The Amazing Alien Database
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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.
ARIES [O:rec.c] Targetted Effects Affect Opponent Too BunnyThor (Astrology)
You have the power to rebound. When another player targets you with some game
effect, that player is also affected. For example, if a Flare you play gets
zapped, that player must also discard a Flare. If another player makes you
lose tokens to the Warp, that player must lose an equal number. If you are
Cosmic Zapped, the opponent does not lose the use of his power.
History: Seeking only to travel the stars freely, the Aries are abashed at the
state of constant cosmic war and get easily upset at those who wish them harm.
To teach them a lesson, they give back all harm they receive.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: You may pick up all Zap Edicts played this round, despite Vulch.
Super1: The targeted effect does not affect you. It still affects your
opponent. A Flare Zap against this card does not rebound.
Pro: All other players suffer the targeted affect as well.
Con: When you target Aries with a game effect, Aries designates another player
to suffer the effect as well, instead of you.
CANCER [B:rec.c:LM] Defends Moons With 0 Tokens BunnyThor (Astrology)
You have the power of moon bases. At game set-up, put 2 extra moons
in your system. If you get this power during the game, no new moons
are put in your system. You may maintain bases on moons with zero
tokens. When you remove your last token from a moon base and no other
player immediately occupies it, you may place 1 Lucre on the moon.
The moon counts as if you are still occupying it. If another player
attacks it, you are the defender with 0 tokens. If you lose such a
challenge, your opponent gets the Lucre. You may remove Lucre from
moon bases to abandon them in between challenges. You may land new
tokens on a moon you have a Lucre counter on as if it was unoccupied.
History: While many aliens reap the resources gained from the small
satellites orbiting planets, they quickly abandon them because they
don't see them as the key to universal domination. The Cancers, on
the other hand, are always mindful of the resources found. As
necessity demands that even they must abandon them, they are loathed
for anyone else to acquire such plentiful resources. A little extra
goes a long way for the ultimate prize.
Restriction: Use Only In A Game With Lucre!
Use Only In A Game With Moons!
Wild1: You may prevent the offensive player from attacking a moon. He
must attack a planet in the defensive system. If he cannot, his turn
ends.
Super1: Look at all the moons in one player's system.
Pro: Other players may not attack moon bases you occupy with tokens.
Con: Cancer must place 5 Lucre on a moon to defend it.
CAPRICORN [M:rec.c] Pays half of Lucre prices BunnyThor (Astrology)
You have the power of parsimony. Any time you pay a fixed price to a player (e.g., paying Assessor 2 Lucre to use the cone) you need only pay half, rounded down. Any time you pay a negotiated price to a player (e.g., renting a card from Hurtz) you pay the price agreed upon. Anytime you buy things not from a player,
you pay only half, rounded up. Price reductions are per purchase, not per item. (E.g., buying 3 Flares in 3 different phases would cost 4 each. Buying a lot of 3 Flares in one purchase would cost 11 Lucre.) You are immune to Reparations and Expense War.
History:
Restriction: Use only in a game with Lucre!
Wild1: Add in all of your bases, not just home system bases, when calculating
your income.
Super1: You round down when buying things not from players this round.
Pro: You needn't involuntarily lose Lucre.
Con: Capricorn pays you full price.
GEMINI [B:rec.c] Chooses Between Two Powers BunnyThor (Astrology)
You have the power of two faces. At game set-up, draw two extra power cards.
In between each challenge, you decide which power you are using for that
challenge.
History: The Gemini are known to have a split personality. One moment they are
your best friend, the next your worst enemy. While some Gemini may favor one
personality over the other, they know the value of two minds being better than
one.
Wild1: Draw a power from the unused powers. You have use of it for the rest of
the challenge. At then end of the challenge, discard it or keep it to discard
your original power instead.
Wild: Draw a power from the unused powers. You have use of it for the rest of
the challenge. At then end of the challenge, discard it or keep it to discard
your original power instead.
Super1: You may use both powers this challenge.
Super: You may use both powers this challenge.
Pro: Don't designate which power you are using. You can only use one of the
powers, but you can decide which one at anytime during the challenge.
Con: Gemini must alternate powers each challenge.
LEO [M:rec.c:L] Gains Lucre For Being Acknowledged BunnyThor (Astrology)
You have the power of celebrity. When you are not a main player, each time
you are invited to ally collect 2 Lucre from the bank, even if you don't ally.
As main player, all players who ally with you with at least 3 tokens collect 2
Lucre from the bank. Regardless if you are a main player or not, if another
player targets you to lose tokens to the warp (other than the normal loss of a
challenge) or cards (other than through normal consolation), that player must
pay you 1 Lucre per token or card lost. If he does not have enough Lucre, he
must lose a number of tokens or cards at random respectively for each Lucre he
cannot pay.
History: The Leos thrive on publicity. As long as people talk to them or about
them, they know they are important enough have an affect on other people's
lives. Cosmic domination simply means others have no choice but give them the
adulation they crave.
Restriction: Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When your color is actually flipped in the destiny pile, collect 5 Lucre.
Wild: Collect 1 Lucre from the bank each time your color is flipped in destiny.
Super1: Your Lucre rewards for yourself and allies are doubled.
Super: Take 1 Lucre from the bank for a player touching your game components or
talking to you or about you, and 2 Lucre if a player says your name.
Pro: Take 1 Lucre from the bank each time another player physically touches
your game components, 2 Lucre each time another player talks to you or about
you, and 5 Lucre each time another player says your name, regardless whom he
talks to.
Con: You do not pay Leo Lucre nor lose tokens or cards when you target him to
lose tokens or cards.
LIBRA [O:rec.c] Evens Out Cone BunnyThor (Astrology)
You have the power of balance. As an ally, after all allies have been
committed, you may balance the tokens on the cone (not including any tokens on
the planet) by adding or subtracting your tokens to either side of the cone
until both sides of the cone are even in token count. You may be on both sides
at once, but you may not completely remove yourself from the side you
originally allied on.
History: Seeking fairness in all things, the Libra believe that a fair battle
constitutes the luck of the draw as opposed to who's the most popular.
Claiming altruism for only risking themselves instead of others, they mold
cosmic warfare to their own ends to ensure their place as the arbiter of all
things and beings of the universe.
Wild1: As main player or ally, once all allies are committed, you may force all
players who have tokens on the cone to have either 1, 3, or 5 tokens on it.
Players add or remove tokens as appropriate. Tokens return to bases if
necessary.
Super1: You may remove other players' tokens from the cone to balance it.
Tokens return to bases.
Pro: You may remove your tokens entirely out of the challenge when balancing.
You may include the defensive tokens on the planet in your balance
determination. You need not utilize both when playing this card.
Con: Libra may not add tokens to his opposing side unless he was originally
invited to ally by that side.
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.
PISCES [O:rec.c] Asks For Card From Opponent Cedric Chin (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.
SAGITTARIUS [B:rec.c] Not At Risk While Allying BunnyThor (Astrology)
You have the power of adventure. If you lose the challenge as an ally, your
tokens are returned to bases instead of going to the warp. They are not
subject to loss of control by other powers, cards, moons, etc. If you win the
challenge as an ally and gain the base, you may alter the number of tokens to
land on the planet. You may add tokens to bring your total up to 4 or return
tokens to others bases down to 1. If you win the challenge as an ally and gain
rewards, you may gain 1 1/2 times your normal rewards, rounded down.
History: The Sagittarius explore the universe for the sake of exploring.
Reaping the rewards of knowledge gained, they see little of danger their allies
talk about cosmic travel. They always come home safe and sound. Cosmic rule
would mean everyone would be safe and sound.
Wild: You may ignore the effects of a reverse cone, despite Yin-Yang.
Super: As a winning ally who gained a base, you may also collect rewards.
Pro: You may ally with up to 7 tokens.
Con: Sagittarius may not ally with more than 2 tokens.
SCORPIO [B:rec.c] Gets Back At Other Players BunnyThor (Astrology)
You have the power of retribution. Whenever a Flare or Edict is played on you,
either specifically or globally, you immediately take that card and put it in
front of you face-up pile marked with that player's name. You collect Edicts
before the Vulch. You may play cards from your piles immediately or eventually
but only on the person who played them on you. Other players are allowed to
comment on the cards in your piles and their uses. Your piles are an artifact.
These Flares and Edicts are not subject to Flare Zap or Edict Zap. A Cosmic
Zap prevents you from collecting Flares or Edicts or the effect of a played
collected card. The card is discarded. If you lose the use of your power, you
keep your collected Flares and Edicts but cannot play them until you get your
power back. You may discard cards from these piles as part of a deal.
History: The Scorpio revere Honor as their most cherished philosophy. They do
not take kindly to those who do them harm. They exact revenge upon their
opponents with equal force as the harm done to them.
Wild1: The winning main player must discard Attack Cards until their total
value equals or exceeds the Attack Card they played in the challange. If
they cannot equal or exceed this value, the player must discard his entire
hand.
Super1: If a player attempts to use a Flare or Edict to make you lose the use
ofyour power, cancel that card. Add the canceled card to the appropriate pile.
Pro: You may use your power for other players. Other players make piles of
Flares and Edicts as per your power, except no pile can be against you and you
control the use of collected Flares and Edicts. Players can offer suggestions
for when to use them.
Con: Cards Scorpio has against you are redistributed to among his other piles
as he wishes to be played against those players.
TAURUS [M:rec.c] Controls Own Cards BunnyThor (Astrology)
You have the power of refusal. No player may take cards from your
hand or add cards to your hand without your permission. The effect
that would do so is simply canceled. If the effect has other
affects, they still happen. For example, Finder Edict still allows a
player to look through your hand. If you are Plagued you still lose
tokens. When a card loss or gain is random or unrevealed, you must
either completely forbid it or completely accept it before the
determination of which cards are affected. You need not take
consolation nor ally rewards if you wish.
History: The stubborn Taurus hold fast onto their lot, slow to share
and slow to expand. Only when they are confident of their resources
or knowing their worthlessness do they open themselves up to the
universe. These spurts of openness allows them high efficiency in
their conquest of the universe.
Wild1: You may discard your hand.
Super1: You may determine which cards are lost or gained before
deciding to accept or refuse.
Pro: By accepting cards into your hand, you may decide to give any or
all of them to among other players.
Con: Taurus must give or take consolation as appropriate.
VIRGO [M:rec.c] Wins On Multiples Of 5 BunnyThor (Astrology)
You have the power of neatness. As main player in the challenge, if your final
challenge total is a multiple of 5, you win the challenge.
History: The retentive Virgo are easily disturbed when things are out of place.
When everything clicks together, they are at their prime. Cosmic domination
would allow them to bring the universe into their sense of propriety.
Restriction: Do Not Use In Games With Insect or Traitor
Wild1: Choose one player to either fill his hand to 7 cards or discard his hand
down to seven cards.
Super1: As offensive player, if you would win the challenge normally in addition
to having a multiple of 5, gain an extra base in the losing player's system.
Tokens may come from the cone and/or your other bases, not to exceed 4.
Pro: If you win the challenge as defensive player for having a multiple a 5,
collect rewards.
Con: Virgo only wins the challenge for multiples of 10.
Displayed 13 powers.
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