Armistice Cards
History:
Having an excess of blank destiny cards and wanting to do something
with them other than creating new instructional destinies or comets I
have come up with the following card expansion.
Parts:
A set of cards called Armistice cards.
Setup:
Shuffle the Armistice cards into the Destiny deck.
Play:
Armistice cards should be mixed with the Comet/Special Destiny cards at the start of the game. If
using these cards it is recommended that you use the rule where you
replace the non-standard destiny cards with new ones each time the
destiny pile is exhausted.
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Armistice cards represent times when the forces that drive the
constant warring in cosmos subside and instead provide opportunities
for a race to advance itself without conflict. Other races can take
advantage of this lull in hostilities but not to the same extent.
When an Armistice card is flipped the player whose turn it is
immediatly decides whether to take advantage of it. If he chooses to do so
he immediatley carries out the instructions listed under "Active:", then
players in turn from his left may choose to carry out the instructions
listed under "Passive:". Whether or not a player decides to take
advantage of the card play jumps straight to an interphase where the
active player is considered to have made a successful challenge.
If the offensive player declines to use the Armistice card, no other player may take advantage of the
card, and the next card from the Destiny pile is flipped.
When an Armistice card is flipped there is no challenge and no
defensive player/colour. Powers such as Assassin, Dictator, Disease,
Will have no effect.
ARMISTICE CARDS
RE-ARMAMENT
Active:
You may discard any number of cards from your hand and then draw cards
from the deck to refill your hand to 7 cards.
Passive:
If you have less than 7 cards you may draw one from the deck.
NEW RECRUITS
Active:
Release all your tokens from the Warp (Fungus stacks, Vampire tokens, etc).
These tokens must be placed on existing bases in your home system.
Passive:
Release 1 token from the Warp to a base in your home system.
STRIP MINING
Active:
Draw 15 lucre from the bank. Select any planet on which you have base,
this planet will cease to count for gaining lucre (in any way for any
player) for the rest of the game.
Passive:
If you have a base on the mined planet recieve 3 lucre from the active
player.
PEACE DIVIDEND
Active:
Draw lucre as you would at the start of your turn.
Passive:
Receive 1 lucre from the bank for each planet in your home system on
which you have a base.
LEARN FROM THE PAST
Active:
Fill your hand to 7 cards with cards, chosen by you, from the discard
pile. Shuffle the discard pile.
Passive:
If you have less than 7 cards in your hand you may take one of the top
3 cards from the discard pile and then shuffle the discard pile.
REDEPLOYMENT
Active:
You may rearrange your tokens between bases as you wish.
Passive:
You may move up to 4 tokens from foreign bases to home bases or from
home bases to foreign bases (but not both).
POLITICS OF DIVISION
Active:
Name 2 players, these 2 players may not ally with each other until they
make a successful deal.
Passive:
None.
EXPLORATION
Active:
You may look at (but not reveal) all moons in systems where you have a
base.
Passive:
You may look at (but not reveal) one moon in any system where you have
a base.
TRADE
Active:
Starting with the player on your left you may attempt to make a deal
with each player in turn. You have 1 minute to make each deal. There is no
penalty for failing to make a deal.
Passive:
None.
LIGHTS IN THE SKY
Active:
You may examine the destiny deck and remove any number of comets. You may
then add up to 2 comets of your own choosing to the destiny deck. Shuffle
the deck afterwards. You may then add another comet of your own choosing to
the top of the deck. Reveal the comets you removed but not those you added.
Passive:
None.
These cards are available in PDF format here.
Expansion by Brian Hoare
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