The Amazing Alien Database
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ANCIENTS [O:rec.c] KEEPS OWN FLARES Gerald Katz
You have the power of Eon. You need not discard any wild flare that you play. You may instead keep it to use in another challenge. However, the following flares follow the immortal words of use once and discard : Aristocrat, Darwin, Demon, Disease, Doppelganger, Dragon, Fate, Filth, Immigrant, Insect, Magnet, Praw, Replicant, Serpent, Vacuum, Vampire, Void, Wabbit.
History: Eons ago, an alien power dominated the universe during an old Cosmic Encounter. After millennia of rule, they retired to the West End. Out of nostalgia for their history, they have returned to reconquer the universe only to find the universe once again at war. While the Ancient ones recognize some old foes, they are also met with new ones, and even though the rules of war have changed, their retention of the old ways will surely mean their ultimate victory.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: You may keep any one flare you play for use in another challenge unless it was zapped.
Super1: You may keep all non-challenge cards you play for use in another challenge.
Pro: No Wild Flare for you is "Use once and discard".
Con: Flares Ancients plays that he can keep are instead set aside.
They return to his hand when he gets a new hand. They do not count in
terms of the number of cards he receives.
AQUARIUS [O:GK] Everyone Is Happy Gerald Katz (Astrology)
You have the power of dawning. Whenever you are a main player, any token of
any player that would be lost to the Warp, out of game, or another player's
control instead return to one of its owner's bases. No player can lose cards
except by normal play of a card or getting a new hand. A challenge is carried
out as normal, but you and your opponent may try to make a normal deal first
anytime before allies are invited. A deal ends the challenge. A failed deal
simply means the challenge continues, but you have + or -5 to your challenge
total.
History: Aliens anxiously await the arrival of the Aquarius on the scene for
they know that the Age Of Aquarius brings enlightenment, prosperity, and good
health upon all. The Aquarius enjoy the enlightenment they bring. Cosmic
rule will ensure it.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: All players may: return all their tokens from the warp to bases, take two
cards from the Challenge Deck, discard any card, and/or take a Flare from the
unused Flare Deck.
Super1: As an ally in the challenge, you and the main players may try to make a
three-way deal. A successful deal ends the challenge. A failed deal means the
challenge continues normally, but you cannot lose your tokens if your side
loses. They return to bases.
Pro: Your deal attempt may include non-main players. A player can gain more
than one base but only one base from each individual.
Con: A failed deal ends the challenge if Aquarius is offensive player.
ARACHNID [M:Archi] TRAPS LOSING TOKENS Gerald Katz
You have the power of entrapment. As main player, whenever you win the
challenge, all losing tokens are trapped on the base with you. They do
not
count as a base for their owners and do not have their owners' powers.
Other
players may not move them. However, each trapped token will add one to
your
challenge total when you are attacked on that base. If you lose the base
or
this power, trapped tokens go to the Warp.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Whenever you share a base with other players, your tokens devour
theirs.
Place them under your tokens. They do not have their owners' powers
and do
not help you in a challenge. They may only be released in the Warp
when
when your tokens go to the Warp.
Super: Whenever you share a base with other players, those tokens are
now entrapped as well.
ARCHAEOLOGIST [M:GK:L] BASES PROVIDE EXTRA INCOME Gerald Katz (Lucre)
You have the power of discovery. When you collect Lucre for income, you
receive three Lucre plus two Lucre for each home base you have and one Lucre
for each foreign base you have. When other players collect Lucre for
income,
they must pay you two Lucre for every base they have in your system else
lose
the base. Tokens return to other of owners bases.
History: The Archeologists are able to dig up the ruins of other
civilizations
to learn from them. However, they have also learned that many an alien are
willing to pay for the various old relics that they find. Who are the
Archeologists to deny others their quest for knowledge? They really
(snicker)
aren't in it for the money, after all.
Restriction: Use Only In A Game With Lucre.
Timing:
Phase 1
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: When you collect Lucre for income, each foreign base you have adds 1
Lucre, including moons.
Super1: As soon as you get this card, collect 1 Lucre for every token you
have
not in the warp, out of the game, or held by other players.
Pro: When you collect Lucre for income, players must pay you 4 Lucre
per base else return their tokens to other of their bases.
Con: You do not have to pay Archaeologist to keep bases in his system.
ATOM [M:rec.c] Edicts And Flares Add To Challenge Gerald Katz
You have the power to explode. As main player, after challenge cards are revealed, for every Edict you discard from your hand, add 5. For every Flare that you discard, add 10. You may not also play the Edict or Flare. You may use this power when opposing Cripple.
History: After millennia of nuclear warfare, the Atoms have become quite radioactive. Now even their most conventional of weapons can be used to ensure mass destruction.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As main player, after Challenge Cards are revealed, you may discard
Compromise Cards from your regular hand to add one to your total per card.
Super1: After using your Edicts and Flares as per your power, you need not
discard them.
Pro: As main player, if possible, you may use the Edicts and Flares you explode
as they would normally be used. Edicts and Flares you played earlier in the
challenge count as per your power as well.
Con: As main player against Atom, he may only use his power before Challenge
Cards are selected.
BEGGAR [O:GK:L] USES OTHER PLAYERS' LUCRE Gerald Katz (Lucre)
You have the power to panhandle. You start off the game with no lucre and
do
not receive any during the game. However, when you are required or have an
opportunity to spend lucre because of a card, moon, another person's power
etc., you ask another player to pay for you, which he must. If no player
has
enough lucre, what ever you need the lucre for is free. If for some reason
you
receive lucre during the game, you must immediately spend it. Any left over
is
saved until you can buy something, which you must.
History: An alien battle over the Beggars world almost completely destroyed
their planet. Left in utter destitution with no hope for an economy, the
Beggars have no choice but to ask for handouts from others. Unfortunately,
the
Beggar's do not have the wisdom to save what little they receive. Only by
cosmic rule will the Beggars finally have financial security.
Restriction: Use only in a game with Lucre.
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: As main player, you may prevent your opponent from spending any Lucre
unless he's forced to.
Super1: As main player, you may ask any one player for all his Lucre which he
must give you.
Pro: On your turn, you need not spend all your Lucre.
Con: Beggar may not choose you to pay for him. If necessary, Beggar
can get the item in question for free as per his power.
BERMUDA [B:rec.c] Tokens Temporarily Lost Gerald Katz
You have the power to disappear. When no tokens are off board because of this
power in a challenge, after alliances have been established, you may move all
tokens from the cone and set them off board. The challenge ends. The offensive
player may make a second challenge if applicable. Then, for all future
challenges, after alliances are committed, you may move all tokens from the
cone to set off board, and all tokens previously set off board return to the
cone on the same side of the cone as previously. The current destiny card
determines if the cone is reversed or not. Current main players remain as such,
but alliances may change due to token placements. It is permissible for the
offensive player to have 0 tokens on the cone and/or a current main player be
allied against or with himself. For your tokens on the cone, if they are on
the opposing side than intended for this challenge, you may keep them there or
return to your original side as you desire. The challenge continues. If you
lose this power due to lack of home bases or power card, tokens off board from
this power go to the warp.
History: The hyperspace cone has long been manipulated by aliens as a tool for
their conquests. Little did they know that yet another alien race created it
and now manipulate it for their own conquests.
Restriction: Do Not Use In Games With Delegator, Decoy, or Hydra.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: When you get a new hand, set aside all other cards currently in your hand
out of play. When you then get another new hand, those cards are added to it.
You may play this card after a Hand Zap, and this card can only be zapped as it
is played.
Super1: When you take the tokens off the cone yours return to bases, and the
others go to the warp.
Pro: The defensive player's tokens disappear as well and will reappear as
defensive allies, even if you no longer have this card.
Con: Before Bermuda decides to make the tokens disappear, show him this card.
His tokens on the cone cannot switch sides when they reappear, even if you
don't have this card.
BUCK [M:rec.c] Tokens Come Back Later Gerald Katz
You have the power of the future. Whenever you lose tokens to the Warp, instead, set them aside and out of play. Write down the number of tokens you lost, from where you lost them, and the order in which you lost them compared to later tokens you may lose. For all such tokens, whenever a special destiny or comet is flipped in the destiny pile including Power Rewop or Power Outage, return those tokens that were gone the longest to exactly where they were before they had to go to the Warp. If they return to the cone, they effect the challenge for the appropriate side they are on. You may still ally normally on either side. If they were offensive tokens, they become offensive allies unless you re the offensive player when they return. Tokens that would return to a moon occupied by another player return to your bases instead. However, if they return to an empty moon, that moon's effect takes place again. You can only be zapped at the time tokens would go off board, not upon returning. If for some reason you do not have your power, lost tokens go to the Warp as normal but returning tokens still appear where they were lost.
History: The Bucks have an uncanny ability to avoid the dreaded Warp. They lose their way. The only thing they can do is go home, not realizing that a long time has passed and are now in their future. They don't know what to expect upon their return. They might even hurt their descendants, but at least they ll be there to pick up the pieces and return home to a hero's welcome.
Restriction: Do Not Use With Fate Or Serling
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: You may look through the challenge deck and name a specific card
you see. Should any other player get that card, he must give it to
you. This Flare can only be zapped as it is played, not when you get
your named card. This is a "Use once and discard" Flare for Ancients.
Super1: When a Special Destiny or Comet is flipped, you may return all
your tokens.
Pro: You may return tokens out of play when your color is flipped in
destiny.
Con: If Buck loses his power due to lack of home bases or power card,
all of his tokens out of play due to his power go into the Warp.
BUREAUCRAT [M:rec.c] Enforces The Rules Gerald Katz
You have the power of red tape. Whenever another player breaks a rule he is not entitled to, you put any one of his tokens into the Warp. Some common illegal rule breaks are: not putting tokens into the cone before pointing it at planet to be challenged, defensive player asks for allies first, token retrieved from Warp is placed on the cone not a base, forgetting to return tokens to bases or discarding played cards, etc.
History: Bureaucrats always have a conniption fit whenever people don't follow the most simplest of procedures because it always leads to confusion and delay. Once everyone follows the Bureaucratic way, then there will be happiness, and it will be mandatory!
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: As offensive player, if you won your first challenge but have no
Challenge Cards, you may get a new hand and have your second
challenge.
Super1: The offending player loses three tokens of your choice to the
Warp.
Pro: Other players must lose a token of their choice to the Warp when
they use their power. They only have to lose one token regardless of
the number of times they use their power during a challenge.
Con: You choose the token you lose when you break a rule you shouldn't
have.
BUSH [O:GK] SEES THE LIGHT Gerald Katz (Presidential Encounter)
You have the power of new world order. Every 1,000 seconds (16 minutes) of game time, you may do one of the following: take 15 Lucre from the bank, return all your tokens from the warp to bases, take 4 cards from the deck, take a Flare from the unused Flare deck, re-establish a home planetary base, occupy any one empty moon, or pause the current challenge and take one.
History: The Bushes foresee greatness in the years to come. While they claim it is for all, their enemies are quick to point out the truth. Nevertheless, the Bushes refer to their children as proof of the riches anyone can receive.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: When you have to give cards, tokens, and/or Lucre to another player, play this card. You no longer have to do so at no penalty to you.
Super1: At the 1,000 second mark you may instead gain a foreign base of your choice.
Pro: You get any or all your options when using your power.
Con: You choose which option the Bush player gets.
CANARY [M:rec.c] Commits Tokens Later Gerald Katz
You have the power of timidity. Whenever you put tokens onto the cone, only put in one token. When challenge cards are revealed, evaluate challenge totals normally. You may then put up to three more tokens into the cone and reevaluate challenge totals. You need not put in the extra three tokens at once. You may put in one and wait to see if anyone is going to play a Flare, for example. When all players have declared they will not play any more cards, you may put into the cone any of the extra tokens you have left. At this point, no other player may play any cards unless it is to stop you from using this power until the challenge is concluded.
History: The Canaries are an extremely terrified race. While they must be brave enough to encounter the vast dangers of the cosmos, they prefer to test the waters before finally committing themselves to take action. They'll only feel completely safe when they are in total control.
Restriction: Do Not Use With Crystal
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: As offensive player, before cards are played, you may chicken
out. All tokens return to bases and your turn ends.
Super1: You may return your tokens to your bases from the cone even if
another player has a lien upon them for some reason.
Pro: As defensive player, you may move all of your tokens from the
attacked base to another of your bases. The base is still considered
yours for all reasons. When Challenge Cards are revealed, you may
return up to an equal number of tokens.
Con: Canary must announce how many tokens he will risk. When Challenge
Cards are revealed, either he enters the cone with that number or none
at all.
CARTEL [B:GK] Changes Lucre Rules Gerald Katz (Lucre)
You have the power of monopoly. If the game does not use Lucre you receive
Lucre and can spend it normally anyway. If the game does use Lucre, while you
go by Mayfair rules normally, all other players go by Eon rules. That is, they
start the game with 4 Lucre and only receive 1 Lucre at the start of their
turn. They only have Eon rules Lucre purchase options. Their Lucre will add
to their challenges unless you are a main player, in which case the Lucre is
not added. For the other players, all Lucre prices for powers, cards, or Moons
are 1 Lucre. You go by the normal Mayfair price. If you lose your power other
players multiply their Lucre by 3. When you get your power back, they divide
their Lucre by 3. If a player can use your power he does the same with his
Lucre.
History: The Cartel have cornered the market on all economic transactions.
With full economic control, they now seek full political and military control.
Restriction: Do Not Use With Archeologist, Economist, Gates, Gnome, Lawyer, Merchant, Or
Midas.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When you must get a new hand you may keep all other cards currently in
your hand. This is a "Use once and discard" Flare for Ancients.
Super1: As main player you may add your Lucre to your challenge total, and your
opponent does the same with his Lucre for his challenge total. The loser does
not lose his Lucre.
Pro: If the game uses Lucre, prices for powers, cards, and Moons for other
players go by Mayfair prices; otherwise, as main player add 1/3 your Lucre to
your challenge total without fear of loss.
Con: While this card is in effect Cartel divides his Lucre by 3 and goes by Eon
Lucre rules. However, he can buy Flares or discard cards for 1 Lucre each.
Lucre is added to challenges by Eon rules for Cartel as main player and his
opponent. When this car
CARTER [M:GK] Players Overextend Gerald Katz (Presidential Encounter)
You have the power of over-confidence. As main player or ally, all
other players involved in the challenge must commit 4 tokens in the
challenge. Players who committed less tokens before you must put more
tokens onto the cone. A defender with less than four tokens moves
tokens to the attacked base from his other bases. Main players must
play a Kicker if they have one (you are not forced), and all players
involved in the challenge, except you, must play all Reinforcements
they have. This power only affects original Reinforcement and Kicker
Cards.
History: The Carters profess to have great strength and demand great
strength from all. As others over estimate their own abilities, when
the carnage dies down the Carters shall deny their blame and be more
than willing to build dwellings for their conquered subjects.
Restriction: Do Not Use In Games With Crystal Or Monolith
Wild1: As main player, Challenge Cards are not played. Challenge
totals will be computed as if both you and your opponent played Attack
0's.
Super1: As main player, you may have your allies not be bound by your
power.
Pro: Other players must commit 6 tokens.
Con: Carter's power is now voluntary. If the Carter player invokes
it, he is bound by it as well.
CENTAUR [M:rec.c] Cannot Be Targeted Gerald Katz
You have the power of flanking. When another player plays an Edict,
Flare, or invokes his power that requires a target, you cannot be
targeted. The play of the card or power cannot affect you as player,
your cards, tokens, Lucre, or bases. You are affected by cards or
powers that affect all players and mandatory powers.
History: The swift Centaurs easily dodge out of the way of those who
intend to harm them. They then charge into battle knowing they cannot
be stopped.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: Cancel the effect of any Edict or Wild Flare. The card gets
discarded. This is a "Use once and discard" Flare for Ancients.
Wild: Choose Flares or Edicts. You are immune to those cards played
by other players except for canceling this Flare.
Super1: You are immune to effects that affect all players.
Pro: Your power(s) cannot be targeted. This card is vulnerable to
Pulsar Zap.
Con: Centaur cannot play cards that target himself or his game
resources.
CHAMELEON [M:rec.c] Changes Colors Of Tokens Gerald Katz
You have the power of camouflage. Whenever you are attacked on a planet where you share a base with other players, including offensive player, or in your home system even if you're attacked where you have no tokens, all other tokens change to your color. You then defend all tokens normally. Players whose tokens you defend may not ally voluntarily, except Parasite as per his power. However, their tokens retain any special characteristics. Ex: Macron tokens are still worth 4. If you lose the challenge, all defensive tokens go to the Warp. If you win, owner's of other tokens do not receive any rewards. If you fail to deal, you lose 3 of your own tokens.
History: The Chameleons, at the bottom of the food chain, developed the ability to hide in natural surroundings for survival. Since their enemies could not find them, their numbers grew until they overpowered their foes. Paranoid to the core, the Chameleons now hide among the Cosmos, waiting for their new enemies to destroy each other.
Restriction: Do Not Use With Reverse System Hexes
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild1: If your color is flipped in the destiny pile, you may change it to another.
Super1: As a winning defensive ally (offensive ally on reverse cone),
all tokens on your side of the cone change to your color and are
treated as your tokens until end of turn. You get the rewards for
each token.
Pro: You may ask to ally players whose tokens changed to your color.
If you fail to deal, you may lose tokens that changed to your color.
Con: In any challenge where Chameleon changes your tokens to his
color, if you are not the offensive player, you may ally normally, and
your changed tokens allow you defensive rewards if applicable.
CLERGYMAN [O:rec.c] Gains Card For Losing Gerald Katz
You have the power of prayer. As main player, if you lose the challenge, you may name a specific card. Look through the deck. If you see that card, you may take it.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: When someone wins the game, you may wish the game to continue.
Everyone gets one turn. If the original winner still wins, the game
is over. If there is a new winner, you may play this card again. If
there is no winner, the game continues as normal.
Super: As main player, instead of your normal power, you may pray for
a specific card before challenge cards are played.
Pro: You may pray for a flare from the unused flare deck.
Con: Clergyman may only pray for a challenge card.
CLINTON [O:GK] GAINS FROM DISTRACTIONS Gerald Katz (Presidential Encounter)
You have the power to wag the dog. During game play, if another player takes an interest in something that has nothing to do with the game, you take the top Flare from the unused Flare deck for your hand. If it is a �bad� Flare discard it and draw again. If the game is �put on hold� because of another player, to be resumed at a later time, gain a base anywhere. If players just want to end the game or the game ends up not being finished after being �put on hold�, you win the game, despite Schizoid. Eating snacks currently at the game table is considered part of the game. Stopping the game to ask a non-playing person a rules question does not get you a base.
History: The Clintons are a lying, conniving race who abuse their power for personal gain. With droopy eyes and pouted lips, their charismatic charms divert the attentions of their enemies. As others are concerned by �more important matters�, the Clintons enrich themselves and get away with it.
Timing:
Play at any time
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: As a losing main player who had allies in the challenge, your tokens are not considered lost. You return them to bases.
Super1: Take three Flares instead of one from the unused Flare deck through your power.
Pro: If another player leaves the game table you may look through his hand and take one card, have him lose a base (tokens go to other of his bases), and take 1/3 of his Lucre.
Con: Instead of drawing a Flare, Clinton takes 3 cards from the deck through his power. Instead of gaining a base, he draws 2 Flares through his power.
CLOWN [M:rec.c] Destiny Determines Offensive Player Gerald Katz
You have the power to fool. Instead of the destiny pile determining the defensive system, it determines the offensive player who attacks the player whose turn it is in his own system. Clown does not come into play on wild cone or special destiny cards. On your turn, the destiny pile determines the defensive system as normal.
History: Laughter is the best medicine, and the Clowns excel at it. Adept at the practical joke, the Clowns easily turn the tables on everyone. As everyone laughs at the Clowns antics, some begin to wonder why they feel they just got hit in the face with a pie.
Restriction: Do not use with Machine or Pod
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: After agreeing to a deal, you need not fulfill your part of the
bargain. You do not lose tokens.
Super1: On your turn, if you draw your own color in destiny, engaging
in a challenge in your own system by normal rules does not count
against the number of challenges you may have. For the rest of your
turn, you may get a new hand if out of Challenge Cards to continue the
turn.
Pro: Your power works for Wild Cone and Special Destiny Cards.
Whomever would normally be determined the defensive player becomes the
offensive player as per your power.
Con: The destiny pile determines the defensive system as normal.
However, if Clown is to be the defensive player, he becomes the
offensive player instead as per his power.
CONSERVATIVE [O:rec.c] Other Players Have No Choice Gerald Katz
You have the power of choice. When other players play an Edict or
Wild Flare which requires a choice of target or effect, you make the
decision unless it is to stop you from using this power.
History: The Conservatives do not like change. When new ideas
develop, they adapt as they can but prefer to maintain the status quo
as possible. They let individuals do as they please, but when they
infringe upon others, the Conservatives step in to put things right.
Restriction: Do Not Use With It or Paladin
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: When a player plays a game effect and chooses you and/or your
game resources, he must choose another player instead.
Super1: When Challenge Cards are played both main players show you
their Challenge Cards, and you choose the cards they will play.
Pro: When another player has to make a choice concerning his power,
you make the choice. Another player can play a Pulsar Zap against this
card despite your power.
Con: When Conservative chooses a target for another player's Edict or
Wild Flare, he cannot target you.
CONTINUUM [M:rec.c] Settles Game Play Disputes Gerald Katz
You have the power of arbitration. This is an extra power a randomly selected player receives at game set up. Whenever there is a disagreement among the players concerning game play, even if you re involved, you make the final decision for the solution. If zapped, all players must vote but you still break ties. This power is not effected by the number of home bases a player has. In any case, after the decision has been made, give this power to the player who lost out on the decision. If you decide against yourself, you keep this power. If Silenced, the player may still speak but only to use this power.
History: Tired of the silly arguments of inferior races, the Continuum take it upon themselves to determine the rules of conduct for all.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may take the Continuum to be your power.
Super1: You may keep the Continuum power after announcing your decision.
Pro: You may purposely break an established rule when making your
decision.
Con: If the Continuum player is a participant of the argument, the
solution is settled by vote.
CRIPPLE [M:MS] Opponents Cannot Use Flares or Edicts Gerald Katz
You have the power to handicap. As main player, your opponent may not
use any Edicts, Flares, Kickers, or Reinforcements except to stop you
from using this power.
History: A genetic disease rare among the Cosmos had nevertheless infected the Cripples. Horribly malfigured, aliens have no choice but have pity and do not have the courage to take advantage of them. The Cripples hate this pity, but they ll show everyone they re just as capable as they are. In fact, they re better!
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, you may prevent your opponent from using one of
his powers.
Super1: As main player or ally, your main player opponent may not play
any Edicts, Flares, Reinforcements, or Kickers nor use his powers.
Pro: Your opponent's allies may also not play any Edicts, Flares, or
Reinforcements.
Con: You may play Kickers and Reinforcements as main player against
Cripple.
DARWIN [O:rec.c] Uses Flares As Powers Gerald Katz
You have the power of evolution. At game set up, there will be 30 Flares put into the deck. When you get a Wild Flare, you may ignore its effects. Instead, when you play a Wild Flare, you would get to use the power that is the name of the Flare. The Flare gets discarded as normal. Flare Zaps have no effect when you play a Flare in this way. While you still must abide by any time constraints of the various powers, you need not show you have a particular Flare until you actually use it. If there is a lien on your hand, you may still play a Flare Power but only if the power is actually used. Use of this power is allowed when opposing Cripple. Under Sanity, if you decide to use this power, you may play any number of Flare Powers you want. Under Insanity, you must as possible use at least one Flare power but you need not play all of them nor use them as regular Flares. You are permitted to use a Wild Flare normally instead of using the power. Should you get a Flare whose power can't be used because of ambiguity, not allowed because of another power in the game, or has a game artifact, you may exchange it with a random Flare drawn from the unused Flare deck.
History: The Darwins believe that life forms develop from inferior predecessors. To prove their theory, they have perfected the science of advancing the evolutionary stages of alien DNA. However, the Darwins are eager to try to evolve already developed creatures. They ll just have to get volunteers from the cosmos.
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: You may use your power as if you had it's Super flare.
Super1: You may use the Super of all your flare powers.
Pro: You need not discard any Wild Flare you play as the Flare, if it
was not zapped. However, you can then only use it as a power. If the
card leaves your hand but then returns, this restriction is lifted
until used again.
Con: Darwin must discard the Flare he plays as a power.
DICE [O:rec.c] Rolls Dice In Challenges Gerald Katz
You have the power of chance. As main player, instead of playing challenge cards, you may have the challenge be determined by rolling dice. You roll three 6 sided dice and your opponent rolls two. Conclude the challenge normally. Any card, power, moon, or rule that effects challenge cards effect the dice as well. If necessary, players may write down dice rolls for future use instead of rolling where applicable. You need not get a new hand as main player when out of challenge cards.
History: The Dice have no patience to wait for defense contractors to build their weapons. Instead, the Dice mastered the theory of numerological mechanics to do the work for them. While other aliens can grasp some of the laws, the Dice's knowledge of how wearing green can win a battle gives them the advantage.
Restriction: Do not use with Freak
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: Roll a 6-sided die and take that many tokens out of the warp or cards from the deck, collectively.
Super1: You may roll four 6-sided dice. You may have dice rolls immune
to effects that deal with Challenge Cards.
Pro: You may play a Challenge Card normally. Your opponent must still
roll 2d6.
Con: Dice must get a new hand when out of Challenge Cards at the
appropriate time.
DM [O:rec.c] Chooses Power Gerald Katz
You have the power of planning. At game set up, after everyone has chosen their powers and you know what they are, you may select any power from the unused powers to be your power for the game.
History: The DMs ability to know the strengths of their enemies before battle even starts will surely mean their victory because they can then select their own strength that others cannot cope with.
Restriction: Do Not Use In games With Hidden Powers
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: When another player takes cards from the deck, you may look through it
and select the cards he receives.
Super1: You may switch your selected power for another power of your choice from
the unused powers deck.
Pro: You may change the power you selected for any other power.
Con: You may have DM get rid of the power he selected and choose another. You
may name 4 powers of which he cannot choose. You may only play this card once
per game.
DUBYA [M:rec.c] Wins Ties Gerald Katz
You have the power to squeak by. As main player, if you tie your
opponent in challenge totals, you win the challenge. If both you and
your opponent reveal Compromise Cards, you win the challenge. No deal
attempt is made. Your opponent does not collect consolation cards.
As an ally, if the main players tie in challenge totals, your side
wins the challenge. If both main players reveal Compromise Cards,
they attempt to deal as normal, but you get the base or defensive ally
rewards as appropriate as if your side won the challenge. When a vote
is taken among players and there is a tie, your side wins. If more
than one player wins the game for any reason and you are among them,
you win the game alone, superseding everything else.
History: When quagmires develop and people just cannot decide, the
Dubyas decide for them. When there is doubt and accusations of
usurpation, the Dubyas settle the matter. Such situations happen all
too often. The Dubyas' rise to power means capital punishment to all
others.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As main player, after Challenge Cards are played but before they
are revealed, if the number of tokens on your side of the challenge
equals the number of tokens on the opposing side, you win the
challenge. Challenge Cards are discarded.
Super1: You may play this effect as you lose your third home base.
Upon losing your third home base, regain all your home bases by
establishing tokens on them from other of your bases.
Pro: If your side wins the challenge by at most 5 challenge points
just after challenge cards are revealed, your side officially wins.
No card, secret moon, or hidden power can be played to affect the
outcome.
Con: Dubya must attempt to make a deal as normal in Compromise/
Compromise situations.
ECONOMIST [M:GK:L] PRICES INCREASE FOR OTHER PLAYERS Gerald Katz (Lucre)
You have the power of inflation. On each of your turns, when all players
gain
Lucre through income, they get 1 Lucre more, cumulatively. On each of your
challenges on your turn, all Lucre prices, including powers, increase by
one,
cumulatively. All other players pay the inflated prices. You may pay the
regular price as normal.
History: The Economists are masters at the art of interstellar commerce.
They
use that knowledge to direct markets for their own economic advantage.
Restriction: Use Only In A Game With Lucre.
Timing:
Phase 1
Phase 10 - Interphase
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When another player pays you Lucre for any reason, he must pay an
additional 50%, rounded up. If he doesn't have enough, he pays what he can.
Super1: You may have players' income decrease by 2 with a minimum of what the
rules normally allow.
Pro: Players' income no longer increase.
Con: You get a discount of 2 Lucre to a minimum of what normal prices
would be.
ELF [O:rec.c] Evades Challenges Gerald Katz
You have the power to evade. As defensive player, after the cone is
pointed you may declare that you will evade the challenge if you have
at least one token on the defended planet or moon. The offensive
player flips the destiny pile again to determine a new defensive
player and repoint the cone. However, you must then put one of your
tokens from the attacked planet or moon into the warp.
History: The frail Elves have learned mastery of hiding and trickery.
While one brave soldier leads the enemy on a wild goose chase, the
rest of their society escapes unharmed. From their safe havens, the
Elves will launch their final victory over the cosmos.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: You may cancel a Flare or Edict that targets you.
Super1: After you evade the offensive player's turn ends.
Pro: You may use your power before the cone is pointed. You still
must put a token in the warp, but it can be from any planet or moon.
Your color is never considered to have been flipped. The offensive
player keeps flipping the destiny pile until you are no longer the
defensive player.
Con: When not the offensive player, if Elf evades and you then become
the defensive player, you may have the offensive player flip the
destiny pile again. Your color is never considered to have been
flipped.
ENTERPRISE [M:rec.c] Controls Token Movement Gerald Katz
You have the power to transport. When any player returns tokens to bases for any reason, you decide to which bases they will go. Tokens must go to already existing bases.
History: A long time ago, the Enterprises were interested in nothing but exploring new worlds and new civilizations. However, the newest generation would only deliver people they already knew to places they've already been. However, this does leave Deep Space outposts poorly defended.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may redistribute all your tokens among your bases.
Super1: After a player has put tokens onto the cone, you return them to
where he took them from. You then select an equal number of his
tokens to put back onto the cone.
Pro: When you return other players' tokens to bases, flip them over.
They cannot be removed from their location for any reason in the next
challenge. Afterwards, they flip back and can be moved normally.
Con: When Enterprise returns your tokens to bases he must return them
to at least 2 different bases as evenly as possible.
FATE [M:rec.c] DETERMINES DESTINY Gerald Katz
You have the power of destiny. Before the game starts, after the first player has been determined, you arrange the destiny pile as you wish. You also select the special destiny cards. During the game, when the destiny pile must be reshuffled, except by Super Crystal, repeat this process. You may look through the destiny pile at any time.
History: Many an alien has bemoan his luck when enemies attack at the most inopportune time. Is it truly bad luck, or is there some sinister intelligence behind it?
Restriction: Do Not Use With Serling
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: You may remove any one destiny card from the destiny discard pile to out of the game.
Wild: You may remove any one destiny card from the destiny discard pile to out of the game.
Super1: You may reorder all the destiny cards now.
Super: You may reorder all the destiny cards now.
Pro: You may take all your destiny cards out of the destiny deck and
discards. They only get placed back when the destiny pile is
reshuffled, and you do not have this card.
Con: Fate must reorder all the destiny cards now such that you cannot
be attacked twice in a row.
FLARE [O:rec.c] Uses Flares Not In Game Gerald Katz
You have the power of flares. You may play any flare from the unused
flare deck when it says you can use it. However, once you play one,
you must discard it but not in the discard pile. These flares are not
immune to flare zaps. The flares are not considered part of your hand
except for the Loser flare which you must play. If for some reason
you get a power that makes a flare super, you may play it as a super
and not discard it.
History:
Restriction: Do Not Use In Games With Hurtz
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may use your super flare as a wild flare as well.
Super: You may use any flare in the unused flare deck as many times as
you want but only as often as they allow.
Pro: You may make deals that include flares from the unused flare
deck.
Con: When taking consolation cards from Flare, you may take some from
the unused flare deck.
FORD [O:GK:Lucre] BANKRUPTS PLAYERS Gerald Katz (Presidential Encounter)
You have the power of deadbeat. Instead of playing an Edict for its normal effect, you may cause a player to discard all of his Lucre.
History: The Fords care not for municipalities who are in dire economic turmoil. Those who call upon the Fords for assistance are blatantly and coldy
told to "drop dead".
Restriction: Use Only In A Game With Lucre
Do Not Use In Games With Midas
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As soon as this card enters your hand discard your Lucre.
Super1: You get the Lucre the player discards.
Pro: After causing a player to discard his Lucre, keep the Edict. You can only then use the Edict as is.
Con: Ford cannot cause you to discard your Lucre through his power.
GALACTICA [M:rec.c] Tries To Get Back Home Bases Gerald Katz
You have the power to go home. At game set up, take 5 moons and place them over any 5 bases in other players home system and place 4 tokens on each. These are not moons. They are treated as bases in every way. Therefore, you are sharing the bases with other players. These bases are considered your home bases in terms of collecting Lucre, being able to use your power, and any card that specifies home bases. As offensive player, if you draw your system color, proceed as any other player normally would when drawing your own color. Upon drawing another player's color, if you have a home base there but had lost it, you may challenge the defensive player there to get it back or instead, challenge him on a planet in his system as in a regular challenge. When another player draws his own color in destiny and you have a home base there, he may attack you as normal. If he draws your system color, again he attacks you as normal. However, if you win the challenge, you may establish a base on any planet in your home color system. You have two ways of winning the game. Either gain 5 foreign bases where your original home bases do not count, subject to Schizoid, or have all 5 of your home color system bases, not subject to Schizoid. You have use of your power by having at least 3 home bases of either your originals and/or home color system. If the Wild Void Flare is used on a planet in your home color system, you may still win the game by having bases on the other four planets. You cannot be reincarnated.
History: Eons ago, the Galacticas home world was destroyed, forcing them to live among others in the cosmos. However, their legends tell of a lost tribe who left for the stars long before then. They hope to one day reunite with that lost tribe for surely they ll have the power to ensure no one can harm them again.
Restriction: Do Not Use With Changeling, Insect, Link, Plant. Or Reverse System Hexes
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may release all your tokens from the warp and return them to bases.
Super1: You may establish a base in your home color system.
Pro: If you win as defensive player at a home base in another player's
system, establish a home base in your color system.
Con: At your discretion, Galactica may only win the game by
establishing all bases in his home color system or establishing 5
foreign bases.
GATES [M:GK:L] EMPOWERS POWERS Gerald Katz (Lucre)
You have the power of ownership. In order for another player to use his power, he must pay you 2 Lucre. Once paid, he can use his power freely for the rest of the challenge. In multi-power games, it only costs 1 Lucre per extra power. A player pays when he would normally have used his power. A player who does not pay cannot use his power, even if mandatory. If Terrorist does not pay when a bomb goes off, it fizzles. Players whose power requires another player have use of his power no longer need that requirement if they pay you.
History: The Cosmic War is over before it begins. The Gates already control the universe. They publicly deny their power until they purge a small group of competitors.
Restriction: Do Not Use In Games With Beggar, Filth or Schizoid
Use Only In Games With Lucre
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild1: If you do not have your power due to lack of home bases, establish a number of home bases to get your power back.
Super1: You may demand your payment even before a player would normally use his power. The player must decide now to pay or not.
Pro: It now costs 4 Lucre to use powers and 2 Lucre per extra power.
Con: Your payment to Gates is good for two challenges, not necessarily consecutive.
GATHERER [O:rec.c] CYCLES AND GATHERS CARDS Gerald Katz
You have the power to cycle. At the end of your turn, you may declare a type of non-Challenge Card to be cycled out of play. No player may use such cards until the end of your next turn when it is cycled in. You may then choose a
different non-Challenge Card. You may not repeat a type of card until you go through the entire list, in any order. The type of cards are: Reinforcements, Edicts, Flares, and Kickers. In addition, in between turns you may trade cards
from your hand with other players. You announce what you have and what you want. You can be as general or specific as you want. Some examples: "I will trade an Edict for a Flare."; "I will trade an Attack Card above 15 for a Wild Flare with a phase 8 effect."; "I will trade a Kicker x3 for the Attack 40." Any other player may accept the trade. A player may make a counter offer but may not initiate any offers.
History: The Gatherers are in great demand for the resources they need to win what they call "The Type Cosmic Tournament". They are willing to offer something in exchange, but only they know what is treasure and what it useless
garbage.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: Look through the challenge deck and select any three cards. These cards are "too powerful" and banned from the game. Remove them from the deck. This is a "Use once and discard" Flare for Ancients.
Super1: At the end of your turn you may cycle out Compromise Cards. Players without Attack Cards are considered to have no Challenge Cards.
Pro: You may play the non-Challenge Card type that is otherwise cycled out for other players.
Con: Gatherer may only make offers for cards with you.
GITH [M:GK] Warp Counts As A Base Gerald Katz
You have the power of limbo. When you have tokens in the Warp, it counts as a base towards the win. You must have tokens in the warp to win the game. You may only move tokens into and out of the warp as any player normally would. Other players may challenge your Warp tokens on any Wild Destiny or the Warp Challenge Special Destiny, ignoring its directions. If you win the challenge, proceed as if you won defensively on a regular base. If you lose the challenge, your opponent and his allies get a base anywhere in your system, and all your tokens are released from the Warp. Return them to bases.
History: The Gith know that everyone winds up in the warp. They utilize this eventuality by preparing the warp as their headquarters for universal domination.
Notes: The recommended experience level for this power is Advanced. This is a Alternate Win type power.
Wild1: When your color comes up in the destiny pile, you may have the
offensive player attack your Warp tokens. If you win, release them
from the Warp. If you lose, your opponent gets a base in your system.
Super1: If you have at least 10 tokens in the Warp, it counts as two
bases for the win.
Pro: You may move your tokens in and out of the Warp as if it were a
regular base.
Con: Gith must have tokens in the Warp as a base to win the game. At
the start of his turn, you may release all his tokens from the Warp.
GLUE [M:rec.c] Moves Other Players Tokens Gerald Katz
You have the power to stick. From any place where you move tokens where other players have tokens, you must take with you as possible one player's token for each token you move. Different tokens may stick to different players tokens. If it causes a player to be an ally, he must despite Force Field or Magnet. Players may add tokens normally in a challenge, even for the opposing side. You may force a player to ally against himself. You cannot stick to Filth.
History: The Glues fear isolation. Through out their lives each Glue has someone to be with. When they learned space travel, they saw how all the worlds were far from each other. The Glues want to save them from their isolation by being all over the place.
Restriction: Do not use with Sting
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: For every token another player moves where you have one, you may
move up to an equal number with them. You may ally against yourself.
Super1: One of your tokens may stick to as many tokens as you want, not
necessarily of the same player.
Pro: When players move tokens from where you have tokens, you may move
an equal number with them. You do not have to play this card when you
do not want to.
Con: Glue may stick to your tokens, but he cannot have you lose a base
because of it.
HEX [M:GK] Uses A Reverse System Hex Gerald Katz (Multiple-Powers)
You have the power of advantage. At game set up, you may choose any one of the reverse system hexes to be your home system for the entire game. This power is immune to anything that would prevent you from using this power. You are immune to the Wild Schizoid Flare.
History: There is a vast region of space that defies the known laws of physics. Any alien who occupies it has a great advantage over those who live in the more common of solar systems.
Restriction: Use In Games With Multiple Powers
Do Not Use With Changeling, Gorgon, Insect, Link, Plant, Terrorist, Or
Reverse System Hexes
Timing:
Setup
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: You may use your powers regardless of the number of home bases
you have.
Super1: Your other powers are immune to loss of use for any reason this
challenge.
Pro: You may change your hex for another of your choice. All players
keep the same number of bases they have in your system. You occupy all
your home bases.
Con: You may switch Hex's system. Randomly choose two of the reverse
hexes. He picks which one to use. All players keep the same number of
bases they had in his system. Hex occupies all of his home bases. You
may only play this card once per game.
HULK [O:rec.c] Uses Compromise Cards As Kickers Gerald Katz
You have the power of muscles. As main player, you may play Compromise Cards as if they are times two Kickers. If zapped, you must discard the Compromise Card.
History: The Hulks are a peaceful race, but when angered, transform into powerful monsters destroying everything in their path.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As main player, you may play a Kicker after cards are revealed,
subject to the Kicker Zap. Your opponent may also play one at this
time.
Super1: You may have your Compromise Card be a times four Kicker when
using your power.
Pro: You may use a Reinforcement Card or an Attack Card from 1 to 5 as
a Kicker of the corresponding value.
Con: As main player against Hulk, he must use either a Flare or Edict
as a x2 Kicker instead of a Compromise Card.
HUMAN [M:rec.c] NO ALLIES OR DEALS Gerald Katz
You have the power of inferiority. Because aliens look down upon you, the following happens: You may not be asked to ally. As main player, neither you nor your opponent may ask for allies. Your opponent cannot collect consolation
cards from you except per Ethic's power. You cannot make deals with other players unless it is by a power, card, or moon. Discard all Compromise Cards that you receive.
History: After millennia of warfare, Humanity developed a world government and jump started their space program to boldly go where no man has gone before. Their lack of any nifty abilities bring scorn and laughter from the more advanced alien races. Having to explore space alone, the clever Humans will show who is the true master race.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may not use your powers. Do not discard this flare. It must be taken out of your hand by some other means.
Super1: You may be invited to ally and ask for allies yourself. Your opponent may still not ask for allies. Do not discard this flare. It must be taken out of your hand by some other means.
Pro: Draw two powers from the unused powers and pick one. You have use of that power until you lose this card. You may keep Compromise Cards, be an ally, and ask for allies only if the power requires it.
Con: Human cannot discard Compromise Cards. He can play them normally, however.
HYDRA [M:rec.c] Has Two Challenges In One Gerald Katz
You have the power of all-out attack. On your turn, you have both of your
challenges at the same time. Therefore, with the exception of collecting
Lucre, each challenge phase is duplicated and happens at the same time. For
your alliance invitations, you need not invite the same players for each
challenge nor are players who do ally obligated to ally with you on both
challenges or even with the same number of tokens. If there are two different
defenders, either may be asked to ally on the other challenge on either side.
If the defender is the same for both challenges, he need not invite the same
players for each challenge nor are players who do ally obligated to ally with
him on both challenges or even with the same number of tokens. If the defender
is the same for both challenges and has only one Challenge Card, he must get a
new hand as if out of Challenge Cards. All cards played by other players can
only affect one of the challenges of their choice. All cards you play may
affect one or both of the challenges at your discretion. Therefore, you are
permitted to play only one Challenge Card and need not get a new hand if you
only have one. If another player's power specifically mentions it can only be
used once per challenge or must be invoked, it can only affect one of the
challenges. If you have another power that can be used only once per challenge
or must be invoked, you may have it affect one or both challenges at your
discretion.
History: The multi-headed Hydras are able to battle more than one opponent at a
time. While others must split their resources, the Hydras' greater efficiency
assures them victory.
Restriction: Do Not Use With Clown Or Serling
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: As main player, you may double the value of your Attack Card before
calculating any other effects.
Super1: At the end of your turn, you may have another.
Pro: On your turn, you may have three challenges.
Con: Cards you play may affect one or both of the challenges at your
discretion.
HYPOCHONDRIAC [O:rec.c] Pretends To Be Defensive Player Gerald Katz
You have the power of false positive. When not involved in the
challenge at all for a planetary base, you may choose any base you
have where you have tokens. Play an Attack Card when the main players
play Challenge Cards. When they are revealed, if the offensive player
reveals an Attack Card, compute your challenge total as if defending
your base. If you would have defeated the offensive player, gain a
base on the challenged planet. If you would have lost against the
offensive player, lose to the Warp a number of tokens equal to the
number of tokens on your base you have chosen, selected from among
your bases. The main players conclude their challenge as normal. You
may play cards and use other powers. Calculate results as if they
took place, but they won't really take place. For example, you could
Cosmic Zap Virus if he's offensive player for this separate challenge,
but he still has his power against the real defensive player and Wild
Parasite could not be played against him. Any powers and cards the
offensive side used for the real challenge count against you for
calculating totals but also likewise won't really take effect. If the
real defensive side counters something on the offensive side, the
effect is not countered for this separate challenge. Cards you do
play are discarded. You get a new hand as normal only when you are a
real main player.
History: Millennia ago a plague devastated the Hypochondriac home
world. Though a cure was easily discovered, they are ever on the look
out for hidden dangers. Now whenever others are in trouble, the
Hypochondriacs feel they are suffering the same fate. Finding their
own "cure" for that fate will allow them to sanitize the universe.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: When another player takes consolation, you may give that player
the same number of cards of your choice from your hand, up to what you
have.
Super1: If you lose the separate challenge, you do not lose tokens.
Pro: Cards and other powers you play in the separate challenge really
affect the offensive side, thus affecting the real challenge.
Con: As offensive player not against Hypochondriac, show this card to
Hypochondriac before he decides to have his separate challenge. If he
takes it and loses, he instead loses the base he chose, tokens going
to the Warp.
ILLUMINATI [O:rec.c] Player Cheats Gerald Katz
You have the power to cheat. You may misannounce numbers of Lucre,
cards, tokens, or challenge totals to an error of +/- 100%. Catching
you in the act on challenge totals means any time before other players
move tokens in response to your misannounced total. You may lie about
the contents of your hand - allowing you to play or not play, reveal or
not reveal, a certain card or type of card (e.g. Plague, Visionary).
Catching you requires knowledge that you hold or don't hold certain
cards. In multi-power games, you may forget to use a mandatory power
or that you've invoked a power (e.g. Loser, Calculator), or that you've
used a 'use only once per challenge' power (e.g. Sniveler). Another
player can only accuse you of cheating at the moment he catches you.
You must answer truthfully when accused. If you cheated, your accuser
places two of your tokens from any one base into the Warp. The cheat
is undone. If you did not cheat, you place all tokens from one of his
bases into the Warp. If a cheat is discovered after the fact, there is
no penalty. You are also permitted to speak any "table talk" normally
prohibited as well as show cards from your hand, regardless of the
previous cheat abilities.
History: Ahem. Are you sure you are feeling all right? You mustn't be
so paranoid. There is no Illuminati. It is a figment of your
imagination. Please come this way. Ignore the men in the white coats.
This is fnord your own good. Trust me.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may look through any one game artifact, including what
another player has written.
Super1: You may take any cards, Lucre, and/or your tokens from anywhere
to places where you have tokens at any time, even when not normally
permitted. Rules of accusation apply. You only discard this card if
legitimately caught.
Pro: You are permitted to cheat in any way possible. You are not
penalized if caught after the fact.
Con: Illuminati cannot speak forbidden "table talk" nor show cards from
his hand.
KENNEDY [O:GK] PLAYS SECRET CHALLENGE CARD Gerald Katz (Presidential Encounter)
You have the power of grassy knoll. As main player or ally, you may play an
Attack Card face down in addition to the normal Challenge Card played by the
main player on your side of the challenge when Challenge Cards are played.
When Challenge Cards are revealed, you keep this Attack Card hidden.
Challenge
totals are calculated but you also determine challenge totals for the hidden
Attack Card, separate from your side's Challenge Card. If this second
challenge total would enable your side to win the challenge if the first
challenge total results in a loss, you announce as such and win the
challenge.
You do not mention by how much you win the challenge. Opposing players may
play cards to try to regain the win. You must be honest on who wins the
challenge despite any restrictions of speech (no penalty) or legal cheat
ability. The second Attack Card is subject to powers and cards for
determining
the challenge total and is discarded normally after the challenge is resolved.
History: Many battles are won and lost by the actions of a lone soldier.
However, when the Kennedies are involved, theorists insist the lone gunman had
help. The Kennedies deny any hidden assassins, but there's no questioning the
power they accumulate.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Expert. This is a Combat type power.
Wild1: Take a randomly chosen power from the unused powers but keep it hidden.
At any time during the game you may reveal the power and use it. It is then
discarded. This Flare can only be zapped as it is played.
Super1: When using your power you may play a Compromise Card. If your side
loses the challenge collect consolation cards from the opposing main player.
If zapped, receive nothing.
Pro: As main player, keep your original Challenge Card hidden if it is an
Attack Card. Whether you played a second Attack Card or not, it follows your
power.
Con: Kennedy may only use his power as an ally.
LAWYER [O:GK:L] COMPENSATED FOR LOSING TOKENS Gerald Katz (Lucre)
You have the power to sue. You may force a player to pay you one Lucre for
every token you lose to the warp, two Lucre for every token lost to another
player's control but not the Praw, and four Lucre for every token
permanently
removed from the game. If no player has enough Lucre, get the Lucre from
the
bank.
History: The Lawyers are quick to follow the injured to file a complaint
against those who caused them their injury. Their greed is such that they
now
emasculate themselves to get the quick cash.
Restriction: Use Only In A Game With Lucre.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, if you lose the challenge your opponent must pay
you 5 Lucre else you win the challenge.
Super1: When another player wins the game you may sue him for 12 Lucre.
If he cannot pay, you win instead of him.
Pro: The amount you sue for doubles.
Con: Lawyer may not sue you.
LIBERAL [O:rec.c] Controls Other Players Thoughts Gerald Katz
You have the power of political correctness. Before each turn secretly
write down a word to declare it offensive to your feelings. The word
must be a noun, verb, or adjective. For the rest of the game, any
other player who says any of the offensive words or their derivatives
must lose 2 tokens of their choice to the Warp after telling him the
offending word he uttered. Players may use alternative words even if an
offensive word is necessary for their power.
History: The Liberals place the utmost value on good self-esteem. They view it distasteful for anyone to consider themselves better than others in any way. To ensure that no one feels bad, the Liberals seek to eradicate all insensitive thoughts. Of course, all thoughts that disagree with theirs are always insensitive.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: A player who says your token color loses a token of your choice
to the Warp.
Super1: You may add one word of any part of speech to your list.
Pro: When another player wins the game, he's really just inherently
oppressive. Send all tokens from one of his foreign bases to the Warp.
Con: You only lose one token when speaking an offensive word.
LINK [O:rec.c] Uses Allies' Powers Gerald Katz
You have the power of camaraderie. As main player or ally, you may use one power of one player on your side of the challenge. Players maintain use of their own powers and timing conflict rules apply. You may use a power only available earlier in the challenge using the Insect vs. Loser rule. If linked to Changeling, you must swap this power with the opposing main player's power. If you lose the challenge when linked to Reincarnator and its incarnation, you must discard this power and get a new one.
History: Lacking their own initiative, the Links borrow ideas from their friends. They spread among the cosmos so that they can learn from everyone.
Restriction: Do Not Use With Mummy, Pod, Or Terrorist
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild1: As main player, your allies may give you any of their cards. Any you don t use return to original owners. If not given any cards, you may keep this flare.
Super1: As main player or ally, you may use one power of each player on your side of the challenge.
Pro: You may ignore the Insect vs. Loser clarification when using the linked
power.
Con: You may use your power before or after Link does at your discretion.
LUCRE [M:Archi:L] USES LUCRE AS TOKENS Gerald Katz (Lucre)
You have the power of living money. Any Lucre that you get count as
tokens in every way. Put them on your bases. You may use the Lucre
tokens as regular Lucre, including as part of your challenge total.
Whenever you lose control of the Lucre tokens, they become Lucre for
the new owner, i.e. Fungus. You control them in the Warp even if
Warpish is in the game, but Warpish may count them. If you lose this
power, retrieve all your Lucre, including the Warp, despite Super
Warpish. If you get this power back, return the Lucre to your bases. You
are immune to Crash Edicts.
History:
Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN
GAMES WITH THE PIRATE.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: At the start of your turn, you may take 1 Lucre from the bank for
every token you have in the Warp.
Super: No other player may spend their Lucre on anything.
LYNDON [M:GK] PLAYERS' ACTIONS DO NOT MATTER Gerald Katz (Presidential Encounter)
You have the power of inconsequence. As an ally in a challenge, there are two
challenge totals calculated. The first is the normal calculations for the
challenge totals. The second calculation only counts tokens, Challenge Cards,
and Kickers. Powers, Emotion Control, Moons, Reinforcements, and Flares are
ignored. Your personal win or loss for the challenge only regards the second
calculation. It is possible for you to win the challenge while others on your
side lose and vice-versa. You are affected by powers, Edicts, and Flares that
do not alter challenge totals.
History: The Lyndons look impressive, but they realize their own incompetence.
As disinterested parties in the affairs of others, they pursue their own agenda
despite all cries for the contrary from those they support.
Restriction: Do Not Use With Gambler
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Expert. This is a Combat type power.
Wild1: As main player, your opponent's allies' tokens do not count toward his
challenge total.
Super1: You may use your power as a main player.
Pro: For the second challenge calculation, you may use game effects you control
to affect the total that would normally not be effective.
Con: On the opposing side of Lyndon, only you and the Lyndon player may invoke
game effects to affect the second challenge total calculation that would
normally be ineffective.
MACRON [M:GK] Tokens Worth Three Gerald Katz (Revision)
You have the power of mass. Each of your tokens has a value of 3 when
determining challenge totals. They only count as 1 for consolation and
defensive rewards. You may put up to 4 tokens onto the cone as normal.
History: Coming from a gargantuan planet, the Macrons are accustomed to
tremendous atmospheric and gravitational forces. Power comes so naturally to
them, they scoff at the fragile intelligences they crush on their way to
universal dominance.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Rules type power. Alternate version of Macron. From Gerald Katz: "I felt that the original Macron power was weakened by only being able to place one token in the cone. That it's worth 4 is meaningless when token removal affects take place."
Wild1: As an ally or offensive player, you may put as many tokens in the cone as
you have bases, including bases in your own system.
Super1: Each of your tokens counts as three for consolation and rewards.
Pro: Your tokens are worth 5 each.
Con: Macron may only put one token onto the cone. The token is worth four.
MAFIA [O:GK:L] USES ATTACK CARDS AS LUCRE Gerald Katz (Lucre)
You have the power of business. You may use any Attack card from 1 to 7 as
Lucre. If paying to the bank, the card is discarded. If paying to a
player,
give him the card. Any change due is payed back in Lucre. You may spend
regular Lucre with the card. Using a card this way does not count as
playing a
card.
History: We are just a loving family. Family is important. We are just
humble
businessmen, but you know something? It really would be a shame if anything
bad happened to you.
Restriction: Use only in a game with Lucre.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When required to give consolation, you may instead pay your opponent
one
Lucre per card.
Super1: You may use any one positive Attack Card as Lucre.
Pro: You may use Attack 8's, 9's, and 10's as Lucre as well.
Con: When Mafia pays you Lucre he must do so in Lucre.
MAYFAIR [O:rec.c] CHANGES RULES OF GAME Gerald Katz
You have the power to change the rules. In the beginning of each challenge, you may add, remove, or change any one game rule. This rule is made public and bound by all players. The rule may not duplicate any power currently in the game nor essentially nullify such a power. Changing the number of home bases to be able to use your power is okay. Also, you may not alter any conditions in winning the game. That prerogative is for the Schizoid. You may not change card values or instructions. You may not have a player essentially automatically win a challenge or the game. The rule may not single out any one player for better or for worse. You may not repeat a rule change. The rule change only lasts until the end of the challenge.
History: When the Mayfairs came onto the cosmic scene, it brought utter disaster and chaos to the space/time continuum. Some alien races could not handle hit, being forced to change their way of thinking and doing things. One alien race even changed color! Only through a temporary truce could they stop the Mayfairs from completely ruining everything. However, while the Mayfairs have been contained, they still seek to change the universe to their reality.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may win the game with 4 foreign bases, despite Schizoid.
Super1: You may have your rule change last until the end of the game. It is in effect when ever you have use of the Mayfair power.
MERCENARY [M:GK:L] GETS PAID TO ALLY Gerald Katz (Lucre)
You have the power to be hired. When you ally in a challenge, the main
player with whom you ally must pay you 1 Lucre for each token you
commit to the challenge. As such, each of your tokens count as three
for determining challenge totals, though only one for defensive
rewards. If the main player cannot afford to pay you, collect what you
can, and you then have a lien on his Lucre. As soon as he gets Lucre,
he must pay you what he owes.
History: The Mercenaries hire themselves out to the highest bidder for they
love to fight. However, their ultimate plan is to establish such an
indispensable position in the universe so that they can turn the tables and
force their former employers to fight each other in their arenas for their
entertainment.
Restriction: Use only in a game with Lucre
Timing:
Phase 6 - Allies accept
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: You may sell any of your cards.
Wild: You may sell any of your cards.
Super1: After collecting the Lucre or card, you need not ally at all. If both
main players invited you to ally, you may ally on the other side but for
free.
Super: After collecting the Lucre or card, you need not ally at all. If both
main players invited you to ally, you may ally on the other side but for
free.
Pro: Your fee is 2 Lucre per token. As such, your tokens are worth 4
each.
Con: Mercenary's payment to ally is 2 Lucre, total. His tokens are
only worth 2 each for computing challenge totals.
MERCHANT [M:GK:L] SPENDS LESS LUCRE Gerald Katz (Lucre)
You have the power of bargains. When you spend Lucre for a fixed price,
even
to another player, you need only pay half the amount rounded up.
History: Always looking for bargains, the Merchants have excelled in being
able
to purchase items they need at the best price. Their excess cash will
certainly help in buying off the cosmos.
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may buy cards randomly from another player. Pay him 1 Lucre
per card.
Super1: One Lucre you spend counts for three times the purchase.
Pro: You may spend 2 Lucre to buy a Flare from the unused Flare deck or
3 Lucre to discard a card.
Con: When Merchant pays you Lucre, there is no "credit" for future
payments.
METEOROLOGIST [B:rec.c] Bases Have Weather Conditions Gerald Katz
You have the power of weather. At the start of each challenge, all players roll a 6 sided die to determine what weather condition will effect their home system for that challenge. You will have some immunity on the particular weather condition. 1 - Sunny - The challenge is carried out as normal. 2 - Rainy - All Offensive tokens are half their value unless you are on the Offensive side. 3 - Hail - All Offensive tokens are worth twice their value unless you are on the Defensive side. 4 - Foggy - All Defensive tokens are worth half their value unless you are on the Defensive Side. 5 - Blizzard - All Defensive tokens are twice their value unless you are on the Offensive side. 6 - Hurricane - No player may get a base in this system for any reason. Destiny is flipped again if necessary. You may ignore the Hurricane. Tokens worth twice their value allow the player double the amount of rewards or consolation. Tokens worth half their value limit the player to half as much rewards or consolation, rounded down.
History: Nature has a way of helping or hindering Aliens in their quest for dominance. The Meteorologists can shape it for their own advantage.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: You may have a tornado strike a base. All tokens there go to the warp. This is a use once and discard Flare for Ancients.
Super1: You may change the weather condition in the defensive system to any other condition desired. The challenge ends and tokens return to bases if you make it a hurricane.
MUMMY [M:rec.c] Has Pre-selected Bases Gerald Katz
You have the power of embalming. At game set-up, you set aside any number of your tokens off the board. You also select a number of bases equal to the number of players in the game where you will have entombed tokens. Divide your set aside tokens among those bases secretly written down somewhere. When any player establishes a base on a planet as a result of winning the challenge or making a deal where you have a tomb, place the appropriate amount of set aside tokens there and establish a base. When you have no more tombs, if and when you have tokens in the Warp, take them out, set them aside, and choose two more bases as tombs, and divide those set aside tokens as before. If you lose the use of this power, tombs will still open, but your tokens would then go into the Warp.
History: Before the current cosmic war, the Mummies explored the universe. Those brave souls who unfortunately passed away were buried among the alien worlds. Excelling in mummification, they knew that under the right circumstances, they can bring back to life their dead ancestors. What better way to honor them then by giving them the universe to rule?
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: When you get a new hand you may randomly take the cards from the
discard pile.
Super1: You may open any one of your tombs and establish a base now.
Pro: When you lose tokens to the Warp, they are instead embalmed on a
new tomb. Put the tokens off board and select another tomb.
Con: When Mummy loses tokens to the Warp, they are instead embalmed on
already existing tombs. Put the tokens off board.
MURPHY [O:rec.c] Game Play Mistakes Remain Gerald Katz
You have the power to go wrong. Through out the game, if a mistake has been discovered, you may prevent its correction even if a rule is broken. If a player wants to change his mind for a game action already done or mentioned, you may force him not to. If a player realizes he could have done something but it is too late, you may prevent him from doing it even if other players would allow him or it was a mandatory power. In case of Terrorist forgetting there was a bomb on a planet, the bomb would remain.
History: Many an Alien curses himself when something goes wrong in their daily routines or plan of action. While they try to recover from their errors, some are beginning to wonder if there is really an unseen force behind it all.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may cancel a deal other players have made. They each lose three tokens to the Warp. This counts as losing a challenge for both players if applicable.
Super1: You may cause a player to lose his turn.
Pro: You may stop the use of a player's power as soon as he attempts to
use it. This card may only be played once per challenge.
Con: The Murphy player is subject to his own power.
NERD [O:rec.c] No Specific Player Status Gerald Katz
You have the power of no status. As main player, you may play cards and other of your powers only available as an ally. As an ally, you may play cards, except challenge cards, and other of your powers as a main player. Use normal timing rules in case of conflict. Your power works even for cards which are stricter. For example, you may play cards only available as an offensive player not only as an ally but also as defensive player. If you are playing with Lucre, you may purchase items with Lucre as an ally.
History: The Nerds have become an outcast of the cosmic clique, never welcomed among the cool parties and celebrations. However, the highly intelligent Nerds use this forced segregation to their advantage by ignoring the accepted rules of etiquette and do anything they want.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: When someone wins the game all players get one more challenge, in turn.
If no one can win afterwards, the game continues. Otherwise, who ever can win
does so.
Super1: If the total number of home and foreign bases that you have is exactly 5
you win the game, despite Schizoid.
Pro: You need not be involved in the challenge at all to play various cards and
powers or spend Lucre. You designate necessary targets.
Con: When Nerd uses his power, if you are of the non-Challenge Card's
appropriate status, you designate any target. You cannot target Nerd.
NORMAL [M:Archi] NOT AFFECTED BY POWERS Gerald Katz
You have the power of no power. You may not use your multiple powers,
though you do receive them. You are not affected by any other players'
powers. Whenever a power is used, proceed as if it never happened.
You are also not affected by super flares. However, you may not benefit
from other players' powers, ex. Healer. You are affected by Edicts
except by Mesmer's power and Flares except by the Flare's power.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You need not be affected by any Edict or Wild Flare unless there's
no choice or it directly affects this card.
Super: You may use your multiple powers and may benefit from other
players' powers.
OBAMA [M:rec.c] No One Else Can Win Without You Gerald Katz (Presidential Encounter)
You have the power of being loved. No other player can win the game
unless you share the win.
History: Originating from an obscure part of the cosmos, once the
Obamas arrived on the scene others could not help but love them.
There are disagreements, naturally, but the Obamas’ lack of cosmic
experience does not stop them from being able to achieve mastery.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: As an ally, if your side does not win the challenge, it is
canceled. Played cards are discarded normally, tokens return to
bases, and the offensive player’s turn ends.
Super: You may play this card when you don’t have your power unless
it’s because of lack of home bases or loss of power card. When
another player(s) wins the game, if that player caused you not to have
your power this challenge, you win the game alone.
Pro: No one else can gain a base unless you get one too. Players who
gain a base must give you one or else return their tokens to their
other bases.
Con: If Obama wins the game, you share the win.
PALADIN [O:rec.c] Plays Flares For Other Players Gerald Katz
You have the power of chivalry. You may take the top Flare from the unused Flare pile, look at it, and put it aside. In between challenges you may discard it, but not onto the discard pile, and select another Flare. Once per challenge, at any time and special conditions that particular Flare allows, you may play it for another player, regardless of your involvement in a particular challenge. That player would then get the benefit of that Flare. He cannot refuse and must abide by it. If the Flare requires a particular target for it to take action, the player who is getting its benefit decides. You are permitted to offer a suggestion. However, you may override his decision if it causes you to lose tokens, a base, Lucre, a challenge, cards, etc. unless you don't particularly mind. You would then select the target. Ancients does not get to keep the Flare, Darwin cannot make it a power, and you may play the Flare for a player opposing Cripple. After the Flare is played, you may put it in your hand for your own future use. You would then select another Flare from the unused Flare deck as before. Your Paladin Flare is immune to the Flare Zap only. A Cosmic Zap not only prevents the Flare from being played, but also get discarded onto the discard pile. However, you would then select another Flare when your power is available again. Should you get the Human or Masochist Flare through your power, you immediately discard it, but not onto the discard pile, and select another Flare.
History: The gallant Paladins travel the Cosmos in a holy quest to do good. Their hearts and souls pure, they are content with the knowledge that their unselfish acts bring delight upon all they encounter.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: As an ally, you may play a Kicker for the main player on your side of the
challenge.
Super1: When you take a Flare from the unused Flare deck for your power, you may
look through the Flare Deck and select the particular Flare you want.
Pro: Your Paladin Flare is put directly into your hand. After you play a
Flare, it is not discarded. It then has the status of a Paladin Flare. Once
it is used, it is then discarded.
Con: Paladin must give you first opportunity for use of his Paladin Flare. If
you do not want it, he may then choose another player for that particular
Flare, even if it is in another challenge.
PARANOID [M:rec.c] FORCES OTHERS TO CHOOSE SIDES Gerald Katz
You have the power to fear others. As main player, all players who can be
an
ally must be an ally. If, as a result, no player is your ally, then there may
not be any allies and all their tokens return to bases, despite Parasite or
Friendly. Glue and Magnet prevail.
History:
Restriction: DO NOT USE IN A TWO PLAYER GAME.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: As a losing defensive player, all of your opponent's allies must
each lose
two tokens to the Warp.
Super: As main player, all players who can ally must be your ally.
PISCES [O:GK] Asks For Card From Opponent Gerald Katz (Astrology)
You have the power to go. As main player in a challenge, before Challenge
Cards are played, you may ask your opponent if he has a specific card (e.g.
Attack Card 12 or Wild Virus Flare). If he has the card he must give it to
you. If he doesn't have the card, you draw a card from the Challenge Deck.
History: Always on the hunt for resources, the rather lazy Pisces prefer to
get their wares from those who did the work and found it first. Having ready
made materials allows them an easier time to conquer their benefactors.
Wild1: As main player, if you have Attack Cards in your hand that match the
Challenge Card you revealed, you may play them and add them to your total. All
cards are discarded normally.
Super1: As an ally, you may use your power on your main player opponent.
Pro: You may use your power twice in the challenge. If you draw the card you
asked for from the Challenge Deck, you win the challenge, despite Loser.
Con: As main player against Pisces, Pisces uses his power on another player.
POD [M:rec.c] Uses Other Players' Tokens Gerald Katz
You have the power to impersonate. You do not have a system hex, tokens, or destiny color. Throughout the game, if you have no tokens as offensive player, just point the cone as normal. Whenever you win the challenge as main player, flip over all losing tokens. They go/remain on the base and are your tokens for the rest of the game. Players can only get them back if they beat their own tokens in a future challenge. They would still go to the Warp. Other of your losing tokens would also go to the Warp but remain yours. Void and Fungus, for example, are forced to use their powers on their own tokens. Whenever you have tokens involved in the challenge, you may use any of the powers corresponding to the powers of the original owners of the tokens involved in the challenge, if the original players still have use of their powers. If any power combination causes a conflict of interest, you decide which power shall prevail, the other being ignored. A Cosmic Zap stops you from using those powers or collecting tokens should you win. You cannot be reincarnated. If this power somehow gets transferred to another player, you essentially switch everything. You get his powers, tokens, cards, home system, etc, and he gets whatever is yours. In games with Lucre, you will collect 4 Lucre plus 1 Lucre for each base you have on your turn.
History: Many a general will get reports of unrest at a remote colony only to find everything is peaceful upon investigating the matter. Assuming everything is fine, the general leaves, ignorant of the fact that intelligent microorganisms have taken over.
Restriction: Do not use with Insect or Link
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: You may use any power of any one player.
Super1: Take 1 token from all players and make them your own. Put them
on a base you have. If you have no bases, establish one anywhere.
Pro: All tokens you lose to the Warp remain your tokens.
Con: Whenever your tokens that Pod has go to the Warp, they instead
return to your bases under your control.
POLITICIAN [O:rec.c] Allies Don't Go To Warp Gerald Katz
You have the power to campaign. As a main player, if you lose the challenge, your allies do not go to the Warp or other players as in Fungus or Void. They may return them to bases. If you win the challenge, for every token you have in the challenge, you may take a token out of the Warp or card from the deck, immune to the Cosmic Gas. You need not have had allies for this ability.
History: The Politicians travel the cosmos promising security for the votes of confidence of others. In the meantime, they secretly dip into the cosmic pool of resources for their own corrupt plans of domination.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, you may show an ally opposing you a card you will
give him to switch sides. If he does not, you may keep this card.
Super1: Your allies go to the Warp if you lose the challenge.
Pro: Show the main players this card when they ask for allies. If you
ally, the main player with whom you ally will return tokens to bases
instead of the Warp should he lose the challenge. You will get rewards
in addition to the base or double rewards, whichever is applicable.
Con: Politician must have allies to gain rewards for winning a
challenge. You must show him this card before allies are called for.
POSTMAN [M:rec.c] Other Players Must Wait For Cards Gerald Katz
You have the power of slowness. When any other player is entitled to cards from the deck, discard pile, another player, or unused flare deck, he does not receive it immediately. Instead, the cards are set aside out of play. The player does not receive them until the corresponding step in the next challenge. If the offensive player has no challenge cards, his turn ends, even if he must lose his entire turn. There are certain conditions which supersede your power: game set-up, Mutant using his power, Miser getting cards for his hoard, defensive player getting a new hand for lack of a challenge card, and any power where cards exchange hands but only if by use of power it must be carried out for challenge to continue. For example, if Trader trades hands, the cards are exchanged immediately because cards are needed to play challenge cards; however, Philanthropist's gift can be set aside until next challenge since even though the gift must be sent, it doesn't have to be played.
History: Many a customer complain about late deliveries of packages, but the Postmen always say that it can't be helped due to the huge demand of their services. Their true motive, of course, is to get into a position where everyone would have no choice but to depend on the Postmen to be in charge of everything.
Restriction: Do not use in games with Pavlov
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: You may force someone to wait until the corresponding step in the
next challenge to take tokens out of the Warp.
Super1: The set aside cards get lost into the discard pile.
Pro: Players must wait two challenges before they get their cards.
Con: By allowing Postman to look through your hand and take a card he
wants, except this one, you can have "express service". Cards you are
entitled to go immediately into your hand instead of having to wait a
challenge.
PRAW [M:rec.c] Creates A Second Warp Gerald Katz
You have the power of abyss. When there are 15 or more tokens in the Warp, they all leave the warp and go into the Praw. If any of those tokens are yours, you return them to bases. Anything that can take tokens out of the warp will also take tokens out of the Praw into the Warp. However, if this puts the token count in the warp at 15 or more, they all go back into the Praw. If you lose your power, tokens remain in the Praw but are considered in the Warp.
History: Deep within the warp, unknown to the wisest of sages, exists another dimension where the remains of the departed go, unaffected by the latest warp-resurrection technology. What is even more dangerous, they don't even know it is expanding.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When a player tries to take tokens out of the warp, he must
instead put the same number of his tokens into the Warp.
Super1: All tokens in the Warp and those going there this challenge go
immediately into the Praw.
Pro: Tokens go into the Praw when there are 10 tokens in the Warp.
Con: Tokens go into the Praw when there are 20 tokens in the Warp.
PROGENITOR [B:rec.c] Has A Second Home System Gerald Katz
You have the power to uplift. You have a second system hex complete with its own tokens, cards, destiny color, powers, etc. You decide where to place it on the board. You play this system like a player normally would. Both system tokens may ally with each other but may not share cards. To win the game, either you or your second system must have 5 foreign bases, but not collectively. Bases in each other's system do not count. If you lose your power, everything regarding your second system is frozen until you get your power back, but players bases there still count for the win. If you or the second system draws the other in destiny, draw again. The second system is considered a game artifact.
History: Much to everyone's denial, the Progenitors claim to be the first alien race of the universe, having created all the others. Ignoring their children s denial, the Progenitors continue their life-giving ways. They would be so proud if their child race gained dominance over the cosmos. Naturally, though, that child would always do what its parent says.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: As main player, you may use a randomly chosen power from the unused
powers deck for one challenge.
Super1: If you and your second system collectively have 5 foreign bases, you win
the game, despite Schizoid.
Pro: You may share cards with the hand of your second system.
Con: Progenitor gets one turn only for his systems. He may have either system
do his first challenge. Should he win, he may allow the other system get a
challenge.
QUASAR [B:GK:Pu] Uses Pulsar Cards Gerald Katz (Pulsars)
You have the power to pulse. At game set-up, collect all Pulsar Cards of other
players' powers and place them on this power card. Between each challenge, you
may have a Pulsar Card face up to show it's activated for your benefit or face
down to have it not be activated for the challenge. Do this for each Pulsar
Card, and they need not all be face up or down. Other players can play Pulsar
Zap cards as Cosmic Zaps for this power.
History: Borne from a fluctuating star, the Quasars radiate electromagnetic
fluxes in highs and lows. These waves cause an imbalance in the equilibrium of
all other life forms, weakening their physical statures. Soon they will melt
away into nothingness.
Restriction: Use only in a game with Pulsars.
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: If a Flare or Pulsar card of your power gets discarded, you may take it
and put it in your hand.
Super1: You may take the Pulsar Card(s) of your power(s) from the discard pile
and put them in your hand.
Pro: Once per challenge you may use one Pulsar Card as a Cosmic Zap for that
power when face up. You keep the card.
Con: Quasar must place the Pulsar Card(s) of your power(s) face down.
QUITTER [B:rec.c] Leaves The Game Gerald Katz
You have the power to quit. At the end of your turn, you may quit the game. When you quit you must discard your hand. All other players with tokens in your system must return them to bases. Your color is ignored in the destiny pile, but will be reshuffled in when applicable. No other player may benefit in any way from your tokens. All your tokens are returned to your home system including from Fungus, Vampire, and Void. Your tokens and home system are out of play. Other players may not effect them in any way. After one round of play when it would have normally been your turn, you reenter the game. You get a new hand. You also establish a number of foreign bases equal to the least number of foreign bases another player has, not counting moons. You may establish these bases anywhere. Play then resumes starting with your turn. You do not have to quit if you do not want to. You can only be zapped when attempting to quit, not reentering the game. When you are not in the game, you may not interfere in any way.
History: The Quitters are always more than willing to join in fun and games, but when they realize they are in last place with no hope to win, they leave in disgust complaining about the unfairness of it all. However, they soon forget what they didn't like, miss the activity they were in, and return. As hard as Aliens try, no one can spot the Quitters until it's too late. The best they can do is placate them and hope the Quitters don't rub it in should they win.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: As an ally, you may quit the challenge after cards are revealed. Return
your tokens to bases.
Super1: Play this card when you quit. Upon your return, you will establish a
number of foreign bases equal to the player who has the most foreign bases not
counting moons.
Pro: Play this card when you quit the game. You may keep any cards in your
hand, including this one. They are added to your new hand when you return to
the game.
Con: Play this card just before Quitter's turn. He may only quit the game at
this time, not after his turn.
RECIPROCAL [M:rec.c] Challenges Are Out Of Order Gerald Katz
You have the power of alternate universe. Phases 3 to 7 in all challenges
happen in reverse order. After the defensive player is determined, both main
players play challenge cards. Then, other players can ally as desired. The
defensive player accepts or rejects those who've allied with him, then the
offensive player. Finally, the offensive player commits tokens and points the
cone. The challenge continues to phase 8. Cards and powers take place during
their appropriate phase as possible. Also, timing priority is thus: defensive
player, offensive player, right of defensive player counter-clockwise. If you
are a main player, you may have the challenge and/or timing priority take place
under normal rules. If this power is zapped, do the challenge over starting
with phase 3.
History: A starship's warp engines mysteriously exploded while traveling
through hyperspace. This caused a rift in the space/time continuum. What was
abnormal is now normal and vice-versa. A race of beings from an alternate
reality traveled through the hole created by the explosion and now seek to
bring the universal chaos under their control.
Restriction: Do Not Use In Games With Canary
Wild1: If you have no home bases you win the game, despite any power with
alternative win condition.
Super1: After phase 7 is completed, you may have the challenge go right to phase
3.
Pro: While the challenge phases are reversed, you need not play game effects of
the affected phases during their phase. You may play them at any time during
phases 7 to 3.
Con: Timing priority is normal.
SCOOP [M:rec.c] COMMITS ALLIANCES Gerald Katz
You have the power of contracts. As main player, you always invite allies first. Your opponent may not invite to ally any player whom you invited to be an ally, regardless of whether or not that player allies with you.
History: Always rushing to get the story first, the Scoop entice people to give them the exclusive. The Scoop use their privileged information to establish themselves in a position where nothing can happen without their knowledge, or approval.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: If you invited allies but receive none, your opponent's allies
must return their tokens to bases.
Super1: You may prevent your opponent from inviting allies.
Pro: You may use your power to declare instead there cannot be any
allies at all on either side through normal rules.
Con: As main player against Scoop, all players who are invited to ally
must do so. Play this card before Scoop asks for allies.
SECRETARY [O:rec.c] Takes Notes Gerald Katz
You have the power of dictation. Through out the game you may write
down notes of any information you want about the game. One example is
the specific cards a player takes from your hand as consolation. You
may refer to these notes as you play. When you are entitled to cards
from another player, you may name specific cards you know he has, if
you wish. If he has them he gives them to you, counting against the
number of cards you are entitled. However, if he does not have the
cards, he does not give you a replacement and they count against the
number of cards you are entitled. You may not ask cards of Miser's
hoard hand, though you may keep notes on it. If Cloud is in the game
you may only ask for cards of the viewing hands but may keep notes on
the hidden hands. You may provide information from your notes as part
of a deal. If you lose your power, you cannot make any more notes but
may refer to any you already have.
History: Conquering the cosmos can be hectic with resources lost
through miscommunication. The Secretaries' diligent note taking will
keep their heads above the fray. Soon, they will be the Boss.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: When another player takes cards from your hand, the player must
keep them facing everyone else. He can play them as normal. If
anyone else then gets those cards, they must hold them the same way.
If you get the cards back, you hold them facing you as normal, and
they are no longer subject to this Flare. This Flare's effect takes
place if it is one of the cards taken from your hand, but it is not
discarded.
Super1: If the player does not have any cards you name, you get
replacement cards in the normal manner you are taking cards from his
hand.
Pro: At the start of your turn, look through everybody's hand and
write down who has what.
Con: When Secretary takes cards from your hand, he may not name
specific cards. He takes the cards as he normally would. He cannot
take this card until all your other cards are taken, and he is still
entitled to more. He may play the Finder Edict as normal.
SERLING [B:rec.c] Players Choose Defensive Player Gerald Katz
You have the power of the twilight zone. At game set-up, the destiny pile consists of four colors of each player, the two wilds, one comet for each player plus one, and one special destiny for each player plus one. Shuffle the destiny pile and deal 6 to each player. You get the extra four. These destiny cards are not part of anyone's regular hand in any way. Now, when the offensive player would normally flip the destiny pile, he instead plays one of his destiny cards, with a comet is optional, to determine whom he will attack. A player may play a destiny card of his own color only if he would be making a challenge in his own system. Destiny based powers proceed as if that destiny color was normally flipped. If for some reason the offensive player does not have a destiny card that allows him to make a challenge he does not get one, though he may still take a token out of the warp and collect Lucre if applicable. His turn then ends. When you do not have a destiny card that allows you to make a challenge or you are the only player who has such a destiny card after finishing your turn, choose new special destiny/comet cards, shuffle all destiny cards, and redeal six destiny cards to each player, again keeping an extra four. You may cancel any destiny card played by another player by playing one of your own. That player would then have to proceed as if the destiny card you played is the one the player had played. You may also play a comet on someone else's challenge or even to override a comet another player has played. A Cosmic Zap can stop you from cancelling another player s destiny card, your play of a comet on another player's turn, or reshuffling the destiny cards when you re out of them on your turn provided at least one other player has playable destiny cards. The destiny pile only returns to normal when this power is permanently removed from play or you don't have it for lack of home bases. However, when you get your home bases back, reshuffle and deal the destiny cards as before.
History: There's a fifth dimension between an Alien's mind and his imagination. You never know just when you cross over, but when you do, expect the unexpected.
Restriction: Do Not Use With Dictator, Fate, Hex, Pod, Or Reverse System Hexes
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may take a Special Destiny Card from the unused destiny cards to
replace the destiny card drawn.
Super1: When the destiny cards are reshuffled and dealt, you decide who gets
what cards.
Pro: When you deal out the destiny cards, only give 4 to each player and keep
the rest.
Con: As offensive player, if you have no legal challenge to make, Serling
reshuffles all the destiny cards as per his power. You then take your
challenge.
SERVER [O:rec.c] Challenge Phase Doesn't Exist Gerald Katz
You have the power to go off-line. At the start of each challenge
secretly roll a 10-sided die. The challenge phase that corresponds to
the number rolled will no longer exist for that challenge. No power,
card, moon, or any other game effect may be played during that phase.
If a power can only be used during that phase, it cannot be used later
in the challenge. When the corresponding phase is about to begin,
reveal the die roll. A challenge is also affected depending upon the
number rolled. However, in all cases, the challenge phase exists for
you as normal. 1 - The offensive player cannot take a token out of
the warp nor collect Lucre. 2 - No destiny is flipped. Offensive
player may choose any defensive system except yours. 3 - Offensive
player does not put tokens on the cone. If he loses in phase 8, he
loses no tokens. If he wins, he gets no base but defender must lose
a home base of his choice. Allies get normal rewards. Boomerang
power cannot be used. If phase 3 exists, the phase that does not
exist doesn't exist in the Boomerang challenge either. 4 - Offensive
player can only ask you to ally. 5 - Defensive player can only ask
you to ally. 6 - Only you may accept an alliance invitation. 7 -
Since no challenge cards are played, challenge will be concluded by
token count only plus any Reinforcements. However, if you're main
player, you may play a challenge card as normal. 8 - No challenge
happens at all. Tokens return to bases. If you're offensive player
or an ally, conclude the challenge as normal only to determine whether
you're on the winning side or not and apply results. Only you may
invoke game effects. The losing defender cannot lose the base or his
tokens. If you're challenging an occuppied moon, you must return your
tokens to other of your bases. 9 - Cards are not discarded. They are
effectively removed from the game. Vulch cannot collect Edicts. 10 -
Interphase does not exist. Therefore, go immediately to phase 1 of
next challenge. However, you still roll the die as per your power and
may play interphase effects. Machine cannot continue his turn nor
would Reincarnator get a new incarnation.
History: To coordinate their war efforts, aliens need to be able to
communicate over a vast web of information technology. The Servers
are charged with organizing the vast amount of communiqués. However,
due to the large volume of information, it's only natural (hehe) that
the Servers would be overwhelmed and must "shut down" to sort
everything out. The frustrations this causes everyone else doesn't
seem to phase them.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: You may cause a player's power to go off-line. It cannot be
used during this challenge.
Super1: You may cause a player's turn to go off-line. Play passes to
the next player.
Pro: You may roll the die again. If a second number comes up, the
corresponding phase also does not exist.
Con: As offensive player, phase 8 always exists.
SHARPTON [O:rec.c] Lowers Players' Values Gerald Katz
You have the power of demagoguery. As a main player or ally, if your
side loses the challenge, your tokens do not go to the Warp. Instead,
place them on the opposing main player's star. Whenever a player is
involved in the challenge, the number of your tokens on his star is
subtracted from his side's challenge total. If the player is on the
losing side, your tokens on his star are returned to your bases.
History: The Sharptons were once subjugated by an alien race and lived
in hardship. Having finally won their freedom, they find all other
life forms oppressive and seek to destroy them. They scream and yell
in protest against imagined injustices committed by others. Denying
their own oppression, their enemies have no choice but to cave in to
their demands.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As main player or ally, the number of tokens you have in the
challenge is subtracted from the opposing side's total.
Super1: You may keep your tokens on the losing players' stars.
Pro: Your tokens on players' stars also subtract the number of
consolation cards and rewards received. This value cannot go below 0.
Con: Sharpton's tokens that leave a player's star go to the Warp.
SPOILER [M:rec.c] Ends The Game Gerald Katz
You have the power to party poop. At game set up, select any card in the
bottom half of the challenge deck and turn it face up, leaving it in the
challenge deck. During the game, when any player gets that card, the game ends
and you win, despite the Schizoid. When any player is entitled to cards from
the deck but not from the top of the pile, he may not select that card. If
zapped or somehow don't have your power when someone gets that card, select
another card from the bottom half of the remaining deck when you get your power
back. The challenge deck cannot be reshuffled for any reason.
History: It never fails that when everyone is having fun, there is always
someone who has to leave right in the middle because "it's getting late". This
ruins the fun for everyone else, but the Spoiler doesn't care.
Wild1: When not involved in a challenge, you may look at one of the main
players' Challenge Card and truthfully announce what it is. His opponent may
then change his card, still subject to any applicable powers.
Super1: You may move the turned over card in the challenge deck 20 cards
upwards.
Pro: You do not have to play this card. The game is over. There is no winner.
Con: The first player who is not Spoiler to get this card moves the upturned
card in the challenge deck 20 cards lower. This effect can only be played once
per game.
STING [O:GK] Switches Dying Tokens Gerald Katz (Revision)
You have the power to substitute. Whenever you lose tokens, you may designate another player to lose them instead.
Your tokens return to bases, and he chooses an equal number of his own
to lose. He then may draw one card from your hand for each token he
lost. If you have too few cards, he may draw the remainder from the
deck or may take that many Lucre from you, at his choice.
History: Genetically sterile through a side-effect of their colony's
energy shield, the Sting desperately sought a way to save themselves
from extinction. In their quest, they stumbled upon a vampiric form
of immortality. Emboldened, they now scour the Cosmos in search of a
cure for their sterility, and woe to those who try to stop them.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power. This version of Sting removes "involuntary" from its description.
Wild1: When you are required to give consolation, you may instead
designate another player to give it instead.
Super: When you send another player's tokens to the Warp instead of
yours, he gets nothing in return.
Pro: You choose the cards from your hand the player gets.
Con: Sting cannot choose you to lose tokens.
SUPERHERO [O:rec.c] Makes Defensive Player Win Challenges Gerald Katz
You have the power to save. When not a Main Player, after challenge cards are revealed, if either Main Player loses, you may replace his challenge card with one of your own so that the defensive player wins. You may then take a token out of the warp or card from the deck.
History: Faster then a speeding Edict! More powerful than a 40 Attack Card! It's a Comet! It's a Flare! It's Superhero! A strange creature from another planet who seeks nothing but to save the innocent and the helpless. Of course, the Superhero can better protect everyone if they would all do what the Superhero wants them to do.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: Whenever another player loses tokens to the warp, you may have that
player keep his tokens.
Super1: As main player, you may have any player rescue you. If he cannot, you
may keep this card.
Pro: If after rescuing some game effect is invoked such that the rescued player
loses the challenge, you may either rescue again or take back your rescue card.
Con: Play this card before Superhero decides to ally. If he does ally, he
cannot rescue but the main player on his side gets +3 or -3 to his challenge
total at the player's choice.
TRAITOR [M:rec.c] Opponent's Tokens Help Win Challenges Gerald Katz
You have the power of treachery. As main player, if both you and your opponent reveal Attack Cards and you lose, if the difference between the challenge totals is less than or equal to the number of tokens your opponent and his allies have in the challenge, then you win the challenge. This comes into effect after all other challenge manipulations, including Loser.
History: The Traitors are adept at convincing the lower ranks of their enemies at how under appreciative they are. They thus learn their enemies secrets and win all battles.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As a winning ally, you may have your side lose the challenge.
Super1: As an ally, your side wins the challenge if the difference between the
challenge totals is less than or equal to the number of tokens on the opposing
side.
Pro: As main player, after challenge cards are revealed, you may switch sides.
Your tokens then count as ally tokens for your opponent.
Con: As main player against Traitor, his power comes into effect before
challenge total manipulations, including Loser.
TWINS [M:rec.c] Keeps Lost Tokens Gerald Katz
You have the power of replacement doubles. When you lose tokens to the Warp, instead, flip them over. If they were on a planet, they remain, else they return to other bases. These flipped tokens count as your tokens in every way. When flipped tokens must go to the Warp, they then do so reflipped. The act of flipping can effect things like Terrorist's bombs. Also, anything that can release tokens from the Warp can reflip flipped tokens. Glue's power can't do this, but tokens glued to the Warp are not flipped and remain in the same condition upon leaving the Warp. When applicable, losing unflipped tokens go directly into the Void.
History: Aliens do a double take when they see their enemy whom they just sent to the warp alive and well as if nothing has happened. The Twins are determined to never leave.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may retrieve all your tokens from the Warp, Void, Fungus, etc. and return them to bases.
Super1: You may reflip all your flipped tokens immune to effects like Terrorist's bombs.
Pro: When flipped tokens go to the Warp, reflip them instead.
However, if applicable, they cannot remain on the base. You must
return them to other of your bases. You may do this upon losing your
third home base.
Con: When Twins flips his tokens on a base, he must return them to
other of his bases. He may do this for such tokens should he be
losing his third home base.
UFO [M:rec.c] Shares Tokens With Other Players Gerald Katz
You have the power to abduct. As offensive player or ally, take one token on the defensive base (it does not have to be the defensive player) and put it on your star. At the beginning of each of your turns, wherever you share bases with players whose tokens you have taken, you must return them to among those bases but flip them over to designate their new status as hybrid tokens. These hybrid tokens are to be considered as your tokens in every way for the rest of the game. However, those tokens still count as regular tokens for their original owners. Therefore, you both get to use the tokens in every way tokens are used. Use the timing conflict rule with the Insect vs. Loser clarification when it becomes necessary to determine who may move and get the use of a token first. For purposes of play, that token then only counts for that particular player, such as getting defensive rewards as a winning defensive ally for example, but it still counts as occupying a base for both players. If you lose the use of your power, you do not get the use of these hybrid tokens, but you do regain their use when you get your power back, but you keep any tokens still held on your star. If a token should have a special characteristic because of another power, that token only has that characteristic when that other power is used.
History: Many an Alien claim to have been kidnaped by flying saucers and subjected to horrible experiments. While their friends laugh at such a preposterous story, those experiments prove fruitful in the birth of new life.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: All players take a random card from the regular hand of the
player on their right. If you get to keep this Flare for some reason,
return it to your hand before cards are drawn.
Super1: You may convert any 4 of your hybrid tokens to become only your
tokens for the rest of the game.
Pro: All timing conflicts for using hybrid tokens favor you, even if
Queue is in the game. If a hybrid token gives a player a privilege,
such as defensive rewards, you gain the privilege as well for each
such token.
Con: UFO may not abduct your token if another player's token is
available.
VENTRILOQUIST [M:rec.c] Risks Another Player's Tokens Gerald Katz
You have the power to throw your voice. As offensive player or ally, instead of putting tokens into the cone, you select another player, not defensive player, to risk his tokens at a number you specify. That player chooses the tokens. Those tokens then count as yours in every way. The dummy is not considered involved in the challenge in any way at this time. He may not ally normally. However, if you win the challenge, you must put the same number of tokens on that base as well. Only you get the base in moon challenges. The dummy returns his tokens to other of his bases. As offensive player, only Ventriloquist can get consolation if he compromises. The dummy does not.
History: Aliens go about their business in their cosmic struggle for universal dominance. Some are beginning to wonder, however, if there is really someone else who is pulling their strings.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: If both main players invited you to ally, you may ally on both sides.
Super1: If you win the challenge, your dummy does not get the base. He returns
his tokens to his own bases.
Pro: Once per challenge choose a player other than the offensive player to be
your dummy. You make all decisions for him including if and how his power is
used, all votes, and alliances. You cannot see his hand. He plays Challenge
Cards normally but for any Edicts and Flares he plays, you decide appropriate
targets.
Con: Ventriloquist cannot choose you to be his dummy.
VIOLIN [O:rec.c] Chooses Consolation Cards Gerald Katz
You have the power of pity. As main player, when you collect consolation cards, you may look through your opponent's regular hand and choose the cards you want. When your opponent collects consolation cards from you, you select the cards he gets.
History: When something goes wrong for the Violins, they play music to enhance the effect to impress upon others the sadness they feel. They use the music to distract their enemies as they take away their strengths for themselves to use.
Restriction: Do Not Use With Insect
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may prevent your opponent from collecting consolation cards
from you.
Super1: You may use your power while collecting consolation from your
opponent's allies as well.
Pro: Players cannot collect consolation from you.
Con: When you collect consolation from Violin, if you do not like the
cards he gave you, you may give them back. You do not get any further
consolation, however.
WABBIT [O:rec.c] GAINS MANY TOKENS Gerald Katz
You have the power to breed. At the start of each of your turns, for every 2 tokens you have on all your bases, rounded down, you may place one token there from those not in the game. This is immune to effects such as Terrorist's bombs. When there are no more tokens, use Lucre counters. The added tokens/counters are now considered your tokens for the rest of the game.
History: They re cute. They re fuzzy. They re disgustingly affectionate. They breed profusely. They just keep going and going and going. Soon there will be no room for anyone else in the universe, not that they ll ever notice. That is why many an alien will sing, Kill the Wabbit! Kill the Wabbit! Kill the Wabbit! Kill the Wabbit!
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: Take a moon from the unused moons, put it on your hex, and put some of
your tokens on it. It is not a moon. It is forever more a 6th planet in your
home system.
Super1: You may breed your tokens in the Warp.
Pro: When you breed, you do so on a one-for-one basis.
Con: When Wabbit breeds, he only gets one new token per base, even if he only
has one token on a base.
WEREWOLF [B:GK:M] Moons Help Towards Win Gerald Katz (Moons)
You have the power of moons. All moon bases that you have outside your system
count towards the win. You are still bound by Schizoid. Moon Base Omega
counts as only one base. You may also recycle moons. That is, as offensive
player, if you have a moon base in the defensive system, you may abandon the
base and reestablish it in that challenge and have the moon's effect take place
again.
History: Normal people by day, at night, the Werewolves undergo a painful metamorphosis into horrible creatures on site of a full moon. Achieving space travel, they are in an eternal night with full moons all over the place. Now permanently transformed into those horrible beasts, the Werewolves ravage the cosmos, making everyone loony.
Restriction: Use only in a game with Moons
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: You may randomly select a moon from the unused moons and put it in your
system hex.
Super1: You may exchange the moon you're about to occupy with any moon of your
choice from the unused moons. You may see the original moon first.
Pro: You may ignore Moon effects for Moons you occupy. You may play this
effect if you do not have your power because of a Moon.
Con: Werewolf cannot recycle moons.
WORM [O:GK] Moves The Cone Gerald Katz (Revision)
You have the power to tunnel. At game set-up, you may place your tokens among
your bases in any way desired. As offensive player, after Challenge Cards are
revealed, you may move the cone so that it points to any other planet or moon
where your opponent has tokens, not necessarily in the defensive system.
Conclude the challenge. As defensive player, after Challenge Cards are
revealed, you may move the cone so that it points to any other planet in your
system, regardless of whether or not you have tokens there, but also neither
does your opponent. You may move the cone to and from moons in this way, but
only to an empty moon or one where you have tokens. Alternatively, you may
also move the cone to any foreign base that you have where your opponent does
not, including moons. Conclude the challenge.
History: The Worms learned hidden attack and surprise confrontations on the vast sandscapes of home. Now, as the first segments leave for space, who knows where they will surface.
Timing:
Setup
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Expert. This is a Rules type power. Alternate version of Worm.
Wild1: At the start of your turn, you may move tokens from your bases onto a
planet in your home system where you have no base.
Super1: You may move the cone as per your power as an ally. Consider as if you
were the main player for the main player on your side of the challenge.
Pro: As defensive player, you may move the cone to where your opponent already
has a base in your system or any base you share.
Con: Worm can only use its unmodified version.
Displayed 86 powers.
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