they would never be used as slaves again, the Mercenaries made their way out into the Cosmos, always being careful to exact a price for their services.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When you win an encounter as the defense, you may receive defender rewards as though you were a defensive ally.

Super: When drawing cards for rewards, you may discard any or all of them after looking at the cards.



MERCHANT [O:CI] Plays Cards as Extra Ships Fantasy Flight

You have the power to Hire. As a main player or ally, after encounter cards are selected, but before they are revealed, if you have at least one ship in the encounter, you may use this power to play one or more cards facedown from your hand as hired ships. These cards are treated as extra ships you have in the encounter and may be played in addition to your normal maximum of 4 ships as the offense or an ally. Hired ships cannot be played for their card effect and are not considered part of your hand. Other players may not look at or draw hired ships. Any hired ship that goes to the warp or is removed from the game is discarded. Otherwise, hired ships become normal cards again and return to your hand at the end of the encounter.

History: Hailing from a world incredibly rich in natural resources, the Merchants achieved star travel early in their history thanks to a crew of intergalactic mercenaries who crash-landed on their planet. Since then, the Merchants have frequently used their wealth and natural charisma to hire other raced to do their fighting for them.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As a main player or ally, after encounter cards are revealed, add 1 to your side's total for each card in your hand, plus this card.

Super: You may replace any or all hired ships that survive the encounter with any ships you have in the warp on a 1-for-1 basis. Discard the cards representing the replaced hired ships when you do this.



MIND [O:FFG] Sees Other Players' Hands Fantasy Flight

You have the power of Knowledge. Before allies are invited in an encounter, you may use this power to look at the entire hand of one of the main players. If you are a main player, you may look at your opponent's hand. You may not tell any other players what cards you see in a player's hand using this power.

History: Springing forth on a triple star system subject to constant energy fluxes, the Mind thrives on shifting wave pulses, ultraviolet rays, and gamma-release explosions. Extreme sensitivity to potentialities has enabled it to view with wisdom (and some skepticism) the threats of its Cosmic competitors.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: Whenever another player draws a card from the deck, you may draw it instead, look at it, and then give it to him or her. You may not share this information with the other players.

Super: When you aren't a main player, using your power allows you to look at the hands of both main players.



MIRROR [O:FFG] Swaps Digits On Attack Cards Fantasy Flight

You have the power of Reversal. As a main player, after encounter cards are selected but before they are revealed, you may use this power to call for a reversal. This changes the value of any attack cards that are revealed in this encounter by reversing their digits. For example, this would make an attack 15 into a 51, a 20 into an 02, and an 08 into an 80. Resolve the encounter using these reversed values.

History: Springing from a world with such a high surface silver content that everything reflected off everything else, the Mirrors adapted to the difficulty of separating mirror images from reality. They also developed an inner symmetry that confounds their opponents across the Cosmos.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As a main player, after encounter cards are revealed, you may change your encounter card into a duplicate of your opponent’s encounter card.

Super: When declaring a reverse, you may declare that the reverse will affect only your card or your opponent's card. This declaration is still made before cards are revealed, however.



MISER [B:FFG] Gets Second Hand Fantasy Flight

Game Setup: You are dealt two separate eight-card hands. Look at them and choose one to be your "hoard". Place it facedown on this sheet.

You have the power to Hoard. Whenever you wish to play a card, you may use this power to play a card from your hoard instead of your normal hand. You may not add cards you gain to your hoard, and other players may not look at or draw cards from your hoard. If there are no encounter cards left in your hoard, you may reveal it, then discard it and get a new eight-card hoard.

History: Barely eking out a living on their shriveled moon, the Misers for generations secreted away their small annual surplus. But as the hoard grew, so did their greed, until now they prepare to risk their holdings for greater Cosmic booty.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When you draw a new hand or another player takes compensation from you, you may place this card and two others facedown in front of you until afterwards. If compensation is being take from you, the facedown cards may not be taken. If drawing a new hand, you receive a full hand in addition to the facedown cards.

Super: At the start of each of your encounters, you may draw one card from the deck and add it to your hoard.



MITE [M:FFG] Demands Colony or Loss of Cards Fantasy Flight

You have the power to Bluster. As the offense, before allies are invited, if the defense has more than three cards in hand, use this power to bluster. The defense must either discard down to three cards at random or let you establish a colony on the targeted world. If the defense gives you a colony, land any ships you have in the hyperspace gate on the targeted planet. They co-exist with the defense's ships, which do not go to the warp, and the encounter immediately ends successfully. If the defense discards down to three cards at random, the encounter continues normally.

History: Long stigmatized by others as being pests, these swarms of microscopic Mites have learned to use their omnipresence to advance their collective dream of being accepted and respected in the Cosmic community.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As a main player, after alliances are formed, if your opponent has more ships allied with him or her than you have allied with you, you may force all allied ships to return to their colonies.

Super: When you use your power, you take any cards your opponent discards as a result, look at them, and add any or all of them to your hand, discarding the ones you don�t want.



MUTANT [O:FFG] Maintains 8-Card Hand Fantasy Flight

You have the power to Regenerate. As a main player, before allies are invited, you may use this power if you have fewer than eight cards to refill your hand. To do this you draw cards one at a time, at random, from any player(s) or from the deck. Draw until you have a full hand of eight cards.

History: Evolving on a highly radioactive and unshielded moon, the protean Mutants quickly learned to augment their silicon-based heredity. Before long they began to control and accumulate key genetic codes from other life forms, stripping opponents of their most basic defenses in a Mutant drive to transform the Universe.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: As a main player, if you win an encounter or make a deal, take one card at random from your opponent and each of his or her allies.

Super: As a main player, you may discard up to three cards from your hand before using your power to refill your hand.



OBSERVER [M:FFG] Allies Do Not Go to Warp Fantasy Flight

You have the power to Protect. As an ally, whenever you should lose ships to the warp, use this power to instead return them to any of your colonies and keep using them.

As a main player, when any of your allies should lose ships to the warp, use this power to instead allow your allies to return them to any of their colonies of their choice.

History: Seldom interfering in Cosmic affairs, the Observers have been around for millenia, simply watching the other alien races. With their advanced technology and strange abilities, the others were hesitant to draw them into their squabbles. Now, however, it seems that the Observers have decided that the time for action has come at last.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: As a main player, after alliances are formed, you may allow each player who allied with you to draw one card from the deck.

Super: When you launch ships as an ally or offense, you may retrieve one ship from the warp to immediately launch. As the offense, this ship is in addition to the ship you normally retrieve during the regroup phase, but does not allow you to exceed your normal limit of four ships in the hyperspace gate.



ORACLE [M:FFG] Foresees Opponent's Card Fantasy Flight

You have the power to Foresee. As a main player, before encounter cards are selected, use this power to force your opponent to play his encounter card faceup. Only after you have seen your opponent's card do you select and play your card.

History: During millenia of civilization, the ancient Oracles developed perceptiveness about the intentions of others to uncanny lengths. While reluctant to test the outer limits of their vision, they find even short-range prescience has given them the reputation of great wisdom.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: As a main player, before encounter cards are selected, you may mix your hand with that of your opponent, then randomly take as many cards as you had in your hand, giving the rest to your opponent.

Super: As a main player, you may end an encounter after your opponent reveals his or her card. Your opponent takes back his or her card, all ships in the hyperspace gate return to colonies, and play continues as if a deal had been made.



PACIFIST [M:FFG] Wins with Negotiate Card Fantasy Flight

You have the power of Peace. As a main player, if you reveal a negotiate card and your opponent reveals an attack card, use this power to win the encounter. If you both reveal negotiate cards, you attempt to make a deal as usual.

History: A simple but ungainly race, the Pacifists long ago learned how to turn the power of an opponent against him. Always ready to demonstrate the superiority of retreat in unbalancing an aggressor, the Pacifists now seek to bring the universe to its knees by yielding at just the right moment.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: As a main player, after you reveal a negotiate card and your opponent reveals an attack card, you may change your negotiate card into an attack 15.

Super: When you fail to make a deal, you may lose 2 fewer ships to the warp, while forcing your opponent to lose 2 extra ships to the warp.



PARASITE [O:FFG] Joins Alliance at Will Fantasy Flight

You have the power to Infest. Unless specifically prevented by another game effect (such as the Force Field artifact), when it is your turn to ally, you may use this power to ally (sending one to four ships, as usual) with one side in an encounter as if you had been invited, even when you were not.

History: Evolving late on their almost totally polluted world, the Parasites had to depend on the already dominant life forms for survival. But, so rapidly did they succeed in infesting their home planets, they now need unsuspecting hosts to carry them throughout the far reaches of space.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: When another player loses the use of his or her power due to controlling too few home planets, you may immediately establish a colony on one of his or her home planets with one of your ships. your ship coexists with any ships already on the planet. you may establish another colony each time a player regains his or her power and loses it again.

Super: As an ally, you may launch any number of ships you want.



PHILANTHROPIST [O:FFG] Gives Away Cards Fantasy Flight

You have the power of Giving. As a main player or ally, after alliances are formed, you may use this power to give one card from your hand to either main player (your opponent, if you are a main player). Your opponent immediately adds the card to his or her hand and may play it normally. If, after using this power, you do not have any encounter cards in your hand and you are a main player, you draw a new hand.

History: Rejecting a heavy-handed, dogmatic religious background, the cynical Philanthropists have learned to parody greed itself. Knowing that the Universe cannot bring itself to reject a gift, even when it is no present, the race has grown cunning in the art of self-serving charity.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: At the start of a encounter, you may send one of your ships to the warp to lend your power to another player for the duration of the encounter. Until the end of the encounter, that player is considered to have your power instead of his or her own. The player may not refuse the loan of your power.

Super: Any player to whom you give an encounter card must play it in that encounter if he or she can.



PLANT [O:CI] Accumulates Opponents' Powers Fantasy Flight

You have the power of Grafting. As a main player, before encounter cards are selected, you may use this power to graft any one player in whose home system you have at least one colony. If that player has not lost his or her power, you steal that power until the end of the encounter. If you lose your own power, you may not graft any power until you get your own back.

History: This species of Plant combines the longevity of the redwood, the persistence of the weed, and the delicacy of the fern. Slowly grafting to themselves the traits of others, they can afford to quietly wait until their enemies grow tired, then spread their tendrils unopposed throughout the Cosmos.

Notes: The recommended experience level for this power is Expert. This is a Meta type power.

Wild: As a main player, after allies are assigned, you may steal the power of any ally (yours or your opponent's) for that encounter. You have the stolen power instead of your own, and the affected ally down not have the power, until the end of the encounter.

Super: If you have your own power and have a colony in the system of any player who wins the game, the win is ignored and instead you win alone.



REINCARNATOR [M:FFG] Uses Powers Not in Game Fantasy Flight

You have the power of Reincarnation. As a main player or ally, when you lose an encounter (or fail to deal), use this power to reincarnate. Draw an alien power card at random from the unused pile and become that alien. If the alien has Game Setup text or is not allowed in the current game, draw again. If you lose a later encounter, discard that alien and draw a new one. This power stays with you while you use the others. Aliens with the power to copy your power may do so (copying both your Reincarnator power and whatever power you are reincarnated as), but if they lose an encounter while doing so they must reincarnate, losing their original power.

History: Having conquered the fear of death, the Reincarnators rejoice with the passing of each of their kind. Feeling kinship with all life forms, they know that those who die will soon be born again in an endless cycle.

Notes: The recommended experience level for this power is Advanced. This is a Meta type power.

Wild: After another player besides the Reincarnator loses an encounter or fails to make a deal, you may give this flare to that player to force him or her to discard his or her current power and draw a new one. Aliens with Game Setup text or that are not allowed in the current game should be discarded and the player allowed to draw again.

Super: You don't have to reincarnate when you lose an encounter or fail to make a deal.



REMORA [O:FFG] Gets Cards or Ships With Others Fantasy Flight

You have the power to Cling. Whenever another player retrieves one or more ships from the warp, you may use this power to retrieve one of your ships from the warp as well. You may not retrieve a ship from the warp during the same encounter in which it went to the warp.

Whenever another player draws one or more cards from the deck, you may use this power to draw one card from the deck as well.

History: The universe's original tag-alongs, the Remoras first reached space as the valued servants of the dominant race on their homeworld. Seldom accomplishing anything for themselves, the Remoras simply make themselves useful to others and then ride their coat-tails to victory. Although other races might chide them for a lack of drive, the Remoras simply wonder why they should give up a good thing.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When another player uses a super or wild flare, you may draw a card from the deck.

Super: When another player gains a colony, you may either draw a card from the deck or retrieve a ship from the warp. If multiple players gain colonies at once, draw a card or retrieve a ship for each.



RESERVE [O:FFG] Can Use Attacks as Reinforcements Fantasy Flight

You have the power to Reinforce. As a main player or ally, after encounter cards are revealed, you may use this power to play one or more attack cards of 06 or less from your hand as if they were reinforcement cards of their listed value.

As a main player or ally, when another player plays a reinforcement card, you may use this power and discard a negotiate card to cancel and discard that reinforcement card.

History: The Reserves became the dominant species on their home world by waiting for other beings to wear each other out and then arriving with timely force to deliver a knockout punch. Showing the effective use of timing, the Reserves call in extra strength just when they need it most.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: Whenever another player discards a reinforcement card (after playing it or not) you may take it and add it to your hand. Reinforcement cards you play are discarded as normal.

Super: You may use your power to play any attack card of 9 or less as a reinforcement.



SEEKER [O:CI] Asks "Yes or No" Question Fantasy Flight

You have the power of Truth. As a main player or an ally, you may use this pwoer after alliances are formed but before encounter cards are selected to as one "yes or no" question of one of the main players (your opponent, if you are a main player). That player must answer your question truthfully. If your question involves the player's intentions during this encounter (such as "Are you going to play a negotiate this encounter?"), he or she must abide by his or her answer. Once this encounter ends, the player is no longer bound by his or her answer.

History: Evolving during an intense struggle between more developed species, the Seekers gained ecological room only by acute sensitivity to their opponent's disposition. Always probing, they closely evaluate what is known. Lately, Seekers have turned searching eyes upon the Cosmos.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: If a player invites you to ally, you may demand to see the encounter card he or she intends to play, If you ally with that player, he or she must play that card, if possible. You may only demand to see one player's encounter card per encounter.

Super: When using your power, you may ask any question, not just a "yes or no" question. The player you ask must still answer it truthfully to the best of his or her ability.



SHADOW [M:FFG] Removes Others' Ships Fantasy Flight

You have the power to Execute. Whenever any other player's color or a special destiny card that targets another player is drawn from the destiny deck, use this power to choose one of that player's ships from any colony of your choice and send it to the warp. On a wild destiny card, you may execute one ship belonging to any other player regardless of who the offense chooses to attack.

History: After being subjected to colonial domination for thousands of years, a hive of Shadows rose up on an outpost planet in a forgotten empire. Devoted to guerilla warfare and adept at choosing the most isolated and vulnerable targets as their victims, they mercilessly cleansed their sector of its overlords. Having become imperialists themselves, however, they now have new uses for their old talents.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: As the defense, when you lose an encounter and your opponent played an attack card, you may send one of your ships not in the encounter to the warp to take all opposing ships to the warp with you. In spite of winning, the opposing players do not receive colonies on your planet.

Super: When you execute a ship during your turn, you may replace it with one of your ships, retrieved from the warp.



SNIVELER [O:CI] Catches Up When Behind Fantasy Flight

You have the power to Whine. As a main player, before allies are invited, if You have the most ships in the warp, have the fewest foreign colonies of any player, or lack an encounter card you want, you may use this power to whine about it. If you whine about your ships, either all other players must agree to let you retrieve all your ships from the warp, or (if possible) they each must place ships into the warp until each matches your number there. If you whine about colonies, the other players must agree to let you have one extra foreign colony of your choice or they each lose one foreign colony of their choice, returning those ships to their other colonies. If you whine about cards, you name a card you don't have (e.g., "I don't have an attack card higher than a 15"). Either one player must give you such a card or all players must discard all such cards in their hands. Whine only once per encounter.

History: The Snivelers developed in the evolutionary shadow of a closely related but older and more gifted race. Beset by adversity at every turn, they looked to their elder brethren for succor and defense. Now grown adept at self-pity and having liquidated their generous patrons they turn their wet, envious gaze toward the heavens.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When not a main player and not invited to ally at all, you may complain to one main player. If that player still down not invite you, he or she may not invite any allies (previous allies return to their colonies).

Super: If one or more other players win the game and you are within one colony of winning, the winners must either allow you to join their win or you may encounter one winning player of your choice who refuses. During the encounter, none of the previous winners may ally with you. If you win the encounter, you and all your allies win the game. If you don't, the previous win stands.



SORCERER [O:FFG] Can Switch Played Cards Fantasy Flight

You have the power of Magic. As a main player, after encounter cards are selected, but before they are revealed, you may use this power to switch encounter cards with your opponent so that he or she reveals your card and you reveal your opponent's card.

History: Over eons the clan of Sorcerers studied the cosmic flow and learned to channel these tides to their own needs. Beginning with minor alterations in the probability patterns of matter, they progressed to transportation of objects over great distances. Undaunted by an occasional backlash of fate, they even now are humming the incantations of mastery.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: When the Sorcerer is not the main player, before cards are selected during an encounter, you may force the main players to trade alien powers with each other. They keep their new powers after the encounter ends. After using this flare, give it to the Sorcerer, If the Sorcerer is not playing, discard this flare to use it.

Super: You may use your power as an ally, switching the main players' encounter cards.



SPIFF [O:FFG] Receives Colony as Loser Fantasy Flight

You have the power to Crash Land. As the offense, when you lose an encounter, if both players revealed attack cards and your total was 10 or more less than the defense's, you may use this power to land one of your ships that would otherwise be lost to the warp on the winning defensive planet. The ship coexists with the ships already there. This power does not allow you to coexist in places or with aliens that state otherwise.

History: Attacking vicious space monsters at incredible odds comes naturally to the valorous Spiffs. Their cunning and courage have let them save the day even when their doom seemed imminent. Let those who face them beware!

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: As the defense, when you lose an encounter, you may leave one of your ships on the planet instead of sending it to the warp. It coexists with the offensive ships.

Super: You may use your power to crash land if you lose by a total of 5 or more instead of 10.



SYMBIOTE [M:CI] Has Twice as Many Ships Fantasy Flight

Game Setup: Choose one unused player color and take the 20 ships in that color (16 in a 4-planet game), placing twice as many ships as usual on each of your planets. Your player color is that of the planets you use. Do not use this power unless you have an unused player color.

You have the power of Symbiosis. You have twice as many ships as normal. Your power cannot be zapped, lost, stolen, or copied through any means.

History: The environmental extremes on the Symbiote's home world drove its two sentient species into a mutual interdependence. Now this exceptionally tough hybrid has discovered that the warp gives this two-in-one race a distinct advantage over its adversaries.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You may retrieve a ship from the warp during every regroup phase, not just your own.

Super: Discard this flare at the start of any regroup phase to rescue all of your ships you choose, even ones in the warp, captured, or removed from the game. Place up to eight rescued ships on each of your home planets, even if you no longer have a colony on one or more of your home planets. Your ships coexist with any ships already there, regardless of any other game effects. This flare may not be canceled through any means.



TICK-TOCK [M:FFG] Limits Length of Game Fantasy Flight (Alternate Win)

Game setup: Place ten tokens on this sheet (eight if playing with four planets per player).

You have the power of Patience. Each time any player wins an encounter as the defense or a successful deal is made between any two players, use this power to discard one token from this sheet. If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.

History: Lurking in the depths of space-time beyond even the warp itself, this mechanical race waits patiently for the heat-death of the Universe, when it will rule over the strange abyss that remains. In the meantime, they subtly turn the races of the Universe against each other to prevent them from discovering a way to prevent the inevitable.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: Each time the discard pile is shuffled to create a new deck, you may immediately establish a colony on any one of your opponents' home planets with up to four of your ships.

Super: Each time you win a challenge or make a deal, you may send one of your ships to the warp to discard a token from your alien sheet. This is in addition to any tokens you may discard through normal use of your power.



TRADER [O:FFG] Trades Hands with Opponent Fantasy Flight

You have the power of Transference. As a main player, before encounter cards are selected, you may use this power to trade hands with your opponent. You each then keep the new hand.

History: Originating on a Trojan Cloud in a heavily traveled star system, the crafty Traders learned to use the most valuable debris which drifted their way and discard the rest. As their numbers grew, however, they began to search out markets for their low-grade material. With a wealth of resources always at hand, they became adept merchants and soon were carefully scrutinizing all galactic transactions. Now they have begun to parlay their economic foundation into Cosmic control.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: As a main player, before alliances are declared, you may draw one card at random from your opponent's hand and add it to your hand. You must then give your opponent one card of your choice (even the card you just drew) in return.

Super: You may use your power to trade hands with any player, not just your opponent.



TRIPLER [M:FFG] Low Cards Triple, High Cards 1/3 Fantasy Flight

You have the power of Thrice. As a main player, after you reveal an attack card, use this power to adjust its value. If the card's value is 10 or less, triple its value. If the card's value is more than 10, divide its value by three (rounded up).

History: Millennia of obsessive racing and betting has given the Triplers a knack for making something out of nothing. The unfortunate downside of such flimflammery is that they have become equally prone to making nothing out of something. The Triplers now wish to redefine the Universe as an opportunity for their final race, forcing all other beings to bet everything they have on one final mad dash across the Cosmos.

Notes: The recommended experience level for this power is Expert. This is a Combat type power.

Wild: As a main player, after your opponent reveals an attack card or 15 or higher, you may divide that attack card's value by 3 (rounding up) before any other effects are applied.

Super: When you use your power, you may triple the value of any attack cards that are 13 or less instead of 10 or less.



VACUUM [M:FFG] Takes Other Ships to Warp Fantasy Flight

You have the power of Catharsis. Whenever you lose ships to the warp, use this power to take along up to an equal number of other ships. You specify which players must lose them, and how many each player must lose. The targeted players decide which colony or colonies the ships are taken from. Ships lost to the Vacuum this way are in addition to any ships normally lost in an encounter.

History: Suffering from severe necrophobia, the panicky Vacuum clings to others in a desperate attempt to save itself from the warp. Succeeding only in dragging innocent bystanders along, it takes solace in not going to its doom alone.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: For each main player other than you who reveals an attack card, you may retrieve one ship from the warp.

Super: You may choose which opposing ships are lost to the warp when using your power.



VIRUS [M:FFG] Multiplies in Attack Fantasy Flight

You have the power to Multiply. As a main player, after you reveal an attack card in an encounter, use this power to multiply the number of ships you have in the encounter times the value of your card instead of adding. Your allies' ships are still added to your total as usual.

History: Able to multiply rapidly in the presence of other life forms, the Virus soon overwhelmed its own planets and now waits for opportunities to proliferate throughout the Universe.

Notes: The recommended experience level for this power is Expert. This is a Combat type power.

Wild: As a main player you may multiply the number of ships you have in the encounter by the number of ships allied with you instead of adding them.

Super: You may multiply the total of all ships on your side by your attack card when using your power, not just your own.



VOID [M:FFG] Eradicates Opponents' Ships Fantasy Flight

You have the power to Eradicate. As a main player, when you win an encounter, use this power to remove the losing side's ships from the game rather than sending them to the warp. A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game. Any eradicated ships that would reduce a player below this number are sent to the warp as normal.

History: Taught from vortexhood that no other intelligent life existed, the Voids were deeply offended to learn of alien races. They are now on a holy campaign to cleanse the heavens of all gross, material beings.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: Once per encounter, you may send one of your ships not in the encounter to the warp to cancel the effect of any one artifact card. The artifact card is discarded as normal.

Super: You may use your power as an ally.



VULCH [M:FFG] Collects Discarded Artifacts Fantasy Flight

You have the power to Salvage. Whenever any other player discards an artifact card (whether after playing it or not), use this power to add the artifact to your hand. Any artifact cards you play are discarded as normal and cannot be salvaged.

If you draw a new hand, you keep your old artifacts after revealing them, then draw eight new cards in addition to the artifacts.

History: Originally developing as a structured, bureaucratic race, only the Vulches who were most able to grasp new opportunities rose to the top. Over millions of years, this inbred scavenging talent flourished and spread throughout the race. Now, Vulches are prepared to use the discarded refuse of others to achieve their goal of universal supremacy.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: If you win an encounter (or make a deal) as a main player, your opponent gives you his hand one card at a time. Discard each card until you get one you want. You put that card in your hand and your opponent keeps what's left, if any.

Super: You may use your power to collect any discarded flares as well as artifacts.



WARPISH [M:FFG] Adds Ships in Warp to Total Fantasy Flight

You have the power of Necromancy. As a main player, after you reveal an attack card in an encounter, use this power to add 1 to your total for each ship (yours or otherwise) in the warp.

History: Born of the slime and unpalatable scum in the most repulsive bars on dying planets, the Warpish seeks the pall of miserable places. Now it has found comfort in the despairing ambiance of the Cosmic warp.

Notes: The recommended experience level for this power is Expert. This is a Combat type power.

Wild: As a main player, after cards are revealed, you may add 1 to your side's total for each ship you have in the warp.

Super: As a main player, after cards are revealed, you may force your opponent to subtract 1 from his side's total for every ship he has in the warp.



WARRIOR [M:FFG] Adds Experience Points Fantasy Flight

You have the power of Mastery. Add one token to this sheet each time you win an encounter (or make a deal), and two tokens each time you lose (or fail to deal). In either case, add one extra token if playing with four planets per player.

As a main player, after you reveal an attack card in an encounter, use this power to add 1 to your total for each token you have on this sheet. Tokens are not discarded from this sheet after doing so.

History: Once considered ferocious but dull-witted by more "enlightened" races, the Warrior clans were bred as fighting stock for the petty squabbles of their lords. Throughout the ages, however, they have learned the value of both defeat and victory. This wisdom gives them mastery over those who would sneer at their potential.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: When you are the defense, immediately after the encounter is over, you may encounter the offense in his or her home system. After your encounter, the normal order of play continues where it left off.

Super: You may use your power to add your tokens to your side's total even as an ally.



WILL [M:FFG] Not Controlled by Destiny Fantasy Flight

You have the power of Choice. As the offense, after you draw from the destiny deck, use this power to encounter any alien on any planet of your choice instead of encountering the alien mandated by the drawn destiny card (for example, you could choose to encounter the Virus' ships on the Mind's planet, even if you were actually directed to have an encounter with the Oracle by the destiny card). Any other effects caused by the drawn destiny card still take place as usual.

History: Arising on a cold and barren asteroid, the Wills gave no thought to legal niceties in their relentless struggle to capture the faint rays of a dying star. Unfairly charged with preying upon the weak, they wish only to find locations in which they may spread their solar membranes, unopposed.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: As the offense, when you draw a player's color from the destiny deck, you may have an encounter with that player in any system, not just his or her home system.

Super: You may look at any one other player's hand before deciding who to encounter.



ZOMBIE [M:FFG] Never Goes to Warp Fantasy Flight

You have the power of Immortality. Whenever you should lose ships to the warp, use this power to instead return them to any of your colonies and keep using them.

In addition, you may free any player's ships from the warp (back to any colonies he or she has) as part of a deal.

History: Shadowy forms on a dark and murky world, Zombies prized all sources of energy. They could flourish only by careful recycling of their own kind. Living on decomposed organic matter, they abhor the needless waste of war and have developed effective techniques to make sure their numbers will not be reduced.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: Each time you lose ships to the warp, you may prevent one of your ships from going to the warp, instead returning it to one of your colonies.

Super: Each player who allies with you during an encounter may retrieve one ship from the warp (if any) and place it in the encounter. This ship does not count towards a player's normal limit of four ships in an encounter.

Displayed 70 powers.