The Amazing Alien Database
Show aliens that match these criteria:
00 [O:WWW:L] Buys Cards From Special Decks Cedric Chin (Lucre)
You have the power of resources. When you buy cards, you may buy directly from the Rewards Deck.
History: A super secret governmental agency with funny accents, the 00 constantly draw their resources from the elite of their agents.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power. Modified by Jack Reda
Wild1: When you gain rewards, you may take them from the unused Flare deck.
Super: You may buy cards from the unused Flare deck.
Con: 00 may only buy one card from the Rewards deck in a challenge where you are both Main Players.
ABBOT [O:Archi:L] OFFERS REFUGE FOR LOST TOKENS Unknown (Lucre)
You have the power to grant sanctuary. Whenever another player loses
tokens you may offer for one or more Lucre to allow him to replace those
tokens on a base you share with him.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may declare one planet base "a holy place". It may not be
attacked, nor may tokens be lost from there while you hold this card.
Super: You may pay a Lucre to the box to grant your losing tokens
sanctuary on one of your planet bases.
AGENT [O:WWW:L] Gives Players Lucre Discounts Cedric Chin (Lucre)
You have the power of commissions. Whenever a player must make a Lucre payment to the Bank, you may allow them to pay half the cost (rounding up), and taking 1 Lucre for yourself.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If you must lose tokens to the Warp, you may instead lose half the number of tokens (rounding up) to another player's Star Disc. Tokens on Star Discs are traded per the Assessor (Eon).
Super: You receive all of the Lucre for discounted payments.
ALCHEMIST [M:rec.c:L] Uses Captures Tokens as Lucre Gregory George (Lucre)
You have the power of alchemy. Whenever
you win a challenge as a main player, all
losing tokens on the opposing side go to
you. You may use these tokens as 2 lucre
each, for any lucre purchase in future
challenges. However you must spend the
tokens before any lucre you possess, and
you must spend the token that is of the most
plentiful color first (you decide ties.) The
spent tokens are sent to the warp. You do not
get ’change’ for spent tokens.
History:
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
ALGAE [M:WWW:L] INCREASES LUCRE, TOKENS, OR CARDS Cedric Chin (Lucre)
You have the power of mindless growth. Whenever you are a main player in a challenge, before cards are played, the opposing main player selects for you one of the following (with the number equal to the number of tokens you have in the challenge): if you have cards, draw cards from the Deck; if you have Lucre, add Lucre from the Box to your Star Disc; or if you have tokens in the Warp, add your tokens from the Warp to the challenge.
History: A species of less-than-animal intelligence, the Algae's growth could nevertheless not be contained or controlled by its erstwhile masters. Now a semi-independent lifeform, the Algae have developed enough understanding of how to manipulate their enemies into increasing their mass and resources.
Restriction: Only use in a game with Lucre! Do not use in a multipower game if you cannot lose tokens to the Warp.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you are a main player in a challenge and your opponent has the same number of cards as you do, you may double the size of your hand by taking his.
Super: You choose which option to take.
AMEX [M:Fram:L] SPENDS LUCRE ON ACCOUNT Framingham Group (Lucre)
You have the power of credit. Start the game with no Lucre and a credit of 4. When
you spend Lucre, borrow them from the bank. Keep a debit ledger to record
your balance. If you ever acquire Lucre, return them to
the bank and subtract them from the ledger.
When the loan first hits each positive multiple of 20,
immediately vacate an external planet base (tokens disperse) or a home
planet if you can't give up an external one. If you are required to
lose all of your Lucre for any reason, add 4 to your
ledger. If you must pass all of your Lucre to another player, borrow
4 from the bank to pay him. A Cosmic Zap prevents you from spending
Lucre, but not from
losing a base. If you get this power in the middle of the game,
return your Lucre to the box and credit your account.
History:
Restriction: Use only in a game with Lucre. Do not use in a game with Midas.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
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.
ASSESSOR [B:MCE:L] Taxes Use Of Cone Mayfair (Lucre)
You have the power to tax. Whenever any other player puts tokens into the
cone, he must either pay you two Lucre or he must take one of his tokens from
any base and place it on the star in your home system, as collateral. In order
to release his collateral tokens, the player must pay you three Lucre for each
token he wishes to free from your system. This must be done at the start of
his challenge. You may include collateral tokens as part of a deal. If you
lose your power, taxes may not be collected, but you maintain the collateral
tokens to use as described above.
History: The Bureau of Warp Management and Assessment excels in its persistence
to duties. Once proud and beautiful, the race has come to resemble their
unabated greed. Their huge, misshapen bodies are the butt of many an
interstellar joke.
Restriction: Do Not Use With Insect
Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: Each player must pay you one Lucre per base he has in your system or give
up the base.
Super1: At the start of your turn, you may insist that any one player whose
tokens you hold as collateral must tender immediate payment for their release.
He must pay to release as many tokens from your control as possible (no more
than he has Lucre).
Pro: Your tax increases to 3 Lucre. Collateral tokens are returned for 4
Lucre each.
Con: You only have to pay Assessor 1 Lucre as tax.
AUCTIONEER [M:WashU:L] AUCTIONS CARD FOR LUCRE Washington University (Lucre)
You have the power to auction. Before each challenge in which you are an offensive player, take the top card of the deck, place it face up in front of you, and auction it for Lucre. All bids must be at least one Lucre, and you cannot prevent any of the other players from participating; however, you cannot bid. The high bidder pays you and takes the card for his hand. If no one bids, you may take the card for your own hand or discard it.
History: A resource crunch on their home worlds led to fierce competition among Auctioneers for the remaining materials. Those Auctioneers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Auctioneers remain quick to exploit the need of others to enrich themselves.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder pays you in Lucre, then puts one of his tokens from any planet onto the base. Use once and discard.
Super: When you auction, take the top card of the deck and put it in your hand. Then select any card from your hand and auction it. If no one bids on the card, you may keep it or discard it.
AUDITOR [M:Fram:L] TRACKS SPENDING OF LUCRE Framingham Group (Lucre)
You have the power to monitor. You collect a point every time Lucre are taken from the box
by other players. In addition, you receive a point
each time Lucre are returned by another player to the box
or transferred from one player to another (if you are not one of the players
involved). When your points reach a multiple of 5, take the top card from the
deck. When it reaches a multiple of 30, receive a base on any planet.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
BANDIT [O:MS:L] STEALS LUCRE FROM BANK Matt Stone (Lucre)
You have the power to rob. On one challenge during your turn, instead of flipping the destiny pile,
you may instead attempt to "rob the bank". No other powers, Edicts, or
Flares may be used during this challenge. Play an Attack card (you may not
play a Kicker), then draw from the deck until you get an Attack card,
discarding others. If you did not play the higher card, you were caught, and
play passes; if your card was higher, take Lucre from the bank in the amount
of the difference between the two cards, treating negative attack cards
as if they were an "Attack 0". This counts as a successful challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
BANK [O:WWW:L] DEPOSITS LUCRE AND GAINS INTEREST Cedric Chin (Lucre)
You have the power of savings. Anytime during the game, you may establish a \"bank\" by setting aside one or more Lucre from your Star Disc. You may not use Lucre in the \"bank\" and \"bank\" Lucre is immune to loss. When you are the main player or ally, you may deposit or withdraw Lucre at the beginning of the challenge. Whenever any player plays an Edict, Flare, Kicker, or Reinforcement, immediately add one Lucre to your \"bank\". The amount of Lucre added to your \"bank\" during a challenge may not exceed the amount of Lucre in your \"bank\" at the beginning of the challenge. If you are Cosmic-Zapped, your \"bank\" Lucre is considered to be part of your Star Disc, but returns to the \"bank\" at the end of the challenge.
History: Aghast at the free spending of their government, the Bank quietly hid their assets into untraceable investments. Now the true owners of their galaxy\'s economy, the Bank are ready to risk their money in the conflict of the cosmos.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may double the amount of Lucre you have on your Star Disc. Use once and discard.
Super: The amount of Lucre added to your "bank" during a challenge may not exceed the amount of Lucre in your "bank" at the beginning of the challenge.
BANKER [O:MS:L] LOANS LUCRE TO PLAYERS Unknown (Lucre)
You have the power to mortgage. Any other player may borrow Lucre from the
bank by putting their tokens up for collateral. They must give you one of
their
tokens for every 4 Lucre, minimum 1 token at least, that they borrow. Put
the
tokens off board and out of play. A player may borrow as often as he wants,
even if you already have one of his tokens. However, players do not get
back
any of their tokens until they pay back in full their entire loan plus 25%
interest, rounded to the nearest Lucre, minimum of 1. If Economist is in
the
game, the interest remains at 25%. The loan is paid back to the bank, but
you
collect the interest. Once a player has paid back his entire debt he will
get
back all of his tokens. A player need not pay back the entire loan at once;
he
may pay in installments. You may only be zapped at the time the loan is
made.
If you lose your power, you may not loan out any more Lucre, but players
must
still pay back outstanding loans, and you still collect the interest due. A
player cannot win the game if he owes Lucre.
History: The Bankers loan out money to cash starved Aliens who need it to
finance their war plans. However, the Bankers use this leverage upon them
to
control the war effort for their own ends.
Restriction: Use Only In Games With Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may loan the use of a power from the unused powers deck for 10
Lucre
to another player. You choose the power. If the offer is not accepted, you
may
keep this card.
Super1: You may demand a player pay back his loan now. If he does not have
enough
Lucre, he pays what he can. You then get his power until he pays the
difference.
Pro: When you embezzle, you take 2 Lucre.
Con: Banker cannot embezzle during your transactions.
BANKER [M:Archi:L] STEALS LUCRE Matt Stone (Lucre)
You have the power to embezzle. You are in charge of the Lucre box.
Once play starts, you hand out Lucre when needed and place them in the
box for other players. Every time you reach into the box to give Lucre to
another player or return Lucre to the box for another player, you take one
for yourself.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may take Lucre from the box when not entitled. If you are
caught, pay the Lucre you were trying to steal to the player who caught
you and discard this card.
Super: You may take 2 Lucre each time you access the box for another
player.
BARTERER [O:WWW:2L] OFFERS EXCHANGES Rick Katz (Lucre)
You have the power to dicker. Start the game with a store of Lucre equal to 10 times the number of
players in the game. Once per challenge in which you are not a main
player, before cards are played, you may offer another player
Lucre from your store in exchange for any card(s), a base, or the
first challenge of his next turn (if you lose or fail to deal during
that challenge, he forfeits his second challenge). You ask
for the item, the other player then may set a price. If you
accept his price, pay him the Lucre and take the item. You
may make one counter offer for fewer Lucre. If he does not agree
to the revised offer, you may accept the original terms. At any
time you may put Lucre from your star disc into the store, but Lucre
may only leave the store as part of a barter agreement.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power. Modified by Matt Stone
BATTLEMENT [O:WWW:L] BUILDS FORTS WITH LUCRE Cedric Chin (Lucre)
You have the power of protection. Once per challenge, you may build a \"fort\". Place one Lucre from your Star Disc onto any planet anywhere you have a base. When you calculate your token total on your defending base, a fort on that base doubles the number of tokens you have in the challenge. If you lose a base with a fort, the attacker takes the Lucre to his Star Disc. Otherwise, the Lucre is lost to the Box. If you lose use of this power, you may take your \"forts\" and place them on your Star Disc or keep them on planets (where they do not double). (Name changed by Jack Reda)
History: A frontier civilization on the fringes of a primitive civilization, the Hardpoint slowly grew victorious through a strategy of local fortification despite a meager economy. Applying their technology to the cosmos, they hope their strategy will help them overpower their more sophisticated bretherin.
Restriction: Use only in a game with Lucre!
Wild: Your Lucre counts double in figuring your challenge total.
Super: You may build a fort for another player at the beginning of his turn for a fee you set in Lucre. The Lucre used to build the fort comes from the Box and the fee goes to you.
Con: You may ignore Battlement’s fort. He retains his Lucre if you win the challenge.
BAVARIAN ILLUMINATI [O:WWW:2L] MAKES PRIVELEGED ATTACKS Aaron Fuegi (Lucre)
You have the power of privileged attacks. As the offensive player, you may pay 1 Lucre to the box at the start of your
challenge, or 2 Lucre immediately after the destiny pile is flipped (and
before ALL other powers that occur after the flip), to declare the challenge
"privileged". No non-main player may interfere
(ally, play cards, use optional powers or use mandatory powers that require
any type of decision) in a privileged attack unless forced/allowed to by the
actions (card play or power use) of one of the main players and then only in
direct response/compliance with that action.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
BEAST [O:Fram:2L] EATS TOKENS IN WARP Framingham Group (Lucre)
You have the power to feed. At the start of your turn, if you have tokens in
the Warp, you may "eat" one token there belonging to
every other player who has tokens in the Warp. Tokens are
removed from the game. Each token you eat provides you with one Lucre
in nourishment. Take a Lucre from the box for each token that you eat.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
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.
BEGGAR [O:rec.c:2L] ASKS FOR LUCRE Joe Lundy (Lucre)
You have the power to leech. If you are not a main player, before cards are played, you may ask one of
the two main players in a challenge for a Lucre. If he can't or won't give
it to you, you may take the card of your choice from his regular hand.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
BISHOP [M:rec.c:L] Converts opponent's tokens and takes opponent's Lucre Rob Burns (Lucre)
You have the power of tithe. When you win a challenge as a main player, you
may take one of your ships from the Warp for every ship your opponent
lost in the challenge. These converted ships may be placed on any of
your bases, including the planet you just won the challenge for. If
you have no ships in the Warp, you cannot convert.
Also, when you win a challenge as offensive player and the defensive
player loses a home base as a result, you receive one-half of that
player's Lucre (round up).
History: The Bishops are actually an offshoot of the Mesmers; the
original Bishops were a small spiritual sect of Mesmer society who
were opposed to their society's methods of mass hypnosis. Convinced
that such "mesmerizing" was immoral mind manipulation, the Bishops
left as pilgrims for a remote system. Once there, their religion
developed and took new forms. Now in its rapid growth stage, the
Bishops seek to win alien souls (and plunder) for their deity.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may exchange all of one of your opponent's ships on a
planet where you also have a base for the same number of yours from
the Warp. Discard after use.
Super: You may exchange all of one of your opponent's ships on any
one planet in your home system for the same number of yours from the
Warp. You may do this even on a planet where you have no base.
Discard after use.
BOARDWALK [M:rec.c:L] CHARGES RENT FOR BASES Cedric Chin (Lucre)
You have the power of renting. At the beginning of your turn, each player must
pay you one Lucre if they have a base in your system. If they are unable or
unwilling to pay, you may "evict" their tokens to the Warp.
History: Capitalists on a water-covered blue-sky world, the Boardwalk cater to
the needs and whims of the wealthiest powers in the galaxy. Now drawn into a
conflict against their wills, they turn their power to gain a profit upon the
enemies of 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.
Wild: You may rent your power for one challenge to another player for Lucre.
Super: The rent is one Lucre for every base.
BOOKIE [O:E1.5:L] Allows Bets On Challenge Outcome Bryan Stout (Lucre)
You have the power to place bets. In each challenge, just before cards are
revealed, you may announce that you are taking bets on the challenge
outcome. Any player wishing to bet gives you a Lucre (which you keep)
and says which side he is betting on. After all bets are in, if one side has
fewer bets placed on it then that side is the dark horse. Resolve the
challenge normally. Any player who bet on the winner gets 3 Lucre from
the box if the winner was the dark horse, 2 Lucre if not. If a deal is
reached, all betting players get one Lucre from the box. There is no gain
for any other result. A player need not bet on the side he has tokens
involved in. You may bet only if no one else does, by putting one Lucre
in the box and announcing the side you bet on. You get two Lucre if that
side wins or one if it deals.
History:
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may bet on challenges without the Bookie. Before cards are
revealed pay any amount of Lucre to the box and announce the side that
you have bet on. If the side that you bet on wins, take double the amount
of Lucre that you placed in the box back. If they deal, take the original
amount of Lucre that you placed in the box back.
Super: You may bet regardless of whether others have bet or not, and you
receive payment in the same manner as other players (0 to 3 Lucre,
depending on the result).
BRUMMAGEM [O:WashU:L] CREATES COUNTERFEIT LUCRE Washington University (Lucre)
You have the power to counterfeit. Whenever you pay Lucre to another player, you may mark an equal number of pieces of paper. Take the real Lucre in one hand and the counterfeits in the other; the other player chooses a hand and receives the contents. Any player who receives counterfeits can attempt to pass them in the same way, but in all such attempts one hand must contain only real Lucre, and the other hand must contain an equal amount of Lucre (possibly a mix of real and counterfeit Lucre). No player may pass you counterfeits, nor do they count toward the total in a challenge, nor may they be paid to the box. Counterfeits can only be used to buy cards or tokens if the Dragon is in the game; the buyer may then attempt to pass counterfeits to the Dragon.
History: The Brummagem have always valued appearance over substance. This led to unfortunate effects when the barter-using Brummagem were introduced to currency. Little suspecting the havoc they wreak on the galactic economy, the Brummagem innocently work toward the day when the Imperial crown (cubic zirconia in a gold-tone setting) will rest firmly on their cephalothoraxes.
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.
Wild: If you receive any counterfeit Lucre, you may exchange it for real Lucre from the box.
Super: Whenever you successfully pass counterfeit Lucre, take one Lucre from the box for yourself.
BUILDER [O:Archi:L] CONSTRUCTS BASES Rick Katz (Lucre)
You have the power to build bases. When you are the offensive main
player, you may forgo an attack and build a base with Lucre. Place one
Lucre on any planet in the defensive system. This can be your home
system. When you have 2 Lucre on a planet, return them to the box and
establish a base there. Lucre that are on a planet can not be removed for
any reason unless the planet is destroyed. A builder challenge is treated
the same as challenging an unoccupied moon. If you lose your power or
power card, Lucre on bases remain there.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game
or with Machine or Will.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: You may pay eight Lucre to the box, and establish a base
anywhere. Discard after use.
Super: After building a base, return the Lucre to your star disc.
BUTLER [M:6:L] GETS LUCRE FOR TASKS Eon (Lucre)
You have the power to wait upon. You flip the destiny pile, hand out cards, position the cone, perform all other manually demeaning chores for the offensive player after he signals the start of his challenge. Unless he gives you a tip of one Lucre, you may perform one of the following as you wish: position the cone on any planet or moon in the defensive player's system where a legal challenge may be made, or select the offensive player's tokens from anywhere you wish (you may take only as many as he specifies). If the offensive player does tip you, you must obey his wishes with regard to your chores for the rest of the challenge. You must perform certain functions gratis such as passing out cards that a player is entitled to. You may look at any of these cards which are purchased with Lucre. You must be courteous, and a tip of one lucre is all that you may collect per challenge.
History: "To serve is to live." The motto of the house of Butt guides its family as they build for their true inner hope: to turn the Cosmic tables and rule forever.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may secretly take a token from any other player's base and put it into the Warp, once per challenge without showing this card. However, if you get caught in the act, the token is not lost and you replace the token, pay a Lucre, if you have any, to the player who caught you and discard this card. You may not take a Zombie token.
Super: You may demand a tip of two Lucre instead of one.
BUTLER [B:MCE:L] Gets Lucre For Tasks Mayfair (Lucre)
You have the power to wait upon. You flip the destiny pile, hand out cards,
position the cone, and perform all other manually demeaning chores for the
offensive player after he signals the start of his challenge. Unless he gives
you a tip of two Lucre, you may perform one of the following as you wish:
position the cone on any planet or moon in the defensive player's system where
a legal challenge may be made and where he doesn't already have a base, or
select the offensive player's tokens from anywhere you wish (you may take only
as many as he specifies). If the offensive player does tip you, you must obey
his wishes with regard to your chores for the rest of the challenge. You must
perform certain functions gratis, such as passing out card that a player is
entitled to. You may look at any of these cards which are purchased with
Lucre. You must be courteous, and a tip of two Lucre is all you may collect
per challenge.
History: "To serve is to live." The motto of the house of Butt guides its
family as they build for their true hope: to turn the Cosmic tables and be
named first in the Cosmic Will.
Restriction: Use Only In A Game With Lucre
Wild1: You may delay your challenge in favor of one by another player (as a
reverse Timegash) in return for 5 Lucre (if he has that much). The other
player has no choice in the matter, except for a Flare Zap.
Super: Any players establishing new bases as a result of the challenge must tip
you four Lucre or return their tokens to their other bases.
Pro: If not tipped, you may point the cone to a base where the offensive player
already has a base in the defensive system.
Con: Butler may not see any cards that were purchased with Lucre by the
offensive player.
CANDIDATE [O:MS:L] Makes Promises For Donations Mark Katzoff (Lucre)
You have the power to campaign. Start the game with twenty extra Lucre
in a "private account". This account is immune to loss for any
reason. At the appropriate time you may borrow Lucre from this
account to buy cards or tokens. If you owe Lucre to the campaign
chest, you may repay them at any time. Players may offer Lucre to
your "campaign fund" in exchange for your promise to perform or not
perform a specific game action. This includes playing a specific card,
inviting a specific player to ally, committing a specific number of
tokens to a specific side, attacking a specific player, moon or
planet, and using an optional power. They must initiate the offer,
determine the promise requested, and the amount of the donation. You
are bound by any promises you make, but you need not accept the
Lucre. If you get this power card from another player, you get his
"campaign fund". If you draw the power once play has started, finance
your campaign with twenty Lucre from the bank.
History: The Candidates travel the cosmos promising the universe to
one and all. However, their benevolence is just a ruse, for they are
a greedy race who prefer to use other people's wealth for their own
little pleasures.
Restriction: Use Only In A Game With Lucre!
Notes: Modified by Matt Stone.
Wild1: Whenever a vote is taken, you may offer one other player
anything possible under normal deal conditions to vote the way you
want him to. You make the initial offer, and the player may make one
counter offer which you must accept or reject.
Super1: As main player, the Lucre in your private account adds toward
your challenge total.
Pro: Instead of a player paying you Lucre, you may have him promise to
perform or not perform an action in exchange for your promise.
Con: When another player pays Candidate, you may pay Candidate the
same amount of Lucre to end the request.
CAPITALIST [O:MS:L] Receives Payment On Every Turn Matt Stone (Lucre)
You have the power of income. At the start of every other player's
turn you may take your choice of 2 Lucre from the bank, a card from
the top of the deck, or a token from the warp back to a base.
History: The Capitalists constantly seek out wealth to satisfy their
greed. However, their greed is never satisfied, thus they always make
sure their influx of wealth shall not diminish.
Restriction: Use only in a game with Lucre!
Wild1: As a winning defensive ally, instead of taking normal rewards,
you may take 4 Lucre from the bank for each token you had in the
challenge.
Super1: You may take 4 Lucre, 2 cards, and 2 tokens out of the warp at
the start of another player's turn.
Pro: You may take a token from the warp, 2 Lucre, or a card from the
deck at the start of each other player's challenge.
Con: You decide what Capitalist gets. You may not choose a token from
the warp if he has none there.
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
CHANGE [O:WWW:L] DISCARDS CARDS FOR LUCRE Cedric Chin (Lucre)
You have the power to spare. Whenever you are the main player in a challenge, before cards are played, you may discard a Challenge card, Reinforcement, or a Kicker. If the card is an Attack card between -6 and 6, a Kicker, or a Reinforcement, draw a number of Lucre equal to the card.
History: Digging into the pockets of the universe, the Change manage to find bits of wealth in the least likely parts of 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.
Wild: You may discard any cards you have just bought from the Deck for one Lucre apiece.
Super: You do not take from the Bank. Instead, you take from your opponent.
CHARITY [O:rec.c:L] RECEIVES LUCRE FROM OTHER PLAYERS Cedric Chin (Lucre)
You have the power of receiving. During each challenge, you may ask one
player involved in the challenge to give you a Lucre. If he cannot give you
a Lucre, you may take two of his cards. If he will not give you a Lucre, you
may take four of his cards.
History: A society nearly decimated in a previous war, the Charity now look
towards other civilizations for support and aid. The aims of this support and
aid, however, are yet to be suspect, although the powers that be have yet to
discover who started that previous war.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Whenever you lose tokens to the Warp, you may draw one Lucre from the
box.
Super: You may draw from the deck instead.
CHEAPSKATE [O:E1.4:L2] SPENDS LUCRE ON ACCOUNT Matt Stone (Lucre)
You have the power to borrow Lucre. You start the game with no Lucre. As
a main player, immediately after the defensive player is determined, you
may borrow up to 4 Lucre from your opponent to spend in that challenge
in exchange for IOU's. Whenever you need to pay Lucre to another
player, write out an IOU for each Lucre you spend. If your opponent in a
challenge holds IOU's written on previous challenges, he may demand a
card of his choice from your regular hand to destroy 6 IOU's or a base to
destroy 15. You must accept the terms. If you ever acquire Lucre,
including at the start of your turn), you must buy back IOU's. If you have
no outstanding IOU's, return them to the box.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You are immune to the Bankruptcy Edict.
Super: You need not accept the terms for destroying IOU's.
CLERGY [M:Warp:L] RECEVIES LUCRE FOR PAYMENTS Jack Reda (Lucre)
You have the power of tithe. Whenever any other player makes a Lucre payment to the bank for more than one Lucre, you receive one of the Lucre.
History: Having duped the cosmic community into thinking they can buy forgiveness for their sins, the Clergy enjoy a comfortable existence. They can afford to sit back and decide who will rise to power (with their blessing).
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.
Wild: You may take half (rounding down) of a player's Lucre payment to the bank. Use once and discard.
Super: You may take two Lucre for any bank payment of two or more.
COLLECTOR [O:E1.4:L] Taxes Use Of Edicts Matt Stone (Lucre)
You have the power to tax Edicts. Whenever another player plays an
Edict, he must pay you 4 Lucre. If he can not pay you, he may not
play the Edict. A player need not pay you in order to Cosmic Zap this
power.
History: The greed of the Assessors are well known as everyone forces
themselves to laugh at their misshapen bodies while losing their
wealth. The Collectors, on the other hand, do not laugh for they
recognize the wisdom of their heroes. They are quite adept with their
collections. Who's laughing now?
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: As main player, your opponent must pay you 4 Lucre to play a
Challenge Card. If he cannot, the challenge ends and tokens return to
bases.
Super1: You may tax the use of Flares. Players must pay you 4 Lucre
per Flare else they may not play the Flare.
Pro: Your tax increases to 6 Lucre.
Con: You need only pay Collector 2 Lucre to play Edicts.
COMMUNIST [M:rec.c:L] REDISTRIBUTES WEALTH Jason Kendall (Lucre)
You have the power to even things out. At the start of your turn, you may
require that all players pool all of their Lucre. Then each player shows an
attack card. You show the last attack card. If you show an attack card which
is higher than any shown, then you get all of the Lucre. You must then throw
away your card, but the other players keep their cards. If you show a card
which not the highest, then all cards shown are thrown away and all Lucre
is divvied out evenly to all players, with any extra going to the Bank.
History: Blotted out of their Earthly home, the Communists took to the stars
to liberate the Universe from the Oppressor!
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If you win a challenge, you take half of your opponent's Lucre.
Super: You need only show a card that is at least five points lower than
the highest shown card in order to get all of the Lucre.
CONQUISTADOR [M:WashU:L] LOOTS TREASURIES Washington University (Lucre)
You have the power to loot. Whenever you win a challenge as offensive player and the defensive player loses a home base as a result, you receive one-half of that player's Lucre (round up).
History: Organized into thousands of small clans, the Conquistadors have spent millenia raiding one another for gold, cattle, husbands, and other valuables. When the Conquistadors seize a planet from a Cosmic adversary, the first thing they do is steal everything of value.
Restriction: Use only in a game with Lucre!
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: As a main player in a challenge, before cards are played you may buy one card from the deck using Lucre taken from your opponent's treasury.
Super: When you loot, you also receive one-half (round up) of your opponent's cards, drawn at random. If your opponent is entitled to consolation, he draws it first; if you still have this card, you take half of the cards that are then in his hand.
COP [M:E1.4:L] SETS ATTACK LIMITS Matt Stone (Lucre)
You have the power to be bribed. At the start of the game, declare an
attack limit (similar to a speed limit). You are to enforce the law, but can
be bought off. If another player reveals an Attack card above your limit,
he must pay you a Lucre. If a player can not pay you and has no other
playable card, it is as if he were out of challenge cards. If you play a
card above your limit and win the challenge, you must pay the loser a
Lucre. You must also have Lucre to play a card above the limit.
History:
Restriction: Do not use with Demon or Sorcerer. Use only in a game with
Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may discard all of your Compromise Cards and take a Lucre
from the bank for each. Discard after use.
Super: You need not have or pay Lucre to play a card above the limit.
COUCH POTATO [O:Archi:L2] CHANGES CHANNELS Ben Berman (Lucre)
You have the power of remote control. When you are the attacker in a
challenge, after cards are played, but before they are revealed, you may
pay a Lucre to the box to "change channels." You move the cone to the
corresponding base one system to the right or left. Unless you end up in
your home system, the new defensive player is the system owner. In
your home system, choose the defender from players with tokens on
the new defensive base. If the new defensive player is allied in the
challenge, his ally tokens must return to bases. If there are no tokens on
a base that you switch to in your home system, there is no defensive
player. (The defensive total is the card total plus defensive allies.)
Otherwise the challenge is resolved normally with the new defensive
player.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game
or with Decoy, Deuce, Doubleheader, Knight, or Procrastinator.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: You may "change channels" causing all powers, hands, and Lucre
to shift one position to the right or left. This card may be used only once
per turn.
Super: As the defensive player, you may pay a Lucre to the box to
"change channels". Move the cone one system to the left or right, and
proceed normally as per your power.
DEPOSITOR [O:Archi:L] PUTS LUCRE IN THE BANK Matt Stone (Lucre)
You have the power of savings. At the end of your turn, you may take up
to eight Lucre from your star disc and place them aside. Just before your
next turn, retrieve the Lucre to your star disc along with an equal number
from the box as interest. While deposited, Lucre can not be lost for any
reason. You may choose to return them to your star disc prior to your next
turn in order to spend them or to add to your total in a
challenge. However, if you withdraw the Lucre early, you immediately pay
half of them to the box (rounding up) as a penalty. After the challenge in
which you have used them, you may replace any unspent Lucre in your
"bank" and collect the appropriate interest at the start of your next turn.
Once you have made a deposit, you collect interest or pay a penalty even
if you lose your power prior to your withdrawal. A Cosmic Zap prevents
you from making a deposit - not from collecting interest or paying a
penalty.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Take one Lucre from the box each time your color is actually flipped
in the destiny pile.
Super: You may withdraw your Lucre early without paying the penalty.
DOLE [O:WashU:L] REDISTRIBUTES LUCRE Washington University (Lucre)
You have the power of welfare. In any challenge in which you are neither a main player nor an ally, after cards are played and before they are revealed you may take the Lucre of the two main players and divide it equally between them. If the total amount of Lucre is odd, you keep the one extra Lucre for yourself.
History: Shortly after the Doles developed intelligence, their planetary system passed through a dust cloud. The resulting drop in sunlight caused hundreds of generations of unstable weather and famine. Only those Dole herds that pooled their resources for the common good survived. Now the Doles seek to convince the rest of the Cosmos of the value of sharing.
Restriction: Use only in a game with Lucre!
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: As a main player in a challenge, if your opponent has more Lucre than you do you may take one Lucre from him for yourself before cards are played.
Super: When you re-distribute Lucre, first take one Lucre for yourself. Divide the remaining Lucre evenly, and if the remaining amount is odd take another Lucre for yourself.
DOLE [O:Archi:L] REDISTRIBUTES LUCRE Washington University (Lucre)
You have the power of welfare. In any challenge in which you are
neither a main player nor an ally, after cards are played and before they
are revealed you may take the Lucre of the two main players and divide
it equally between them. If the total amount of Lucre is odd, you keep
the one extra Lucre for yourself.
History: Shortly after the Doles developed intelligence, their
planetary system passed through a dust cloud. The resulting drop in
sunlight caused hundreds of generations of unstable weather and famine.
Only those Dole herds that pooled their resources for the common good
survived. Now the Doles seek to convince the rest of the Cosmos of the
value of sharing.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: As a main player in a challenge, if your opponent has more
Lucre than you do you may take one Lucre from him for yourself before
cards are played.
Super: When you re-distribute Lucre, first take one Lucre for yourself.
Divide the remaining Lucre evenly, and if the remaining amount is odd
take another Lucre for yourself.
DRAGON [M:6:L] RECEIVES LUCRE PAYMENTS Eon (Lucre)
You have the power of treasure. You start the game with 4 extra Lucre. Whenever another player buys cards or tokens, he pays his Lucre to you instead of to the box.
History: The overpowering greed of the once comely race of Dragons has gradually misshapen them into their present hideous form. Having turned their backs on all intelligent intercourse with others, they now seek only to increase their treasure and glory in profiting from the needs of others.
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.
Wild: You may discard cards from your hand (despite the Visionary). You pay one Lucre to the box for each card you discard in this manner. If the Dragon is in the game, pay the Lucre to the Dragon.
Super: Your Lucre counts towards the total for your side in a challenge when you are an ally.
DRAGON [M:MCE:L] Receives Additional Lucre Mayfair (Lucre)
You have the power of treasure. Whenever another player spends Lucre to the
bank, you get one Lucre from each purchase, with the rest going to the bank.
Thus if another player buys two cards, you get two of the Lucre, with the other
six going to the bank.
History: The overpowering greed of the once comely race of Dragons has
gradually misshapen them in the same way as it has the Assessor race. They
have turned the natural wealth of their home worlds into an interstellar
investment empire and now seek only to increase their treasure and glory in the
profits they steal from others.
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: Collect 10 Lucre from the bank. Use as offensive player.
Super1: You collect all Lucre spent by other players during this challenge.
Pro: You collect half the Lucre, rounded down, of all purchases by other
players.
Con: You need pay Dragon only 1 Lucre no matter how many purchases you make in
a challenge.
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.
ECONOMY [O:rec.c:L] RECEIVES LUCRE INSTEAD OF TOKENS AND CARDS Cedric Chin (Lucre)
You have the power of warfare. Whenever you draw cards or receive
tokens, you may take Lucre instead. If you take Lucre from another
player, you may not take more Lucre than he has. If you are taking
Lucre in lieu of a hand, you take the Lucre, but then must buy cards
from the Deck until you have a Challenge Card; you may then
continue purchasing cards with the Lucre you took in lieu of the hand.
History: Originating on an earthquake-ridden rock plagued with
giant monsters and wide-eyed cartoon characters, the Economy took over
the world through economic warfare. Now setting their eyes on the
Cosmos, they will be a benevolent city-state, with newspaper quality
comic books for all.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may discard all your cards (including this one) and
receive one Lucre for every card discarded.
Super: You may purchase cards at anytime during the game.
EMPLOYEE [M:Archi:L2] SEEKS EMPLOYMENT AS ALLY Matt Stone (Lucre)
You have the power to be hired. If you are invited to ally on both sides of
a challenge, the two main players must bid for your services. You must
ally (if possible) with the player who offers you the most Lucre. If bids are
equal, you may choose to ally with either player, or refuse the Lucre and
not ally at all. If your side wins the challenge, your "boss" gets defensive
rewards (one for each Lucre he spent on you). If your side loses the
challenge, collect one Lucre from the box as "workman's compensation"
for each token you lost. If you are not invited to ally by either side in a
challenge in which you may ally, collect one Lucre from the box as
"unemployment compensation."
History:
Restriction: Do not use in a 2-player game. Use only in a game with
Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may be hired for Lucre to ally on either side of a contested non-
planet challenge. If your side wins the challenge, you get defensive
rewards (even if you allied offensively).
Super: You may take the Lucre and refuse to ally. Your "boss" still gets
rewards if his side wins.
ENTREPRENEUR [O:MCE:L] Uses Lucre As Tokens Mayfair (Lucre)
You have the power to invest. You begin the game with five extra Lucre.
Whenever you put tokens in the cone, you may put some Lucre in instead. The
Lucre acts as tokens for purposes of resolving the challenge and for
consolation. If you are on the winning side, you double the Lucre committed in
the challenge and tokens get a base or rewards as normal. If you back the
losing side, the Lucre invested is lost to the bank. In the event of a deal,
take your Lucre back as you would your tokens. You can use some tokens and
some Lucre in the same challenge, but the total may not exceed four. If you
lose your power during a challenge, return any Lucre from the cone to your
Lucre pile, replacing them with tokens from bases.
History: Getting their start by hiring mercenaries to do their fighting, the
Entrepreneurs soon found that the risk capital began to function just as well
on its own, without renting soldiers from other races. As the Entrepreneurs
learned to choose their battles more carefully, their investments began to pay
big dividends. They are now trying to bull their way through the Cosmos.
Restriction: Use Only In A Game With Lucre
Wild1: At the start of your turn, you may declare some or all of your Lucre to
be invested. This Lucre is put in trust, inaccessible to yourself and other
players, until the start of your next turn. At that time, the investment
matures and you receive a 50%
Super1: You can ally with both Lucre and tokens, up to four of each.
Pro: The Lucre you invest count towards rewards.
Con: As main player, if you win the challenge and Entrepreneur was on the
opposing side, you get the Lucre he invested.
ENTREPRENEUR [O:E1.5:L] Invests In Challenges Bryan Stout (Lucre)
You have the power to invest. In any challenge, after cards are played but before they
are revealed you may place some of your Lucre in one end of the cone. You may
put into the cone 1 Lucre if you are involved in the challenge or up to 3 Lucre
if you are not. This Lucre adds to the total of the side it is committed to in
the challenge. You do not have to be invited to invest, and you do not have to
invest in the side you have tokens on. If the side you invest in wins or
deals, take the Lucre back and take an equal amount from the box. Otherwise
the invested Lucre goes to the box.
History:
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Each time you buy cards from the deck, you may get 1 Lucre from the
box for each newly purchased card that you show to the other players.
Super: You may invest with up to 3 Lucre if you have tokens in the
challenge, or up to 5 Lucre if you do not.
ETHIC [M:6:L] TAKES CONSOLATION FOR ATTACK Eon (Lucre)
You have the power of guilt. Every time you are a main player and reveal an Attack Card in a challenge and lose, you collect 4 consolation cards at random from your opponent. If he does not have 4 cards, you take the cards he does have. You may discard any of these consolation cards that you do not want. If he wishes, your opponent may pay you 2 Lucre to prevent you from taking this consolation.
History: Ascribing to a moral code of the utmost purity, the Ethic sets a universal standard of conduct. Those who would harm the Ethic find themselves curiously repentant. Knowing that they are possessed of the One True Way, the race of Ethics now seeks to convert Outsiders through moral suasion.
Restriction: Use only in a game with Lucre!
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Every time you take any new card(s) from the deck into your hand, you may feel guilty and give away some of them to other players. You may not, however, give away more than 3 cards per challenge in this way.
Super: You may refuse to take Lucre and instead claim your consolation.
ETHIC [B:MCE:L] Takes Consolation For Attack Mayfair (Lucre)
You have the power of guilt. Every time you are a main player and reveal an Attack Card in a challenge and lose, you collect four cards as consolation. Any cards you receive as consolation you may choose to discard immediately. If he wishes, your opponent may pay you four lucre per card to reduce the number you take.
History: Ascribing to a moral code of the utmost purity, the Ethic sets a
universal standard of conduct. Those who would harm the Ethic find themselves
curiously repentant, while those who know the Ethic also know the power of the
well-placed contribution.
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: When you take new cards from the deck into your hand, you may feel guilty
and give away any or all of them to other players.
Super1: You may refuse to take Lucre and instead claim your consolation.
Pro: You may increase your price to 4 Lucre per card.
Con: As main player against Ethic, you need only pay him 1 Lucre per card to
reduce the number of cards he takes.
EXCHANGER [M:Archi:L] EXCHANGES POWER CARDS Andy Latto (Lucre)
You have the power to swap powers. When you are a main player in a
challenge, as soon as the defensive player is determined, take a power
card from your opponent. This power is now yours. At the end of the
challenge, give him a different power card (which may be this one). In
each case, you choose the card. He may pay you a Lucre to choose the
power card at the beginning of or end of the challenge, but not both. If you
take a power, you must give one back, even if Cosmic Zapped.
History:
Restriction: Use only in a game with Lucre. Use only in a multiple power
game.
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild: Give this card to another in exchange for the Flare of his choice
from his regular hand. If he has no Flares, take his entire regular hand.
Use only once per challenge.
Super: You may refuse to accept the Lucre, and choose both powers
yourself.
EXPANDER [M:WWW:L] GETS MORE TOKENS, CARDS, AND LUCRE Chris Ramsley (Lucre)
You have the power of more. Whenever you would gain tokens back from the Warp, gain an additional token. Whenever you would draw cards from the deck or collect compensation from another player, take an additional card in the same manner. Whenever you would gain Lucre from the box, gain an additional Lucre.
History: The Expanders evolved on a world of plenty. They never went without, and now that they have entered the galactic scene, they intend to keep it that way. Always squeezing the most out of what is given to them, the Expanders can turn any small resource into a bounty.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: As a main player, after cards are revealed, add the number of cards in your hand to your attack total if you played an attack card.
Super: You gain two extra tokens, cards, or Lucre, instead of one.
EXTORTIONIST [O:6:L] GETS HALF OF ALL NEW CARDS Eon (Lucre)
You have the power to extort. Once play begins, whenever any other player would acquire cards as consolation, as rewards for a defensive alliance, as a new hand, or by exercise of power (except the Miser), Flares, or purchase, you may take at random half of them (rounded down) for your hand. A player may prevent you from extorting any cards by paying you one Lucre for every card you would have been able to take, but he must do so before you take any cards.
History: Warped by an unstable environment, the Extortionist has long been crazed by greed. Extortionists prefer wealth that has been unjustly siphoned from honest wage-earners and, now, with their hands ever extended, they hope to amass enough for the final take-over.
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.
Wild: If another player is rude enough to flip your color in the destiny pile two times in a row during a turn, that player must pay you 3 Lucre, or lose a base (that player's choice). The tokens go to the Warp.
Super: A player may not prevent you from extorting cards by paying you Lucre if you don't wish to accept the payment.
EXTORTIONIST [M:MCE:L] Receives Opponents' Cards Mayfair (Lucre)
You have the power to extort. Once play begins, whenever any other player
acquires cards via consolation, rewards, drawing a new hand, exercising his
power (except Miser), Flares, or purchasing with Lucre, you may take half of
those cards (rounded down) at random and add them to your own hand. After
seeing the cards but before you draw, your victim may block the loss of cards
by paying your two Lucre per card he would have lost.
History: Warped by an unstable home environment, the Extortionist is crazed by
greed. The Extortionist racket of graft and corruption reaches into the
pocketbooks of every decent citizen of the Universe. Using the wealth that
they have unjustly siphoned from honest wage earners, the Extortionists hope to
amass enough for the final takeover.
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: After cards have been revealed in any challenge, you may demand five
Lucre from the winner of the challenge. If he does not pay you the Lucre, you
may reverse the outcome of the challenge; that is, the winner loses and the
loser wins. No effect in Compromise/Compromise situations.
Super1: The player may not prevent you from extorting cards by paying you Lucre.
Pro: Players may not see the cards they are getting before deciding whether or
not to pay you.
Con: You may pay Extortionist 1 Lucre per card for each specific card you want
to keep. Extortionist gets the rest.
FINANCIER [O:Archi:L] LOANS LUCRE Ken Cox (Lucre)
You have the power to loan. Between challenges, any player may request a loan. You propose terms for the loan, which must include interest of at least one Lucre. You may also include a time limit by which the loan must be repayed. If the player accepts, you loan him the Lucre from the box. The total amount you loan before any challenge cannot exceed five Lucre, but this can be divided among several loans. When the player repays the loan, the principal goes to the box and you receive the interest. If you impose a time limit on the loan and the player fails to pay by that limit, you may put one of his tokens in the Warp at the start of each challenge while he is in arrears. A player with outstanding loans cannot win the game (Schizoid cannot change this condition). If you lose your power, you cannot make loans, penalize late loans, or receive interest, but players with loans still cannot win.
History: Unique among lifeforms in having invented the adjustable-rate mortgage before the wheel, the Financiers are well-positioned to supply the Cosmos with capital. The Financiers are always eager to make loans, knowing that less-disciplined lifeforms will inevitably overextend themselves and become easy prey for a hostile takeover.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may borrow five Lucre from the box at the start of each challenge. You must repay the Lucre at the end of the challenge; if you cannot repay in full, lose five tokens to the Warp.
Super: You may "call in" a loan at any time. If the player cannot or will
not pay the entire loan, you may put one token in the Warp for each Lucre
he has borrowed. The loan is then considered repaid.
FIXER [O:MS:L] Buys Challenge Outcome Matt Stone (Lucre)
You have the power to fix. As main player or ally, you may
spend Lucre to affect the result of the challenge. Every 4 Lucre
spent allows you to add 2 to the total of your choice of sides.
History: The Fixers leave nothing to chance. Rather than relying on
blind luck, they secretly mold the outcome to their liking, letting
others dwell in misery of their own unfortunate circumstances.
Restriction: Use only in a game with Lucre!
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Combat type power. This power adapted for
Mayfair rules by Gerald Katz.
Wild: If you lose a challenge as an ally, you may declare the
challenge was "fixed" and return your tokens to bases.
Super1: When you spend Lucre to "fix" challenges, you may do so on a
one for one basis.
Super: Each Lucre spent increases the challenge total by 4.
Pro: You may allow players on your side of the challenge to use their
Lucre to increase the challenge total at your rate.
Con: As main player or ally against Fixer, he may only fix challenges
before cards are revealed.
FLEECE [O:WashU:L] PLAYS FOR LUCRE Washington University (Lucre)
You have the power to swindle. Before beginning each of your challenges, you may take one Lucre from your Star Disc, one from the box, and one from any other player's Star Disc and set them to one side. Whichever of the two of you (you and the player from whom you took the Lucre) first wins a challenge receives the three Lucre. You may have several such swindles in operation simultaneously, including more than one with each player. The set-aside Lucre does not count toward totals, nor may it be spent.
History: The Fleece engage in a unique form of government called "democracy", which rewards the most convincing liars with power. All members of the Fleece admire skilled liars and practice minor deceptions on each other. In their dealings with aliens, the Fleece have found a variant of the pigeon drop quite profitable. Surprisingly, other races remain gullible, and when a Fleece says "Pardon me sir and/or madam, is this your wallet?" generally fall for the swindle.
Restriction: Use only in a game with Lucre!
Timing:
Phase 10 - Interphase
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Super: When you set up a swindle, take one Lucre from your opponent and one from the box. Do not include any of your own Lucre.
FORAGER [O:Warp:L] BUYS USED CARDS Jack Reda (Lucre)
You have the power to recycle. When another player must discard cards, you may purchase them for two lucre each. The lucre goes to the bank. You may not purchase cards you yourself discarded.
History: Scrounging about the wasteful spoils of others, the Foragers
seek bargains when others lose their most valuable possessions.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power. Renamed by Gerald Katz.
Wild1: When drawing cards, you may take them from the top of the discard pile rather than the deck.
Wild: When drawing cards, you may take them from the top of the discard pile rather than the deck.
Super1: When you must draw a new hand, you may pick any seven cards from the discard pile (except this one).
Super: When you must draw a new hand, you may pick any seven cards from the discard pile (except this one).
Con: Forager may not recycle cards you just discarded (including this one).
FORCE [O:6:L2] HELPS OTHERS Eon (Lucre)
You have the power to be with. When you are not a main player, other players may call upon you for help and offer you one or more Lucre. The other player may not specify the help he is hoping for. If you choose to aid him, take the offered Lucre and intercede in a way you believe will help him. You may: 1) alter random events, e.g. decide color of flipped disc, choose the cards taken in consolation or as rewards, etc. or 2) limit or moderately expand upon the immediate effects of powers, Edicts, Flares, moons, etc., e.g. "The Virus may not multiply allies' tokens, only add them to his total", or "The Mobius Tubes just played frees tokens from both the Warp and the Void". You may not aid a player unless called upon and no communication or haggling is allowed about your choice of aid.
History: Viewed by most races as a mystical entity, the Force is in fact a non-corporeal race of money-grubbers who value currency over enlightenment.
Restriction: Use only in a game with Lucre! Do not use in a two player game.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: You may "be with" another player (except the Filth) who has just gained a planet base, by placing one of your tokens on that base along with that player. Use once and discard.
Super: You may aid a player whether called upon or not and that player must pay you one Lucre. However, you may not alter the color of the destiny pile disc in this manner.
Pro: You may exchange help with another player. You both help each
other as per your power. No Lucre is exchanged.
Con: You pay Force 1 Lucre.
FORCE [O:MCE:L] Helps Others Mayfair (Lucre)
You have the power to be with. When you are not a main player, other players
may call on you for help and offer you one or more Lucre. The other player may
not specify the help he is seeking. If you choose to help him, take the Lucre
offered and intercede in a way that you believe will benefit him. You may: 1.
alter random events (decide color of destiny flip, choose cards taken in
consolation or as rewards, etc.); or 2. limit or moderately expand on the
immediate effects of powers, Edicts, Flares, moons, etc. (such as: "The Virus
may not multiply allies' tokens, only add them to the total." Or: "The Mobius
Tubes just played frees tokens from both the warp and the fan.") You may not
aid a player unless called upon, and there is no haggling or communication
allowed about your choice of aid.
History: Viewed by most races as a mystical entity, the Force is in fact a
noncorporeal race of money-grubbers who value currency over enlightenment.
Restriction: Use Only In A Game With Lucre
Wild1: When you are an ally, the main player on your side can examine and use
your hand. You retain any of your cards that he plays.
Super1: You may aid even if not invited. The other player must pay you four
Lucre.
Pro: You may exchange help with another player. You both help each other as
per your power. No Lucre is exchanged.
Con: When you pay Force, you may discuss with him how you want to be helped.
If you can't reach an agreement, take back your Lucre. Force may not help
another player that challenge.
FREEZE [O:rec.c:L] FREEZES TOKENS Cedric Chin (Lucre)
You have the power of frost. Other players may not remove tokens from bases in
your home system or on a planet on which you have a base to the cone unless they
pay you a fee of one Lucre.
History: Evolving on a frozen moon whose temperature approaches zero Kelvin,
the Freeze have developed the biological capability and technological means to
function in the coldest of environments. For the right price, that is.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Once per challenge, you may declare any one planet "frozen". Tokens may
land on this planet, but no tokens may leave it, unless these tokens are
defending in a challenge.
Super: You may set any fee.
GAIN [O:WWW] RECEIVES DIFFERENT REWARDS Cedric Chin (Lucre)
You have the power of acquisition. Whenever you are to receive cards, tokens, or Lucre, you may take cards, tokens or Lucre instead, on a one-for-one basis. If you take tokens from a source besides another player, you may only take your own tokens or tokens imprisoned on a Star Disc/Prison. If you take tokens from another player, take his tokens and place them on your Star Disc/Prison; you may trade them per Assessor. If you take cards from another player, cards are taken randomly. You may not use your power when you draw a new hand.
History: Fat globules from another dimension, the Gain have managed to digest all sorts of resources, and process them in surprising, efficient ways. They\'re still fat, though.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If your opponent has just gained a base, you may gain a base on the same planet at the end of the challenge.
Super: If you need to draw a new hand, you may instead use your power then draw a new hand.
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.
GNOME [O:MCE:L] Adds Lucre To Attack Total Mayfair (Lucre)
You have the power of wealth. As a main player in a challenge, you may add
one-third (rounded up) of your Lucre to your attack total without sending it to
the bank.
History: Reclusive and furtive, the Gnomes work in the background of
pan-galactic civilization, scrimping and saving and setting aside. When push
comes to shove, however, the Gnomes have always known how to get the most bang
for their buck.
Restriction: Use Only In A Game With Lucre
Wild1: You may retain the Lucre you spend to increase your side's total in this
challenge.
Wild: As main player, your opponent must spend his Lucre to the bank to add it
to his challenge total. He need not spend all or any of his Lucre, but any
Lucre not spent does not count towards his challenge total.
Super1: You may add or subtract one third of your Lucre to your side's total as
an ally.
Super: As an ally, all Lucre of all players on your side of the challenge are
added to your side's challenge total.
Pro: As main player, you may add all your Lucre to your challenge total without
sending it to the bank.
Con: If you defeat Gnome as main player, he spends the Lucre he added to the
challenge. He may purchase cards from the deck, tokens from the warp, and/or
Flares. He keeps any left over.
GOON [O:Warp:L] IS BRIBED TO NOT ATTACK Jack Reda (Lucre)
You have the power to threaten. Rather than flipping the Destiny Deck on your challenges, you announce a Lucre amount players must pay to ensure they are not attacked. You may choose whom to attack from any players that do not pay (even attacking a player on a base he has outside his home system). If all players pay your protection fee, your turn ends.
History:
Restriction: Use only in a game with Lucre!
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: Target a single token. If the owner of that token does not pay you 5 Lucre, you may remove it from the game.
Super: If all players pay their protection fee, you may flip the Destiny Deck and still make a challenge.
Con: If you do not pay Goon, he can not attack you if there is another player who also did not pay.
GREMLIN [O:Archi:L] EXCHANGES CARDS Matt Stone (Lucre)
You have the power of malice. As a main player, you may take two cards
at random from your opponent's regular hand and exchange them with
any two cards from the discard pile. He may pay you a Lucre to make
you pick the cards at random.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may replace a facedown Challenge card with one at random from the discard pile.
Super: You may refuse the Lucre.
HARDPOINT [O:rec.c:L] BUILDS FORTS WITH LUCRE Cedric Chin (Lucre)
You have the power of protection. Once per challenge, you may build a "fort".
Place one Lucre from your star disc onto any planet anywhere you have a base.
When you calculate your token total on your defending base, a fort on that base
adds or subtracts double the number of tokens you have in the challenge. If
you lose a base with a fort in a challenge, the attacker takes the Lucre to his
star disc. Otherwise, the Lucre is lost to the Box.
History: A frontier civilization on the fringes of a primitive civilization,
the Hardpoint slowly grew victorious through a strategy of local fortification
despite a meager economy. Applying their technology to the cosmos, they hope
their strategy will help them overpower their more sophisticated bretherin.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild: Your Lucre counts double in figuring your challenge total.
Super: You may build a fort for another player at the beginning of his turn
for a fee you set in Lucre. The Lucre used to build the fort comes from the
Box and the fee goes to you.
HITMAN [O:WWW:L] REMOVES TOKENS FOR LUCRE Cedric Chin (Lucre)
You have the power of the mob. Once per challenge, you may perform a \"hit\". To do this, another player must request a particular token be removed from the board to the Warp. You may refuse to perform the hit, or, if you decide to remove the token, you must charge one or more Lucre. If the player meets your price, you remove the token from the board to the Warp.
History: A ruthless family with a simple motto: \"Anywhere, any time, any place.\"
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: This card is "protection". If you are the defending player in a challenge, you may pay one Lucre to your opponent and he must cancel the challenge. Any played cards are discarded, tokens return to bases, and the challenge is considered a loss.
Super: You may perform any number of hits in a challenge.
HOOD [B:Warp:L2] ROBS LUCRE AND GIVES IT AWAY Jack Reda (Lucre)
You have the power to rob. Whenever you win a challenge as the Main Player, you may steal half the Lucre of your opponent (but not his allies). You then must divide the spoils between yourself and the player with the least amount of Lucre (other than your opponent). If you are the player with the least amount of Lucre you receive it all. If there is a tie for least amount, divide the poor share between the poor players.
History: Heedless of the expression "crime does not pay", the Hoods have embarked on a crusade of stealing from the rich and giving (some but not all) to the poor. The only flaw in their plan is who
they will rob when everyone is poor but them.
Restriction: Use only in a game with Lucre.
Do not use in a two player game.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may steal 5 Lucre from the player who has the most (other
than yourself).
Wild: You may steal 5 Lucre from the player who has the most (other
than yourself). Use once and discard.
Super1: You may rob your opponent's allies as well. You must still
divide it with the poorest player.
Super: You may rob your opponent's allies as well. You must still
divide it with the poorest player.
Con: Hood may not steal your Lucre if you lose a challenge as Main Player.
HOUND [O:Archi:L] TAKES CARDS FOR USE OF POWER Matt Stone (Lucre)
You have the power to pester. For each power your direct opponent in a
challenge uses, you may take the card of your choice from his regular
hand. If he chooses, he may pay you a Lucre and choose the card
himself.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you have no power(s), your opponent may not use his.
Super: You may refuse to take Lucre and choose the card yourself.
HURTZ [B:MCE:L] Leases Game Resources Mayfair (Lucre)
You have the power to lease. At the beginning of the game, deal three unused Alien Powers, two unused Flares, and five cards from the deck face up in front of you. This forms your array of items to be leased to other players. Another
player can request to lease an item from this array at any time. You can refuse to lease it, or you can set a price of one or more Lucre. If the player agrees, he gets the use of the item during this challenge, after which it is
discarded whether he uses it or not. When you lease an item, draw another from appropriate pile to replace it. At the beginning of your turn, you may discard your entire array and replace it as at the start of the game.
History: As galactic conditions became more perilous, the Hurtz saw the need for a stable supplier of arms to all. Their slogan is: "We'll rent anything
that's still face down."
Restriction: Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild1: You may lease your power to another player for any agreed price in Lucre. He uses his power instead of his own, and you may not use your power this challenge. If you and the other player cannot agree, you may return this Flare
to your hand.
Super1: You may switch the item leased with another from the same grouping.
Pro: You may lease any item that's truly "face down". This includes cards from the deck, unused Flare deck, and the unused powers.
Con: If Hurtz refuses to lease an item to you, pay him 5 Lucre. He must then lease you the item.
HURTZ [O:6:L2] LEASES GAME RESOURCES Eon (Lucre)
You have the power to lease. You may lease cards from the deck, or any powers, Flares, and moons which are not in the game. To do this, another player must request a specific item from you. You may refuse to lease the item or, if you decide to lease it, you must charge one or more Lucre. If the renting player meets your price, you select the requested card from the deck (not the discard pile) or the requested power, moon, or Flare and give it to him. You may lease at any time, but the item in all cases must be discarded at the end of the challenge, even if it is not used. Cards go to the discard pile, but powers, Flares, and moons are set aside and may not be used again in that game.
History: As galactic conditions became more perilous, the Hurtz saw the need for a stable supplier of arms to all. Their slogan is: "We'll rent anything that's still face down."
Restriction: Use only in a game with Lucre! Do not use in a two-player game.
Timing:
Setup
Phase 10 - Interphase
Play at any time
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild: For Lucre, you may lease the use of your own power (but not the card itself) to another player for the remainder of a challenge unless you've lost your power. Negotiate the lease fee (at least one Lucre) with that player. You can't use your power while it is leased, nor can the leasing player use his or hers.
Super: You may lease the same powers, flares, and moons over and over as often as you wish.
IMPULSE [O:WWW:L] FORCES OTHERS TO SPEND LUCRE Cedric Chin (Lucre)
You have the power of whim. Once per challenge, when another player has an opportunity to spend one or more Lucre, you may force him to use it.
History: Rampant marketers from Dimension X, the Impulse have scaled impulse-buying from a mere selling technique to pure, psychological horror.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: When your opponent buys cards from the Deck, you may force him to buy these cards from your hand. You choose which cards to give and must be able to give him the number of cards he has bought.
Super: You may use your power once on each player per challenge.
INVESTOR [O:Fram:L] BUYS ATTACK POINTS Framingham Group (Lucre)
You have the power to spend wisely. In each challenge in which you are a main player, before cards are played, you may use your Lucre to increase your value. You may buy points, three points per Lucre, in addition to cards and tokens, but you may invest no more than 4 Lucre per challenge. Keep a running total of the points you have bought and in each challenge you add the points you have accumulated to your total. If you get this power card from another player, you receive all accumulated investor points.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
IRS [O:WWW:L] TAKES LUCRE FROM OTHER PLAYERS Cedric Chin (Lucre)
You have the power to tax. At the beginning of your turn, rather than collecting your Lucre from the bank, designate which player(s) must give you the alloted amount of Lucre (you may divide it up however you like among the players, even asking for more than a player currently has). If a player cannot or refuses to pay, another player may pay for him; otherwise, you may use one of his powers (and he cannot) for the rest of the challenge. You may only control one power at a time. (Modified by Jack Reda)
History: A once minor bureaucratic entity now gone completely wild, the ravenous IRS soon came to dominate and then totally bleed dry their once prosperous makers. Now turning their lusty long forms towards the heavens, they yet again seek to drain the coffers of the entire universe.
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: As defensive player, your opponent must pay you two Lucre for
each token he puts on the cone. If he cannot, he may not place the
token, even if he attacks with 0 tokens.
Wild: You may "audit" one player. While you have this card in your hand, you may force one player to show you any new cards he draws.
Super1: Each other player must pay you the full amount of Lucre you are
to collect. You may use the power of each player who cannot pay
instead of them for your turn.
Super: You may prevent other players from playing a Lucre for another player being "taxed".
Pro: You may use one power from each player who does not pay instead
of them. In multi-power games, you may instead use all powers of one
player who does not pay.
Con: IRS cannot designate you to give him Lucre.
JANUS [M:Archi:L] LUCRE WORTH 4 Matt Stone (Lucre)
You have the power of value. You receive 4 tokens or cards for each
Lucre you spend. However you may not buy more than 4 cards per
challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Take 5 Lucre from the box. Discard after use.
Super: You may spend up to 4 Lucre at a time.
KAHN [O:Archi:L2] REVENGES ON WINNING OPPONENT Unknown (Lucre)
You have the power of wrath. If, as a main player, you play an Attack card
and lose the challenge, send one of your opponent's tokens to the Warp
(your choice), and he must pay you a Lucre. If he has no Lucre, take the
card of your choice from his regular hand.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If another player establishes an external base, he must let you join
him there or return his tokens to other bases.
Super: You may take revenge against your opponent's allies as well.
KING [M:E1.6:L] Collect Lucre for Edict Use Dr. Robert Destro (Lucre)
You have the power of edict. If order for any player to play an Edict, he must first pay you one Lucre. When you play an Edict, a player of your choice must also play you a Lucre or else you may send one of his tokens of your choice to the Warp. You are also immune to all Edicts except Zaps and Un-Zaps.
History:
Restriction: Use only in a game with lucre.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: If a player plays an Edict on you he must also give you a Lucre or lose a token of your choice to the Warp.
Super: You may use your power on Flares except that you do not get Lucre when you use a Flare (only when someone else does) and you are not immune to Flares.
LANDLORD [B:Fram:2L] CHARGES RENT Framingham Group (Lucre)
You have the power of ownership. Whenever another player gains a planet base in your system, he must
pay you a Lucre as rent. If he can not pay you, you may immediately
evict one of his tokens from the base. Evicted tokens go to your star
disc (tokens can purchased back for 1 Lucre each). Also, at the beginning of your turn, you
take a Lucre from each player who has a planet base in your system.
If a player can't pay you, you may evict one of his tokens from each
planet base in your system.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
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.
LAWYER [O:E1.5:L] Charges To Help Make Deals Mark Gilston (Lucre)
You have the power to regulate. Whenever other players must try to deal,
they each pay you a Lucre. You work with them to help them come to an
agreement. If a player can not pay you, you may forbid him from dealing
(other players involved must still pay you) or you may try to deal instead
of him. If you choose to deal, and can not successfully negotiate a deal
for yourself with the other players involved, the player who could not pay
you loses three tokens to the Warp instead of you. If none of the players
can pay you, you decide whether they will deal or not, and exactly what
the terms of the deal will be.
History:
Restriction: Use only in a game with Lucre! Do not use in a two-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you pay a player who is involved in a deal two Lucre, you
replace that player in the deal. You make the terms with the other
player(s), and gain any benefits or lose three tokens to the Warp if no
deal is reached.
Super: Even if you are paid, all deals must have your approval or the
players involved are considered to have failed to deal.
LAWYER [O:rec.c] Gets Lucre For Losing Tokens Eric J. Odenius (Lucre)
You have the power to sue. Whenever you lose tokens involuntarily, you
may sue your opponent and receive Lucre. You get 1 Lucre per token lost
to the warp, 2 per token lost to the control of another player (Fungus,
Vampire), and 3 per token eradicated (Void, Cold Revenge Moon). In
addition, should this loss also result in the loss of a planet, outer
base, or moon, you can additionally sue for 2 Lucre per base or planet and
1 Lucre per moon. Your opponent must pay you immediately. If he
cannot, you keep a running tally of the debt owed you. Whenever your
indebted opponent receives Lucre for whatever reason, he must pay you at
least 50% of it until he owes you nothing. This tally is considered an
artifact. If the power gets switched with someone who was in debt, it is
possible for him to "forgive" his own debt. You can include the debt as
part of a deal. No one can win the game as long as they are in debt to
you, but you cannot refuse repayment.
History: The Lawyers, having overrun their own planet with litigation,
developed space travel in an effort to find other beings and sue them.
Now that their neighboring star systems have all been garnished, they seek
to sue the Cosmos for all its wealth.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: As the losing defensive player, you can sue your opponent by looking
at all the cards he has and taking half (rounded down). You must take
every card you are entitled to, and if your opponent demands it, you must
reveal the cards you have taken to all the players. If you are also
entitled to Consolation, take it after you have sued.
Super1: You may demand immediate payment from any one player who owes you a
debt. If that player cannot pay it off at once, you are entitled to any
Lucre he receives (not just 50%) until he owes you nothing.
LEPRECHAUN [O:Warp] Places Lucre on Planets Jack Reda (Lucre)
You have the power to Deposit. During the Destiny phase, you may use this power to place 1 lucre from the bank on any planet in the system indicated by the destiny card. One a wild destiny, you must choose a planet in the system the offensive player chooses. If the offense successfully attacks the planet where you placed the lucre, that player gains the lucre. Otherwise, you gain the lucre.
History: The Leprechauns were considered extremely lucky, as they seemed to have the uncanny ability to discover precious minerals wherever they went. It was learned however, that the Leprechauns knew the treasures were there simply because they're the ones that put them there. Occasionally, other aliens accidentally stumble onto a hidden treasure trove, but usually end up paying for it in other ways.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: When asked to ally, you may instead place 1-4 lucre from your collection into the encounter. They count as ships for encounter totals. If your side wins, you regain your lucre plus an equal number from the bank. If you lose, you simply lose whatever lucre was in the encounter.
Super: You may place 2 lucre on a planet when using your power. If the offense successfully attacks the planet with the lucre, you gain 1 lucre, and the offense gets the other one.
LLOYD [O:6:L] PROTECTS PLAYERS' TOKENS Eon (Lucre)
You have the power to insure. You may, for a fee, insure other players' tokens against loss in a challenge. If an insured player loses tokens, he does not pay your fee and replaces his lost tokens on bases. If an insured player does not lose tokens, however, he pays your fee. You may offer to insure any and all players on both sides in a challenge - main players and/or allies. You may set your fee (in Lucre) as you see fit, but you must tell prospective customers in advance what your fee is going to be. The insurance policy is only good for the challenge in which it is issued. You can insure only those tokens directly involved in the challenge, i.e. on the defensive planet or in the cone.
History: The Lloyd has been known to generations of warriors, merchants, and diplomats as the protector and helping hand in time of need. Muttering "the party of the first part heretofore known as the party of the second part, notwithstanding the aforementioned claimant..." and finishing with the sacred phrase "signhereplease", the Lloyd is rarely suspect in its own right.
Restriction: Use only in a game with Lucre!
Wild: Whenever you are required to pay Lucre to another player, you may take that Lucre from the box in order to make your payment.
Super: You may insure your tokens for a fee payable to, and negotiated with, another player of your choice.
LLOYD [O:MCE:L] Protects Players' Assets Mayfair (Lucre)
You have the power to insure. You may offer to insure any other player's
assets (Lucre, Alien Power, tokens, cards, etc.) for a fee which you specify.
If your offer is accepted, your opponent pays your fee immediately. The only
way to stop the insurance is to zap Lloyd at this point, in which case he
returns the fee. If the player insures his Alien Power, he cannot lose his
power during the challenge. If he insures his tokens, he returns to bases
tokens he would normally lose. If he insures a moon base and loses the
challenge, the offensive player must return to other bases. If he insures
cards, he may keep any card specified in your agreement instead of being forced
to discard it or lose it as consolation or any other way. He may not play a
protected card more than once in the challenge. Once you have received
payment, you cannot go back on the deal. All insurance deals have a one
challenge duration and must be renegotiated at the start of the next challenge.
You may not insure anything you yourself possess.
History: The Lloyd has been known to generations of warriors, merchants, and
diplomats as the protector and helping hand in time of need. Muttering the
ancient phrase "the party of the first part heretofore known as the party of
the second part, notwithstanding the part of the aforementioned claimant ..."
and finishing with the sacred "signhereplease," the Lloyd is rarely suspect in
its own right.
Restriction: Use Only In A Game With Lucre
Wild1: When you are about to lose a base, you may keep one token there instead.
Super1: You may insure any of your assets in a challenge for a fee payable to,
and negotiated with, another player of your choice. If you and the other
player cannot agree to a fee, you may return this Flare to your hand.
Pro: You may insure assets after the fact. For example, if a player's power is
zapped, you may insure to effectively unzap it.
Con: Lloyd must insure your assets. For each different asset you want insured,
pay him 2 Lucre.
LOTTERY [O:Warp:L] BETS ON CHALLENGE CARD Jack Reda (Lucre)
You have the power of odds. At any time, you may place one of your Attack Cards face down out of play. You may then place 1 or more Lucre on the card. The card and Lucre are now considered out of the game, and you may not use them. If another player reveals that same Attack Card as a main player in a challenge, you win the amount of Lucre you placed out of play from the Bank, and gain your out of play Lucre and card back. You may then bet another card. You may add Lucre to the out of play pile at any time.
History: Unable to grasp concepts like math, the Lottery recklessly gamble all of their budget on the offside chance their number will come up.
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.
Wild: If you are uninvolved in a challenge, you may call out a number before cards are revealed. If either Challenge Card is that number, you may draw two Lucre from the bank.
Super: You may place more than one card out of the game and bet on it.
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.
LUCRE [M:rec.c:L] ADD LUCRE TO GAME Cedric Chin (Lucre)
You have the power of Lucre. If this power is drawn at the beginning of the
game, players now play with Lucre and start with four Lucre each. If this
power is drawn in the middle of the game, players do not add four Lucre, but
Lucre income begins at the beginning of the next player's turn. Discard and
draw a new power.
History: As civilizations progressed in the art of warfare, so did their
economies. Yet despite their advances, warfare nonetheless continued.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you have no Lucre, discard this card and draw five Lucre from the
box.
Super: If you have Lucre, draw a random Lucre power and play it while this
card is in your hand.
LUCREMANIA [M:rec.c:L] USES LUCRE AS TOKENS Cedric Chin (Lucre)
You have the power of liquidity. At the beginning of the game, use 20
additional Lucre as tokens. Whenever you remove or put Lucre on your star disc,
you may remove or put Lucre from your bases instead.
History: It was inevitable -- an economy so dominant that its own lifeforms
were reduced to monetary units.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Once per challenge, you may put one of your tokens in the Warp and
receive one Lucre.
Super: Your tokens are lost to your star disc, not the Warp.
LUCRETIA [O:E1.4:L] WINS LUCRE IN CHALLENGE Matt Stone (Lucre)
You have the power over Lucre. When you are a main player in a
challenge, your opponent may not spend his Lucre to buy cards or tokens
from the Warp. If you win the challenge, you take all of his Lucre.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Your opponent in a challenge may not add his Lucre to his total.
Super: You may immediately use up to 4 of the Lucre you win to buy
cards or tokens.
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.
MAILMAN [O:Archi:L2] DELIVERS MAIL Ben Berman (Lucre)
You have the power to deliver. On any challenge, another player may pay
you a Lucre to mail a card of his choice from his regular hand to any
player (including himself or you). He may pay 2 Lucre to mail 2 or 3
cards, 3 Lucre for 4, 5, or 6 cards, or 4 Lucre for more than 6 cards. You
take the Lucre and without looking at them, place the cards face down in
the "post office." When a player's color is actually flipped in the destiny
pile, or at the start of his turn (before he gets a new hand), if he has any
mail in the post office, deliver the cards to him. You may mail cards from
your regular hand to other players by paying the bank. For "express
delivery", a player may pay you one extra Lucre, and you must deliver
the cards immediately. If you lose your power, cards in the "post office"
are discarded.
History:
Restriction: Do not use in a 2-player game. Use only in a game with
Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may give away cards from your regular hand to other players,
paying one Lucre to the box for each.
Super: You may look at the cards in the post office, and take any that you
want, paying one Lucre to the box for each piece of "lost mail".
MALLIE [O:rec.c:L] BUYS VIEWED CARDS FROM THE DECK Brandon Freels (Lucre)
You have the power to shop. Once per challenge, when you are a main
player, you may take the top 3 cards from the challenge deck and look
at them. You may purchase any or all of them at 4 Lucre each. Any
cards you do not purchase will be sent to the discard pile.
History: There was little to do on the Mallie homeworld but shop.
Eventually, the Mallies bought everything. That left them no
choice but to seek out new products, elsewhere in the cosmos.
There is an old saying, "the most dangerous place in the universe
is between a Mallie and anything on sale".
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: When making a lucre purchase, receive double the
amount of tokens, cards, flares, or attack bonuses for that purchase.
Super1: You do not have to pay for any of the 3 cards you
pick up and look at.
MATHEMATICIAN [O:Fram:L] PLAYS ATTACK CARDS AS KICKERS Framingham Group (Lucre)
You have the power to kick attack cards. You may play any Attack card between -6 and 6 as a Kicker of that value.
To do so, announce that you are using an attack card as a Kicker, and
place 2 Lucre to the side (once these Lucre are set aside, they can not
be spent or lost). When you reveal the "Kicker", before figuring totals,
if it was a 6 or a -6, give both Lucre to your opponent; if it was a
zero, retrieve the Lucre; if it was anything else, give one Lucre to
your opponent, and retrieve the other Lucre. If both sides reveal
compromise cards, your "Kicker" is treated as a Kicker 1.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Combat type 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.
MERCENARY [O:WWW:L] PAID TO ALLY Cedric Chin (Lucre)
You have the power of contract. Before cards are played, another player may ask you to put up to your allowed number of tokens (their choice of how many) anywhere in the cone (his choice) for a fee you set in Lucre. You may refuse or accept his offer. These tokens are then treated as allies. You may also ally normally in addition to your Mercenary power.
History: Opportunists to the end, the avaricious Mercenary make their fees, do their duties, and leave regardless of outcome, and occasionally of employer.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild: You may hire out an Attack card from your hand for Lucre. The Attack card returns to your hand instead of being discarded.
Super: Your mercenary tokens do not go to the Warp if your contracted ally loses the challenge.
MERCENARY [O:E1.5:L] Goes Into Combat For A Fee Mark Gilston (Lucre)
You have the power of risk. Whenever a player would normally put tokens
in the cone, or whenever a player's tokens are being attacked on a planet
or moon, you may offer to risk your own tokens instead in exchange for
payment. This fee must be in the form of Lucre, but may include cards
and/or bases. If a fee is agreed to, take the payment, put his tokens
aside, and replace them with yours. You may risk tokens on both sides
in a challenge in addition to any that you commit as an ally. If the
player loses the challenge, your tokens go to the Warp instead of his and
he replaces his tokens on other bases. If the player wins, replace your
tokens on your bases, and he carries out the outcome of the challenge
normally. If players must deal, return your tokens and keep the payment.
History:
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: As an ally in a challenge, you may offer (for Lucre) to replace
the main player you are allied with. You become the main player and he
becomes your ally.
Super: If the player wins the challenge, all your tokens gain benefits as if
you were an ally. Winning offensive tokens move onto the planet and
winning defensive tokens gain cards from the deck or tokens from the
Warp.
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.
MIDAS [O:MS:L] USES LUCRE AS TOKENS Matt Stone (Lucre)
You have the power of gold. Whenever you spend Lucre to the bank, instead, put the Lucre counters in the Warp. The Lucre counters spent are now treated as your tokens in every way. When released from the
Warp, they are returned to bases, can be placed on the cone, and so on. You may still use these Lucre tokens as regular Lucre. If you
again spend them to the bank, they go to the Warp. If you spend them to another player, they revert to regular Lucre counters.
History: Whispering rapacious orders into their ears, a small flock of rogue
traders lead their minions into the far reaches of interstellar space.
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: You may discard Edicts and other Flares from your hand and take 1
Lucre from the bank for each.
Super1: You may place Lucre you receive on your star to count only as
Lucre. They remain as only Lucre when this effect is no longer in
play.
Pro: Lucre other players spend to the bank go to the warp instead and
become your tokens.
Con: As main player against Midas, Midas's tokens do not count twice.
They only count as tokens.
MILKEN [O:MS:L] Steals Lucre Matt Stone (Lucre)
You have the power to embezzle. You are in charge of the Lucre box.
Once play starts, you hand out Lucre when needed and place them in the
bank for other players. Every time you reach into the bank, you take
one Lucre for yourself.
History: The creation of a cosmic treasury has proven a much needed
economic means for aliens' quests of domination. The Milkens have for
millennia worked diligently in carrying out financial transactions for
them. Their excellent work is such that no one notices their inside
job market of profiteering.
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: When you are to give Lucre to another player give him this
Flare. This will count as payment in full.
Super1: You may collect twice the amount of Lucre of the transaction
when accessing the bank.
Pro: When you embezzle, you take 2 Lucre.
Con: Milken cannot embezzle during your transactions.
MINER [M:Archi:L] DIGS FOR LUCRE Matt Stone (Lucre)
You have the power to prospect. Whenever you establish an external
planet base, draw the top card from the deck. If it is a non-negative Attack
card, divide the value of the card's last digit by the number of your
tokens landing there, and collect that amount of Lucre from the box
rounding up). If the card is anything else, you did not find any gold in the
mine. In either case, discard the card. Also, at the start of each of your
turns, you may "prospect for gold" in each of your "mines." Declare the
order in which you are going to prospect, and then draw a card from the
top of the deck for each mine. Collect Lucre from the box for each non-
negative Attack card as before.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Collect a Lucre from the box each time you establish an external
planet base.
Super: You may prospect for Lucre on any moon you occupy.
MONARCH [O:MS:L] Nullifies Edicts Matt Stone (Lucre)
You have the power of proclamation. You may nullify the effect of
Edicts on other players for a fee. A player may pay you two Lucre to
ignore a Sanity, Insanity, Solar Wind, Force Field, Stellar Gas, or
Cosmic Gas and four Lucre to nullify the effect of any Zap card played
against him, Plague, Rubber, or any Edict not mentioned. You may
refuse the payment, but if you accept it, the played Edict has no
affect against the player who paid you.
History:
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: You may pay 5 Lucre to the bank to use this card as any Edict of
your choice.
Super1: You may take the Edict that you stopped and put it in your
hand, despite the Vulch.
Pro: You may nullify Edicts that affect you. You pay the Lucre to the
player who played the Edict. You cannot nullify a Pulsar Zap that
targets this card.
Con: Monarch must accept your Lucre to nullify an Edict.
MORTICIAN [O:Archi:L] PRESERVES TOKENS Ben Berman (Lucre)
You have the power to embalm. Whenever another player loses tokens to
the Warp, he may pay you one Lucre or one card at random from his
regular hand to embalm the tokens. You must accept the fee, but may
discard any unwanted card. At the beginning of your turn, you may move
any tokens which are not embalmed from the Warp to the Praw or from the
Praw out of the game.
History:
Restriction: Use only in a game with the Praw and Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Once per turn, you may collapse the Warp into the Praw even if
critical mass has not been reached.
Super: Your fee is raised to one Lucre or card per token.
NADER [O:rec.c:L] Interferes When Not Involved Ashwin Pitil (Lucre)
You have the power of annoyance. When not a main player, during any
challenge in which you are not allied with either side, you may add
your number of tokens in the Warp to the challenge total of either
side, thus altering the outcome of the challenge. Also, you may
prevent the player with the most Lucre from making a second challenge
after winning his first, including Machine. If two or more players
have the same amount of Lucre, they all are considered to have the
most. The number of Lucre you have is irrelevant.
History: Sacrificing their lives for the sake of rather controversial
political views, the Naders know that they will not conquer the galaxy
directly. Therefore, they have taken to undermining races that will
soon rule. With each carefully placed maneuver, the Naders slowly
waddle away their opponents until their green ways spread across the
galaxy.
Restriction: Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: When not involved in the challenge at all, you may play
Reinforcement Cards for either side.
Super1: You may be an ally to add your tokens in the warp to the
challenge total.
Pro: All other players are limited to one challenge per turn.
Con: If you have the most Lucre, Nader cannot prevent you from taking
a second challenge. He uses his power on the player with the next
most Lucre.
NOVA [O:Archi:L] CAPTURES STAR DISCS Ben Berman (Lucre)
You have the power to capture star discs. As the attacker in a challenge,
you may choose to attack the defender's star disc. No alliances are
allowed, otherwise the challenge proceeds normally; however, the
defensive player adds any tokens on his star disc to his total. If you win
the challenge, take his star disc and anything on it. You may return your
tokens there to bases. If you lose the challenge, your tokens are captured
on his star disc. While you hold a player's star disc, you control his
Lucre and any tokens he has on it. You may spend the Lucre, and deal
the tokens. Tokens and Lucre continue to be placed on the captured disc
in the normal manner. A player may try to regain his star disc from you
when he flips your color. No allies are allowed, and you add the tokens
on the star disc to your total. If he wins the challenge, he reclaims the
disc. If he loses, his tokens are captured on his own star disc.
History:
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild: Steal all Lucre and tokens from one other star disc. Discard after
use.
Super: If you win your Nova challenge, you may also take your regular
challenge in the same system.
OSTMARK [M:WashU:L] MAKES LUCRE WORTHLESS Washington University (Lucre)
You have the power of devaluation. In any challenge in which you are a main player, Lucre is not added to either player's total. This includes Lucre provided by third parties, such as the Patron and Super Dragon. Lucre can still be spent normally for cards, tokens, etc.
History: Ostmark economic theorists long ago developed the perfect economic system. Best described as a hybrid Libertarian/Socialist arrangement with value-added taxes and trickle-down financing, the implementation of the system quickly brought the Ostmark economy to a point where money was no longer necessary (indeed, most of the Ostmarks now prefer barter for everyday trade). Still convinced of the soundness of their system, despite some minor difficulties, the Ostmarks now seek to convert the economy of the entire Cosmos.
Restriction: Use only in a game with Lucre!
Timing:
Phase 3 - Point Cone
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: Whenever another player must pay you Lucre (including as part of a deal), you may instead draw an equal number of cards from his hand.
Super: You may add your Lucre to your total, or make your opponent add his Lucre to his.
PAC [O:rec.c:L] BUYS BASES WITH LUCRE Dave Hollinsworth (Lucre)
You have the power to schmooze. You may place a Lucre onto the Star Disc of another player whenever their color is flipped in the Destiny pile (Wild cards or multiple-target Special Destiny cards do not count), and as a winning defensive ally (in lieu of taking rewards). Lucre that you play in this manner is kept separate from the other player's Lucre. When you have 5 Lucre in any star system, give it to the player of that system and establish a base there. Lucre that are on a Star Disc cannot be moved for any reason. If you lose
your power, Lucre that are on Star Discs remain there, but none can be added.
History: PAC's sprouted up uncontrollably from the chaos that was Cosmic
politics. Once they get a monetary foothold into someone, their influence is
impossible to ignore. Now, the PAC's are slowly buying their way towards
Cosmic dominance.
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Modified by Jack Reda.
Wild1: As a losing ally in a challenge, you may allow the losing main player to return his tokens to bases instead of going to the Warp. In return, he must
pay you one Lucre per token returned. If he does not have that much Lucre,
you take what he has and then draw the remaining number of random cards
from his hand.
Super: You may play 3 Lucre at once onto the
appropriate Star Disc. You must have 2 Lucre to use this Flare.
PATRON [O:WashU:L] LENDS STRENGTH OF LUCRE Washington University (Lucre)
You have the power to support. In any challenge in which you are not a main player or an ally, the main players may ask you to support them before cards are played; you may accept either player (but not both's) request. If you accept a player's request, your Lucre is added to his total. If the player wins (but not if he deals), he must pay you one Lucre after the challenge; if he has no Lucre but has cards, you may draw one from his hand at random.
History: An aloof but generous race, the Patrons take pleasure in assisting others -- especially when it is to their own eventual benefit. This applies equally to their long-range goal of Patronizing the Cosmos.
Restriction: Do not use in a two-player game. Use only in a game with Lucre!
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild: As a main player in a challenge, your Lucre counts double (that is, if you have three Lucre you add six to your total if you use this Flare).
Super: You may patronize without being asked; you must announce your decision before cards are played. If the player you patronize wins, he must pay you one Lucre.
PAWNBROKER [O:MS:L] Buys Other Players' Cards Or Tokens Matt Stone (Lucre)
You have the power of storage. Once per challenge, you may buy one
token from the warp (any color except your own) or an unrevealed
card. The card may be a card that should go to another player or a
card which has been played but not revealed. The cost of the item is
2 Lucre which you pay to the offended player. To regain a card or
token, a player must pay you 4 Lucre. After the challenge, any card
which was not bought back is placed face up in your "store". These
items may then be bought from you for 4 Lucre at any time by any other
player when he is a main player in a challenge. If you lose your
power, other players may still buy items you hold, but you may not
take any more.
History:
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: You may buy a Flare from another player as he attempts to play
it. You pay him 10 Lucre and get the Flare, which does not take
effect.
Wild: Instead of buying cards from the challenge deck, you may buy
them from another player. He gets the Lucre, and you randomly take
the cards from his regular hand.
Super1: You may buy any cards this challenge just as they are about to
be played. They don't take effect.
Pro: When you buy a card, you may look at it. You may then put it
directly into your hand for your own use, no longer available to be
resold.
Con: Pawnbroker may not buy your tokens or cards.
PEDDLER [B:Archi:L2] SELLS POINTS Mark Katzoff (Lucre)
You have the power to sell points. In any challenge in which you are not a main player, after cards are
played but before they are revealed, you may sell to either or both main
players points, at a cost of two points per Lucre. Once bought, the
points add to the player's total on any challenge in which he is a
main player and you are not an opposing main player or ally. If you
lose your power, points that have been bought count on all challenges,
including those in which you oppose them. Players may exchange points
in deals.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power. Modified by Matt Stone.
Wild: When you take consolation, you may sell the cards to the discard pile for 1 lucre each.
Super: You may sell points after cards are revealed as well.
PICKY [O:WWW:L] CHOOSES PURCHASED CARDS Cedric Chin (Lucre)
You have the power of finickiness. When you are a main player in the challenge and buy cards from the Deck, if you do not like the card you drew, give it to your opponent and draw another. Repeat until you find the cards that you wish to purchase.
History: Fastidious snub-nosed creatures, the Picky greedily take what is best, discarding the rest for others.
Restriction: Use only in a game with Lucre!
Wild: If you are a main player, after allies have committed to the cone, you may uninvite an ally. He may ally with your opponent if your opponent had invited him.
Super: Your opponent may not play any cards that you have given to him because of this power until the challenge is over.
PILFER [O:WWW:L] TAKES LUCRE FROM OPPONENT Cedric Chin (Lucre)
You have the power to pinch. Whenever you would receive Lucre from the Box, you take the Lucre from your opposing main player instead; if the opposing main player has not been determined, take the Lucre from any player. If the player you are taking Lucre from does not have enough Lucre to pay you, you may not take the balance from the Box.
History: Creatures of kleptomania, embezzlements, and daylight robberies, the Pilfer remain just one step ahead of the law, but several moves behind retribution and ire.
Restriction: Use only in a game with Lucre!
Wild: Whenever you take Lucre from the Box, you may take more Lucre than you are entitled to. If caught in the act, you lose one Lucre to the Box and return the Lucre you were caught Pilfering. You don't have to reveal this card unless you are caught, but once
Super: If a player does not have enough Lucre to pay you, take the balance from the Box.
PIRATE [O:6:L2] RAIDS OTHERS' LUCRE Eon (Lucre)
You have the power to raid. During any turn when you are not a main player you may make one raid-challenge on the Lucre of either main player. To do so, announce the raid victim before cards are played, then collect up to four of your tokens and place them outside the chosen system. The main challenge is suspended during the raid, and you and the victim are now the main players (but you may not be possessed by the Demon). The victim will defend with his Lucre (not his tokens) and he may not buy cards or tokens during the raid. If you win, you get all of his Lucre, and your tokens return to bases. If you lose, your raiding tokens go to the warp. The victim may use his power, if appropriate. If, before playing cards, he offers you one-half of his Lucre (rounding up) you must accept it and return to your bases. There are no alliances, but deals are allowed. Only you may get consolation. If you lose your power during a raid, return your tokens to bases.
History: Whispering rapacious orders into their ears, a small flock of rogue traders lead their minions into the far reaches of interstellar space.
Restriction: Use only in a game with Lucre! Do not use in a two-player game.
Wild: "Hide a treasure" of 10 Lucre, by secretly writing down a particular planet or moon. When any one else as main player lands tokens on the secret spot, that player and you split the Lucre, taken from the box. You may then hide another treasure before the destiny pile is flipped.
Super: Your victim may not use his or her power during your raid challenge.
PIRATE [O:MCE:L] Raids Others' Lucre Mayfair (Lucre)
You have the power to raid. During any turn when you are not a main player,
you may make one raid challenge against the Lucre of either main player. The
main challenge is suspended during your raid. Announce your victim and the
target number of Lucre you are trying to loot, then place one to four tokens
outside his system as if using the cone. The victim may abort the raid by
paying you half the Lucre he has at stake. He may not spend the challenged
Lucre in any other way. During the raid challenge, the target Lucre count
toward the defensive total as if they were tokens. If you win the challenge,
you get the target Lucre; if your opponent wins, your tokens go to the warp as
normal. No alliances are possible, but if you both play Compromise Cards,
proceed with a normal deal situation. Only you may receive consolation. If
you lose your power during the raid challenge, return your tokens to bases.
History: Whispering rapacious orders into their ears, a small flock of rogue
traders lead their minions into the far reaches of interstellar space.
Restriction: Use Only In A Game With Lucre
Wild1: When you gain a base in another player's system in a challenge, you
plunder 5 Lucre from him.
Super1: Your victim may not use his power during your raid challenge.
Pro: You may raid a player's income. Only that particular Lucre counts toward
his challenge total, and he cannot spend any of his other Lucre. This raid is
in addition to your regular raid challenge.
Con: Pirate cannot raid you.
PLEASURE DOME [O:rec.c:L] PREVENTS TOKENS FROM ENTERING WARP Cedric Chin (Lucre)
You have the power of pleasure. At the beginning of the game, look at and add
two moons to every system. These are your Pleasure Domes. Whenever any player
loses tokens to the Warp, they may land on a Pleasure Dome of the system
instead, by paying a fee you set. You may land on the Dome only by paying a
fee the system owner sets. These are the only ways a token may land on the
Dome. Once tokens land upon a Pleasure Dome, its effects are activated as if
he landed alone on the moon. Tokens on a Dome are treated as moon bases (moon
bases cannot be involved in a deal, plant may not use moon bases to graft, and
moon bases do not count towards victory conditions).
History: Using huge tractor beams, the Pleasure Dome have set up one of the
greatest most lucrative leisure centers in the galaxy. Even within wars can
these marvels of amusements be found in full operation. Granted, not all the
domes are quite as pleasurable as the others, but business is business!
Restriction: Restriction: Use only in a game with Lucre! Do not use in a two-player game.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild: You may give all the rest of the players in the game some pleasure by
paying off one Lucre to your opponent and preventing him from using the rest
of his turn.
Super: Your tokens may land on a Pleasure Dome without payment.
POLITICIAN [M:WWW:L2] ALLIES FOR LUCRE Unknown (Lucre)
You have the power to take bribes. As an ally, after challenge cards are
revealed, any player on the opposition may offer you Lucre to change sides.
All of your tokens in the challenge may now join them, even if you were in
a forced alliance by the Magnet or Glue.
History:
Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN A
TWO PLAYER GAME.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If you fail to deal, except by Wrack, you do not lose any tokens.
Super: After challenge cards are revealed, you need not wait for a bribe
and may join the opposition.
POWER BROKER [O:Archi:L] BUYS EXTRA POWERS Pete Dateo (Lucre)
You have the power to buy power. At the start of the game, draw four extra
power cards. Put them in any order you choose. When you have three or
more Lucre, You have the first power. With five or more Lucre, you have
the first and second powers. With seven or more Lucre, You have the first
three powers. You have all four powers if you have nine or more Lucre.
History:
Restriction: Use only in a game with Lucre. Use only in a multiple power
game.
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild: You may buy an extra power card for five Lucre. Discard after use.
Super: Your Lucre requirements are reduced to two, three, four, and five.
PRAGMATIST [O:E1.5:L] Sells Use of Powers Tony Miller (Lucre)
You have the power of opportunism. You may sell the use of one of your powers for one or more lucre.
History:
Restriction: Use only in a game with lucre and multi-powers.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power. Flares by Mark Gilston.
Wild: You may buy more powers from those not in the game for 4 lucre each. Pay the lucre and pick powers randomly.
Super: You may sell the use of your flares.
REVENANT [O:WashU:L] GRANTS HOME BASES Washington University (Lucre)
You have the power of rebirth. Under specific circumstances you may grant a player (including yourself) a rebirth. The player who receives the rebirth regains a base in his home system by placing from one to four tokens from other bases on the planet, exactly as if the Rebirth Edict had been used. The rebirth does not count as a challenge. You may grant rebirths in three ways. 1) You may grant yourself a rebirth at the start of each of your challenges. 2) As part of a deal, you may grant the other player(s) in the deal a rebirth. 3) Any other player may, at the start of his turn, offer you one or more Lucre to grant him a rebirth; if you accept, the player pays you the Lucre. You must either accept or reject the player's first offer; negotiation is not permitted.
History: Espousing a philosophy of eternal renewal and rejuvenation, the Revenants pitch their tents throughout the Cosmos. Few aliens buy the Revenant credo, but most are willing to pay for it.
Restriction: Use only in a game with Lucre!
Timing:
Phase 8 - Reveal cards
Phase 10 - Interphase
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Whenever you rescue tokens from the Warp as a defensive reward, you may establish a base on any planet in your home system using all the rescued tokens.
Super: You may grant yourself a rebirth at any time, including immediately after losing a base which would cause you to lose your power. You must still remove tokens from other bases to use the rebirth.
REVOLUTIONARY [B:Archi:2L] GETS EXTRA GAINS FOR EXTERNAL BASES Phil Hill (Lucre)
You have the power to usurp. You collect rewards from other players for each planet base you have in their
home system. At the start of your turn (after you have drawn a new hand if
necessary), each player in whose system you have one or more planet bases
must pay you a Lucre (you may take the card of your choice from the regular
hand of any player who can't pay you.) Whenever you reveal an Attack card, you
may take an Attack card at random to add to yours from each player in whose
system you have 2 or more bases (if they have one). Add the card(s) to your
total after all other value manipulations have taken place and discard them
normally. If you have 3 or more planet bases in a player's system, on each
challenge you may use one of his powers and he may not. If you have 4 or
more planets on a player's system, you may take the first challenge of his
turn. If you have 5 or more bases on a system and have not won (as the result
of Schizoid, Overtime, etc.), that player may not win the game either.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Use this card as a Revolt Edict, or as a Backfire Edict when a Revolt
is played against you. Discard after use.
Super: Your fees/rewards are doubled.
SALESMAN [O:Archi:L2] SELLS CARDS Ben Berman (Lucre)
You have the power to sell. You start the game with an extra seven card
hand. This is your "Sales bag." Once per challenge, you may offer to sell
any card or cards to any player who co-occupies a base with you or who
is allied on the same side of a challenge. During this "sales call," you
may reveal as much or as little as you want about the item(s) you are
offering for sale. The sale price must be in Lucre. Also, at the start of your
turn, you may discard any unwanted cards from your sales bag, and
replenish cards at the rate of two cards per Lucre. You may never have
more than 7 cards in your sales bag.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: For Lucre, you may "sell" the top card from the discard pile to any
player that you share a base with, or are currently allied with.
Super: At the start of your turn, you may replace unwanted "inventory" for
free.
SAMARITAN [O:Warp:L2] PLAYS CHALLENGE FOR ANOTHER PLAYER Jack Reda (Lucre)
You have the power to rescue. Whenever you are not involved in a challenge, you may take over as main player (the original main player's tokens remain- your tokens are still not involved). You play a challenge card, and do any other things as if you were the main player. If you win the challenge, the player you helped takes credit for the win (gaining whatever they normally would for winning). They then must give you a reward of 1 Lucre for each token they risked. If you lose, they lose their tokens, and you must give them consolation. If you compromise, they receive consolation from only the opposing main player. If you both compromise, you are not involved in the terms of the deal, nor do you gain or lose anything if it is successful or not.
History: Living by a strict code of honor, the Paladins sought out those desperate souls in need of aid. Later, when it appeared that chivalry alone was not very lucrative, they developed a system of rewards to compensate their efforts. Now they need only aid those that can afford help.
Restriction: Use only in a game with Lucre.
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: You may buy points with Lucre for your side as an ally.
Wild: You may buy points with Lucre for your side as an ally.
Super1: You may intervene even if you were already involved in the challenge. Your tokens still remain.
Super: You may intervene even if you were already involved in the challenge. Your tokens still remain.
Con: Samaritan may not intervene on your behalf without your permission.
SATAN [O:E1.4:L2] Offers Guarantee Of Future Victory Dr. Robert Destro (Lucre)
You have the power of evil. After a player has gained his second foreign
base, you may offer to guarantee a future victory sometime before the
end of his next turn. He may refuse your offer by paying you two Lucre,
otherwise he must accept. If he accepts, you can declare him the winner
in a challenge after allies are committed but before cards are played.
Your declaration is the official result of that challenge. If you allow him to
win a challenge, you get a base on one of his home planets. If for some
reason you do not or cannot fulfill your guarantee, you must give your
opponent all of your Lucre or a base in your home system if you have no
Lucre. You may be zapped when making the offer or attempting to fulfill
it, but in the later case you can still fulfill the offer in a later challenge.
Once you fulfill your offer (or fail to do so) you may offer the same player
a similar guarantee the next time he gains a foreign base.
History:
Restriction: Use only in a game with Lucre! Do not use in a two-player
game. Do not use in a game with Wrack.
Notes: The recommended experience level for this power is Expert. This is a Resource type power.
Wild: Whenever another player gains a second (or higher) base they must
pay you 1 Lucre or give you a base also.
Super: Your guarantee with a player remains open as long as you have
this card and your power, not just until the end of his turn.
SENTRY [M:Fram:2L] GUARDS TOKENS IN WARP Framingham Group (Lucre)
You have the power to guard. Whenever another player tries to take tokens from the Warp, he must
pay you a Lucre to do so. If he has no Lucre, he must give you a card
at random from his hand instead. You may keep the card or discard it. If
he has no Lucre or cards, the player may not retrieve his tokens from the
Warp, but once he has paid you, he may continue to retrieve tokens for
the remainder of the challenge without having to pay again.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
SLUG [M:WWW:L] SPENDS FALSE LUCRE Cedric Chin (Lucre)
You have the power to counterfeit. Set aside a box of markers or \"slugs\". Whenever you receive Lucre (including at the beginning of the game), replace each Lucre with two \"slugs\". When you use or spend a \"slug\", it counts as one Lucre. When another player uses or spends a \"slug\", it counts as half a Lucre. When you are Cosmic Zapped, each of your \"slugs\" is worth half a Lucre, but other players\' \"slugs\" are worth 1 Lucre each.
History: Slimy swindlers from outer space, the Slug would gleefully palm off their own grandmollusks (if they had hands).
Restriction: Use only in a game with Lucre!
Wild: When you must give Lucre to another player, hide the Lucre in one fist and present both fists. The other player chooses one fist and if it does not contain the Lucre, he receives nothing.
Super: While this card is in your hand, players receiving Lucre from the Box receive instead one "slug" for each Lucre.
SMOKEY [M:MS:L] Sets Attack Limit Matt Stone (Lucre)
You have the power to be bribed. At the start of the game, declare an
attack limit (similar to a speed limit). You are to enforce the law
but can be bought off. If another player reveals an Attack Card above
your limit, he must pay you 2 Lucre. If he can not pay you, you may
take a card at random from his regular hand. If you reveal a card
above your limit, you must pay your opponent 1 Lucre. If you can't
pay, he may take a card at random from your regular hand. All
payments are made simultaneously after the conclusion of the
challenge.
History:
Restriction: Use Only In A Game With Lucre
Timing:
Setup
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: You may discard all of your Compromise Cards and take 1 Lucre
from the bank for each.
Super1: You don't need to pay to play a card above the limit.
Pro: Arrest any token involved in the challenge of any and all other
players who played an Attack Card above your limit. Tokens go on your
star. Players can bail them out by paying you three Lucre per token
at any time. If you lose this card, you still hold onto the tokens
until paid.
Con: You may go just a little above the speed limit by 2.
SNITCH [O:Archi:L] REVEALS SECRETS Matt Stone (Lucre)
You have the power to squeal. Once during every turn, you may look at
any unrevealed item in the game, including a hidden power, an
unrevealed moon, Schizoid's terms, Miser's Hoard, the location of
Terrorist's Bombs, predictions made by wild Medium or wild Prophet, or
the location of wild Pirate's treasure. You may peek at the top 2 cards in
the deck, the top 2 discs in the destiny pile, two random cards from
another player's hand, or the top 2 Flares in the Flare deck. You may not
look at a card that has been played face down. At any time, a player may
offer you a Lucre to reveal a specific secret to him. You may choose to
accept the Lucre unless you don't know the information. If the
information involves another player, he may pay you a Lucre to keep
quiet. You must accept his payment, and may not divulge the information
until it is requested again on another challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you have knowledge of other players' secret powers, secret
moons, or cards in their hand, you may reveal the information.
Super: You may lie to any player who pays you to reveal a secret.
SUBORN [O:WashU:L] CAN BRIBE ALLIES Washington University (Lucre)
You have the power to bribe. As a main player in a challenge, after allies decide to commit you may offer any or all of them bribes to change their mind (to accept an alliance that they refused, to refuse an alliance that they accepted, or to switch sides if they were invited by both main players). Your bribe is either one card or one Lucre. If the player accepts, you must pay them after the challenge is resolved; cards are drawn at random from your hand. If you cannot or will not pay the bribe, each player who is not paid selects one of your tokens and puts it in the Warp. These tokens are all removed from bases before you may recover any (due to Zombie, Wild Boomerang, etc.).
History: The Suborns have a long tradition of presenting small friendship gifts -- an attractive cup, a timepiece, a small armored division -- to their acquaintances. By such generosity, the Suborns hope to be admired, respected, and obeyed by their Cosmic cohorts.
Restriction: Do not use in a two-player game. Use only in a game with Lucre!
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild: As a main player in a challenge, when allies are invited you may give this card to any player other than your opponent. That player must then ally with you, unless prevented by the Force Field Edict or Magnet. He keeps this card.
Super: You may pay for your bribes by taking cards from the deck and Lucre from the box.
TAXI [O:Warp:L2] TRANSPORTS OTHERS Jack Reda (Lucre)
You have the power to transport. Whenever you are not involved in a challenge, before cards are played, any players may ask you to transport up to four of their tokens in or out of the challenge (even above the maximum limit of four). They pay you one Lucre per token, then you decide from where the tokens are transported. If you add
tokens, you may not vacate any players' bases. If you remove tokens, you must send them to where they already have a base.
History: The Taxis move through space seeking only to profit from the transport of others. Not only do they gain in the form of money, but they also participate in the distribution of other alien forces.
Restriction: Use only in a game with Lucre.
Do not use in a two player game.
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
THIEF [O:WWW:L] Steals Lucre Cedric Chin (Lucre)
You have the power of stealing. When you are involved in a challenge, you may take one Lucre for every token you have in the challenge from any player on the opposing side. Place this Lucre on the cone; no one may use it. If your side wins the challenge, take the Lucre (even if a deal is made and you are no longer involved). If your side loses the challenge, you lose an equal number of tokens you had in the challenge.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
TORTURER [O:Archi:L2] PUNISHES OPPONENT Rick Katz (Lucre)
You have the power to inflict pain. As a main player in a challenge, you
may do one of the following to your opponent unless he pays you a
Lucre:
-Remove 2 of his tokens to the Warp (he chooses the tokens).
-Force him to discard all of his Attack cards.
-Force him to discard all of his Edicts.
-Force him to discard all of his Flares.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Force all other players to each vacate a planet base.
Tokens disperse. Discard after use.
Super: You may refuse the Lucre and perform the torture.
TROLL [M:Archi:L2] CHARGES OPPOSING ALLIES A FEE Ben Berman (Lucre)
You have the power of tolls. As a main player in a challenge, each
opposing ally must pay you a Lucre. Your opponent in the challenge may
pay the Lucre for any player that he wants as an ally who can not pay
you. If a player is forced to ally against you, and he can't pay you, take
the card of your choice from his hand.
History:
Restriction: Do not use in a 2-player game. Use only in a game with
Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power. Modified by Matt Stone.
Wild: You may buy your tokens back from other player's star discs at any
time for one Lucre per token.
Super: Your toll for use of the cone applies to your opponent as well as
his allies. If he cannot pay you, he may not attack you, and must re-flip
the destiny pile if no other legal challenge is possible.
TYCOON [M:Archi:L] COLLECTS EXTRA LUCRE Matt Stone (Lucre)
At the start of each of your turns, you collect a Lucre for each
planet base that you occupy instead of the normal 1 Lucre.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may buy as many cards as you want in a challenge. You are
not limited to 4.
Super: You may collect the extra lucre from other players instead of the
box.
TYRANT [O:Fram:2L] TAKES CARDS FROM LOSER Framingham Group (Lucre)
You have the power to rub it in. Whenever you are not a main player in a challenge, if another player reveals an Attack card and loses, you may take random cards from his regular hand, up to the number of tokens he lost in the challenge. He may pay you 2 Lucre to refrain.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
UNDERDOG [O:E1.4:L] Buys Off Attacker Matt Stone (Lucre)
You have the power to save yourself. You start the game with 4 extra Lucre. If, as the
defensive player in a challenge, you believe that you can not win, you may buy
off your attacker. Pay him a Lucre for each of his tokens on the cone. He
must take them back to bases and play passes. If you don't have enough Lucre
to buy him off and you lose the challenge, collect 1 Lucre from the box for
each of your tokens lost to the warp as a result of the attack. You do not
collect Lucre if you fail to deal.
History:
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Whenever another player is supposed to draw consolation from your hand,
you may prevent him from doing so by paying him one Lucre per card he would
have drawn.
Super: You may use Lucre from the box to pay off your attacker.
UNDERTAKER [M:E1.4:L] PUTS TOKENS INTO WARP FOR A FEE Matt Stone (Lucre)
You have the power to bury. Whenever another player should lose tokens to the Warp, you take them (this takes place before the Psycho or Saint may act).
He must pay you a Lucre to put them in the Warp. If he can't or won't
pay you, you keep the tokens on your star disc. A player may
save himself from the Void by refusing to pay you. As part of a deal,
you may later free them to the Warp. If you lose your power due to
loss of your power card or lack of home bases, tokens
you hold are freed to the Warp.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
UNION [M:Warp:L] ALLIES MUST BE PAID Jack Reda (Lucre)
You have the power of scale. Anytime a player agrees to ally with another player, he must be paid 1 Lucre per token committed. You are only required to pay 1 Lucre per ally.
History: Keenly interested in fair wages for services provided, the Union oversees all transactions that transpire within the cosmos. Keeping tabs on wage scale allows them to work the system, and consequently pay less for the same services.
Restriction: Use only in a game with Lucre! Do not use with Mercenary.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: If you and your opponent fail to deal, he must pay you a Lucre for each token you put in the Warp.
Super: Scale for allies is doubled for every player but you.
VAMPIRE [O:Archi:L] SUCKS AWAY CARDS, TOKENS, AND LUCRE Matt Stone (Lucre)
You have the power to suck. On each challenge in which you are not a
main player, you may do one of the following: take one card at random
from each main player's regular hand and discard them; take one Lucre
from each main player and return them to the box, or take one token from
a planet base belonging to each main player his choice) and put them in
the Warp.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: As a main player, your opponent's tokens and his allies tokens
have no value in the challenge, i.e., no consolation, rewards, adding to
the Challenge. However, such tokens still count as occupying bases. This
Flare overpowers Carpenter Flare.
Super: You may take tokens our of the Warp or Void even if you are an
ally.
VANDAL [O:WashU:L] DAMAGES CHALLENGES Washington University (Lucre)
You have the power to vandalize. Once per challenge, you may do any one of the following: 1) immediately after the Cone is pointed at a planet, reposition it to point to any other planet in the same system where the offensive player can make a challenge; 2) forbid one player from using Lucre to purchase additional cards; 3) before cards are played, put any one token involved in the challenge into the Warp; 4) after cards are played but before they are revealed, make one of the players select a different card (he need not do this if he shows you that the original card is his only Challenge card); 5) any time before cards are revealed, announce that five points will be deducted from one side's total.
History: Individually weak, the Vandals combine to destroy larger prey by inflicting numerous small wounds. Their Cosmic opponents suffer similarly; each individual act is almost unnoticeable, but the cumulative effect can be quite painful.
Restriction: Use only in a game with Lucre!
Timing:
Phase 3 - Point Cone
Phase 7 - Play cards
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You may give this Flare to any other player at the beginning of that player's turn. That player must then either put three tokens into the Warp or lose his turn. He keeps this Flare.
Super: You may commit two different acts of vandalism in each challenge.
WELFARE [O:MS:L] Asks For Lucre Matt Stone (Lucre)
You have the power to leech. If you are not a main player, before
cards are played, you may ask one of the two main players in a
challenge for 2 Lucre. If he can't or won't give it to you, you may
take a card at random from his regular hand.
History: A poor race of beings has long since lost hope of ever
gaining financial security and must survive on the generosity of
others. Fortunately for them, the sympathy in others clouds their
vision; for otherwise, they would have noticed how the Welfares are
milking them for all their worth.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, your allies may spend Lucre to increase your
challenge total. They must spend at least 3 Lucre in this way if they
can.
Wild: You may add your allies' Lucre to your challenge total.
Super1: If not given the Lucre, you may look through that player's hand
and take any two cards of your choice.
Super: If not given the Lucre, you may look through that player's hand
and choose the card you want.
Pro: When not a main player, you may leech from both main players.
Con: As main player, Welfare may only leech your opponent.
WELFARE [M:WWW] Receives Lucre from Other Players Cedric Chin (Lucre)
You have the power of poverty. Instead of receiving Lucre from the bank at the start of your turn, each player must give you one Lucre , except for the player with the most Lucre, who gives you two. If You have the most Lucre, you only receive one from each player. In case of a tie, all players with the most Lucre give you two.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power. Modified by Jack Reda.
WHORE [O:MS:L] Offers Base To Attacker Matt Stone (Lucre)
You have the power to sell yourself. As the defensive player in a
challenge against a planet base where you have tokens, before allies
are called for, you may offer to allow the attacker to land on the
base in exchange for a base, cards, tokens, or Lucre. If he agrees,
it is treated as a successful deal. If he doesn't agree, you each
lose 3 tokens to the Warp and play passes.
History:
Timing:
Phase 4 - Offense invites allies
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: Sell this card to another player for 5 Lucre. This card may
only be sold once per challenge. You may not sell this card to the
player from whom you had most recently bought it.
Super1: If your offer isn't accepted, take all of your opponent's
Lucre.
Pro: If your offer is not accepted, you lose no tokens and your
opponent loses 4.
Con: Whore's power is delayed until phase 7. If you are an ally and
Whore's offer is accepted, continue as if you won. If not accepted,
return your tokens to bases.
YOGI [M:WashU:L] LIFTS LUCRE AND CARDS Washington University (Lucre)
You have the power to levitate. In any challenge after the defensive player is determined, you may take one Lucre or one card (drawn at random from his regular hand) from either main player.
History: Claiming knowledge of arcane meditative practices that grant the initiated exotic abilities including levitation, the Yogis have opened instructional centers throughout the Cosmos. Those who receive their lessons rarely learn to levitate, but certainly end up lighter -- if only by the weight of their tuition.
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Whenever anyone flips your color, lift one of your tokens from the Praw to the Warp or from the Warp to a base.
Super: You may take two Lucre, two cards, or one Lucre and one card from either main player. If the player has only one Lucre or one card, you take only that.
YOUTH [O:MS:L] Not Responsible For Actions Matt Stone (Lucre)
You have the power of irresponsibility. At the start of your turn,
designate another player to be your "parent" for that turn. On that
turn, whenever you must lose cards, tokens, or Lucre, your "parent"
loses them instead. This includes tokens or Lucre used to pay taxes
or fees and cards taken as consolation. You must use your own cards,
tokens, or Lucre if your "parent" can not pay for you. You pay your
own Lucre for things such as buying cards or increasing challenge
total.
History:
Timing:
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 required to give consolation you may designate another
player (except the recipient) to provide it instead.
Super1: You may have another player be a parent when it's not your
turn. You may play this card if there is a lien on your hand.
Pro: You may demand an "allowance" from your parent. At your parent's
discretion, he either gives you 5 Lucre or allow you to look through
his hand and take any card you want.
Con: Youth cannot choose you to be his parent.
Displayed 145 powers.
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