Rules Clarifications
The WARP Rules Clarifications

Rules Clarifications


The following is a compilation of general rules clarification for play, powers, moons, and cards, etc. These clarifications will have version annotations when necessary. At the bottom are clarifications from Encounter magazine.

Destiny pile signifies home system of player you must challenge. Challenge must be made in the system indicated, and the system owner must defend the base (even if no tokens are present to defend). If challenging your own system, you may only attack a player that has a base in the system, and not your own unoccupied planet). EON

  • POWERS

    AMOEBA

    ANTI-MATTER
    Yes, the Anti-Matter and his opponent ADD Lucre to their totals. EON

    ARISTOCRAT

    ASSASSIN
    On occasion, the Assassin player is faced with a Destiny Card that leaves some ambiguity about who is defensive main player. The Wild Destiny Card allows the Assassin to pick anyone as his target, regardless of who is chosen by the offensive main player. Similarly, when the offensive player is faced with a decision (i.e. "Make a warp challenge...") the Assassin may choose a victim based on the choices at hand. For example, in the above special destiny, if there is a tie between red and yellow for the most tokens in the warp, even if the offensive player chooses red as the defensive main player, the Assassin may target either red or yellow to lose a token. MAYFAIR

    ASSESSOR
    When against the Boomerang, the Boomerang challenge precedes the offensive Assessor's tax deal. EON

    If you have no tokens on bases, you need not pay the Assessor, since it specifies "from base." EON

    AURA
    Does NOT reveal the Miser's hoard. (Aura specifies regular hand.)

    No, the wild Aura may NOT "shuffle the deck as often as he likes in order to get a card he likes on top." He must shuffle, THEN reverse. (Eon style)

    BOOMERANG
    When against Assessor, Boomerang challenge precedes Assessor's tax deal. (Eon style)

    If you attack Boomerang, and during his pre-emptive attack on your system you use your power, it is still considered the same challenge when you resume your attack on him. Therefore, if you have a power that can only be used once per challenge, you may not use it again after Boomerang attacks you (if you use it during his attack). For example, if you are Trader, and trade hands with Boomerang when he attacks you during your turn as offensive player, then you may not trade hands again when resuming your portion of the challenge as offensive player.

    BULLY
    Can't force co-occupancy of a moon.

    BUTLER
    DOES count as "any other player" when flipping for the Dictator.

    CAN position the cone where the deadbeat offender already has a base; so long as a legitimate challenge can be made there (i.e. so long as there is another player there if it is the offender's home system, or there are tokens of the player whose system it is there).

    CALCULATOR
    Calculator power precedes Wild Calculator, Excise Moon, etc., due to the "revealed as" wording. (But Wild Calculator-Excise conflicts are resolved by the conflict resolution rules, based on the position of the players).

    Against Deuce, Calculation is performed on Deuce's first card, and his side card is figured in afterwards. Insect w/ Wild Calculator vs. Calculator: Whether the Insect's Calculation by power or by flare occurs first depends upon the order in which he plays them.

    CAVALRY
    Can NOT play a Kicker when using his power, but the main player's Kicker DOES affect the Cavalry's Challenge Card. When playing the Cavalry Wild or Super Flare, any Kickers affect eacy Attack Card played by allies of the player who played the Kicker.

    CHOSEN
    When drawing for "divine intervention", if a Kicker is drawn before a Challenge Card, the first Kicker drawn applies to the Challenge Card eventually drawn. When playing the Super Flare, the Chosen player may also keep any Reinforcements drawn.

    CHANGELING
    Yes, the Changeling's change is "permanent." (i.e. does not revert at challenge's end)

    Decides which power to take when playing with multiple powers for each player.

    CHRONOS
    Chronos' victims' kickers are put aside with their challenge card, and returned with the challenge card at the challenge's end.

    Against Deuce, only the Deuce's first card is put aside. The second may be picked up and played again as the first or second card.

    Yes, the Visionary can tell Chronos what to play the second time around.

    The Wild Chronos affects only the first PHYSICAL flip of the disc, so if someone flips his own color and passes and flips again, the Chronos can't affect that flip. (Eon style)

    CLONE
    Does NOT keep any Kicker played.

    CRYSTAL
    The Crystal can force the Macron to bring 1-4 tokens.

    A challenge cancelled by the Super Crystal's arrangements does not count as one of a player's two challenges.

    The Crystal acts on each player as or after he or she enters the cone (it's option) and affects the Wild Doppleganger players similarly (as to number).

    DELEGATOR
    Involved in challenge, includes as ally.

    DEMON
    If Victory Boon is played after an attack with the Wild Demon, only the defensive player picked is rewarded.

    No, the Wild Demon never lets you pick yourself as the defensive player.

    DEUCE
    Against Chronos, only the first card is set aside. The second may be picked up and played again as the first or second card.

    The Laser selects only the first card.

    The Deuce's Kicker affects only the main card. The other is then added to the kicked first card.

    When the Deuce only has one challenge card, and thus must draw a new hand, the one challenge card is discarded with the rest.

    The Sorcerer may not switch the side card.

    It must be an attack (if possible) if the Loser has called an upset.

    The Oracle may NOT look at it. The Visionary MAY perceive it.

    Against Calculator, the Deuce's side card is figured in after the totals (including Calculation) are arrived at.

    Witch's curses affect the side card as appropriate (e.g. All your attack cards are worth 2.)

    If a player's turn ends due to lack of challenge cards, he MAY use the Wild Deuce to take another challenge, at the beginning of which he discards his old cards and takes a new hand.

    DICTATOR
    Yes, the Dictator may force a player to attack where he already has a base, so long as there is another player there to defend; any other player if it's the Dictator's victim's home system; or the player whose system it's in if it's any other system.

    Yes, the Butler counts as "any other player" even when flipping FOR the Dictator.

    Alternate version of Dictator.

    DIPLOMAT

    DISEASE

    DOPPLEGANGER
    House rule suggestion: If you want to let Doppleganger keep Flares/Kickers normally, make super Can buy 2 cards for 1 lucre (4 card maximum) (Eon style)

    May keep Kickers.

    If Doppleganger's defensive victim runs out of challenge cards, he must draw a new hand; the Doppleganger may not force the card he rejects back upon him to prevent him from doing so. If his offensive victim runs out of challenge cards, that victim's turn ends, and Doppleganger discards those cards.

    When Silenced, the Doppleganger is required to draw from the deck, unless another player offers and he accepts. (Eon style)

    The Crystal affects the Wild Doppleganger normally.

    DRAGON
    You do not receive an extra 4 Lucre for becoming the Dragon later in the game than the beginning.

    EMPATH

    ETHIC
    Stellar Gas stops Ethic's consolation.

    EXTORTIONIST
    The Extortionist may never profit from another player's Wild Filching. Either he catches him and all the cards go back, or he doesn't, and thus can't extort. (Eon style) This also applies to Subterfuge cards.

    The Miser's Hoard, but not his regular hand is immune.

    FILCH
    The Negator may negate another's decision to catch him Wild Filching, as can the Silencer silence another player trying to catch him. The Extortionist can't profit from another's Wild Filching, as, if he admits to having caught the Wild Filch, all the Wild Filch's acquisitions return to the deck.

    No, Wild Filch may NOT steal Lucre. (Eon style)

    Filch does NOT take opponent's Kicker Card.

    FILTH
    Wild Filth may not be used against moons; super may.

    When the Filth Power changes hands, everyone sharing bases with the new Filth must evacuate, of course.

    FORCE
    May limit, but not negate powers.

    FUNGUS
    If the Wild Fungus is used against the Fungus, any Fungus stacks count as one for the Wild Fungus player (and the stacks return to the Fungus if the Wild card is lost). Likewise, if the Wild Schizoid is used against the Fungus, any Fungus stacks count as one for the Wild Schizoid (and remains a stack until broken in the warp).

    GAMBLER
    The Gambler sees his opponent's card before bluffing.

    Yes, the Super Gambler may put more tokens at risk than he has out of the warp.

    Gambler may also keep his Kicker secret with his Challenge Card, and he may lie about them both.

    The spread in the Gambler Wild Flare is figured after the effects of Kickers.

    GRUDGE

    HEALER
    The Healer can heal tokens from the Void.

    HURTZ
    When the Hurtz leases a moon, it is put in the leaser's system. Since it will go away at the end of the challenge, Immediate moons are probably more useful than others.

    Yes, Hurtz can advertise, but no, he may not let others look through the deck(s) or read things over before renting them. The deck is shuffled after he looks through it; he gets no special knowledge of what's coming up -- he's no Aristocrat or Wild Mind.

    Officially, in a single-power game, a power rented from Hurtz becomes your sole power. For example, if you were the Mutant, and rented the Reincarnator, and you lost, you'd draw a new power and keep that, discarding the Reincarnator and the Mutant.

    INSECT
    Insect will cause power effects to take place more than once. Therefore, if Insect calls "time travel" against Chronos, the Chronos player must set aside the challenge card, and may not use it. Additionally, Chronos may call "time travel" on the subsequent play. In another example, if Skeptic doubts Insect will win, Insect may also doubt Skeptic will win, causing the losses to be doubled twice (or tripled).

    The Super Insect has total flexibility. If he wants to go first, no problem. He flashes the Flare and goes ahead. If he wants to go second, he simply waits for his opponent to go first (flashing the Flare if he is the offensive player and would normally go first) and then follows him. Even if the opponent doesn't use his power when he has the chance, the Super Insect can then go ahead and use it anyway since it is still 'before' his opponent has used his power. Finally, the Super Insect isn't forced to use the power if his opponent does and the Insect has declared he will do so afterwards. The Flare specifies he 'may' use the power and affects only the timing of his option, not his free will to decide. (Besides, it's more fun that way, and you don't get to be a Super Insect very often.)

    The Wild Insect must be discarded despite the Keeper. (Eon style)

    Insect vs. Butler: defensive player performs for the offensive player.

    Insect w/ Wild Calculator vs. Calculator: The precedent by which the Insect's use of the Power Calculator and the Flare Calculator is determined is by the order in which he plays them.

    JUDGE

    LASER
    When against the Miser, the Miser chooses which hand is lased.

    May use the Wild Magnet to have cards separated from those to be lased.

    Selects only the first of the Deuce's cards.

    Laser's opponent may play a Kicker before the Laser draws a Challenge Card for him to play. The Laser Wild Flare also forces, by implication, the victim to select his Kicker, if any, before asing for allies.

    LLOYD
    The Wild Lloyd does NOT need money to spend money.

    The Wild Lloyd MAY be used to pay, for example, the Extortionist or the Ethic, whose powers aren't such that you're explicitly "required" to pay them.

    LOSER
    If the Witch makes the Flare Loser into something else, it CAN be discarded.

    A zapped Super Loser does NOT lose a base, as the Flare Loser isn't considered to enter his hand.

    If an upset has been called, BOTH the Deuce's cards must be attacks, if possible. (Likewise, I would rule that if the Witch made the Flare Loser into something else for more than one player, and it moved from one of the cursed players' hands to another's during the spell, the recipient would not be affected.)

    If a tie occurs in an upset challenge, offense wins.

    If the Loser wins with a Compromise, he collects no consolation, as no tokens were lost. (Likewise for his opponent).

    Players may play Kickers after the Loser has declared an upset and before playing Challenge Cards.

    MACHINE
    CAN be stopped by Wild Pacifist.

    The Machine's Timegash is only good for one challenge.

    When the Wild Machine makes you stack your hand, you don't have to let people see how many non-challenge cards you have if you're sufficiently dexterous.

    Kickers are stacked with challenge cards when you're stacking.

    If cards are to be drawn from a stacked hand, he may NOT shuffle in his challenge cards, but should put his non-challenge cards on either or both ends. (He should be able to stick in his non-challenge cards; let it be drawn from, and restack.)

    MACRON
    Yes, the Macron IS mandatory, and can't bring more than one token into the cone.

    The Crystal can force the Macron to bring 1-4 tokens.

    Moon Boon is worth 5 to the Macron; Mini Mac Moon makes his tokens worth 2.

    Alternate version of the Macron

    MAGNET
    Wild Magnet can stop an Edict, Flare or Kicker,.but it must be a specific one, e.g. Cosmic Zap. and can be circumvented in its attempt to prevent a player from playing a compromise by the Wild Mesmer, as it can repel either the Wild Mesmer or the compromise, but not both.

    MESMER
    May change edicts into "play at any time" edicts and use them even when there is a lien on his hand.

    When a player tries to use a Wild Flare at the same time the Super Mesmer does (e.g. Wild Dictator) conflict resolution rules are in effect.

    Yes, the Wild Mesmer can circumvent the Wild Magnet, which may dictate that a player can't play a compromise or that he can't play the Wild Mesmer, but not both.

    MIND
    Mind CAN look at both the Miser's hand and his hoard in one challenge.

    MIRROR

    Reverses digits after figuring the effect of Kickers.

    MISER
    Miser's hoarded hand is determined before cards are dealt out -- no picking between the two.

    Chooses which hand Laser lases.

    No conflict with a 6-player game if you have all the expansion sets. (Eon style)

    Mind CAN look at both the Miser's hand and his hoard in one challenge. "The hoard is not subject to loss because of other powers, but a look, yes."

    The Miser's hoard but not his hand is immune to the Extortionist.

    MUTANT
    Super mutant discards the Flare Mutant when its used.

    NEGATOR
    If decider is specific in his decision, he may make a different decision, if general, he may not.

    If the Negator is caught Wild Filching, he may negate a player's decision to catch him.

    Yes, the Negator can negate another's decision to pass upon flipping his own color, and could negate the decision of a player attacking in the player's own system as to which color to attack.

    A 'Between challenges' event comes at the end of the previous challenge, so certainly the Negator can affect those events.

    ORACLE
    The Flare Oracle, when invoked, is shuffled in, too.

    The Oracle does NOT look at his opponent's kicker.

    Against Deuce, only his first card is seen.

    PACIFIST
    Wild Pacifist CAN stop Machine.

    No, the Pacifist does NOT collect consolation when he wins with a Compromise; he loses no tokens.

    PARASITE
    A player isn't considered to have lost his power due to the Wild Reincarnator, nor does a Wild Witch user ever lose his power.

    Yes, a person can use Flare Parasite despite losing his own power(s).

    PENTAFORM
    Other than Moon Base Omega, moons do NOT count for changing the Pentaform's life stage.

    PHANTOM
    Upon receiving Phantom (even mid-game), invert five tokens from bases and put them on your star. If you lose your power, you cannot use ghost tokens or create more, but you may still convert them to regular tokens by moving them from the star to the cone.

    PHILANTHROPIST
    The Philanthropist CAN give away the card the Visionary told him to play.

    PIRATE
    Pirate victims can use most challenge affecting powers (e.g. Mind, Chronos, Seeker), save those that would be inappropriate (i.e. alliance or token affecting powers (e.g. Virus, Anti-Matter, Macron).

    Yes, he counts his Lucre in a raid. (Or can buy points in Mayfair style).

    Yes, the Wild Pirate can hint. No, if he loses the card the treasure no longer exists. He may choose whether to announce that he is planting the treasure. (Eon style)

    PLANT

    PROPHET

    REINCARNATOR
    One isn't considered to have lost his power due to the Wild Reincarnator.

    Reincarnator must lose before he gets a power.

    The Reincarnator represents a multiple power of sorts, his current incarnation, and his Reincarnator power. Thus, either or both powers could be zapped during one challenge. (It would take two zaps to zap both.) If the Reincarnator is zapped, it doesn't get a new power (or, if it's zapped the first time it loses, it doesn't get one.)

    SCHIZOID
    May include loss of power in victory condition (Keeps itself from victory until it loses its power), and then normal victory rules apply).

    If you want a minimum number of required external bases, set a house rule. (Eon style)

    When the Schizoid's terms become invalid (e.g. the condition was occupy 2 moons, and Vanish eradicates the moons) the game can only be won through the normal conditions upon the Schizoid's loss of his power. And "does not require memory of previous events" allows memory up to and including the beginning of the challenge, so if the condition is 4 bases and plays a Mobius Tubes, a player can win by playing a Tubes and taking his fourth base later that challenge.

    Examples of Schizoid Win Conditions.

    SEEKER
    It is legitimate for the Seeker to ask about, for example, "intent to win," (and his victim must answer immediately), but, it is, of course, difficult to prove or disprove "intent to win."

    It is also legitimate to ask "Will you win with a solo victory", and though the victim must attempt to abide by your answer, circumstances beyond your control may force you to break your word.

    MAY ask questions about the Miser's hoard, or the Schizoid's win conditions. SILENCER
    If the Silencer is caught Wild Filching, he may silence a player who attempts to catch him. (Eon style)

    When the Doppleganger is silenced, he must draw from the deck unless a player offers him cards and he accepts. (Eon style)

    The Gambler's card declaration is given despite Silencing (And the Skeptic and Seeker are impotent).

    Powers affected by Silencer.

    SIREN
    The Siren can lure even if her color was flipped.

    If more than one of the cards the Wild Siren lured is drawn, she gets all of them.

    SKEPTIC
    Offensive Skeptic can't doubt in a moon challenge (as card specifies "planet").

    Yes, the Super Skeptic may put at risk more tokens than he has out of the warp.

    SNIVELER
    Sniveler "bases" can either be home, foreign, or combined.

    SORCERER
    Against Deuce, only Deuce's first card may be switched.

    No, the Sorcerer does NOT switch kickers.

    TERRORIST
    Can NOT mine moons. (Eon style)

    A Cosmic Zap stops a Terrorist Bomb! (Even if the terrorist is out of the game)

    A Cosmic Zap also stops the Terrorist from planting more bombs, for a challenge.

    Yes, the Terrorist can set off his own bombs.

    Terrorist Paper.

    TRADER
    Yes, with Trader vs. Vulch, the following scenario is possible: "Trader Plagues Machine. Vulch picks up Plague. Trader plays Finder on Plague, and Plagues Machine again. Vulch picks up Plague and Finder. Trader trades hands with the Vulch and Plagues Machine. Vulch picks up the Plague and the Trader finds it again. He now plagues Machine for the fourth time. Vulch picks it up, and Plagues Machine himself."

    Trader may only trade once per challenge.

    VACUUM
    The Wild Vaccuum gets two tokens if two attack cards were played.

    Because power loss is immediate upon the loss of the third base, the Vaccuum can't suck tokens corresponding to those he lost defending his third base.

    Yes, the Super Vacuum CAN prevent a win if it's fast enough.

    VAMPIRE
    The Wild Flare is not meant to restrict the player to a planet base; you may switch tokens with a player on a moon base.

    VISIONARY
    Yes, the Visionary CAN tell the Chronos what to play the second time around.

    "At the appropriate time(s)" means that the vision is cancelled if the victim loses the card, even due to Philanthropic gift.

    Against Deuce, the side card MAY be perceived.

    Has no power over Kickers, and he specifies which Challenge Card his opponent must play AFTER players have committed themselves on playing Kickers.

    VIRUS

    VOID
    The Zombie IS exempt from the Void.

    Despite the fact that the Force could conceivably get a player with > 15 eradicated tokens back into the game, unless the Force acts immediately, he IS out of the game. The bases [in the eradicated player's system] remain but have no further challenge possibilities against the Void.

    The Wild Flare was not intended to take out only planets. You may take a moon out of the game instead.

    VULCH
    The Wild Vulch vs. the Vulch CAN create an 'endless' loop if the Vulch offers an edict, the Wild Vulch refuses it and discards it; the Vulch picks it up; the Vulch offers an edict... One of them has to give up. (Eon style)

    The Vulch CAN pick up a rebirth and play it immediately (between challenges).

    The Vulch CAN play any other edict immediately upon picking it up (if it can be played).

    Yes, with Trader vs. Vulch, the following scenario is possible: "Trader Plagues Machine. Vulch picks up Plague. Trader plays Finder on Plague, and Plagues Machine again. Vulch picks up Plague and Finder. Trader trades hands with the Vullch and Plagues Machine. Vulch picks up the Plague and the Trader finds it again. He now plagues Machine for the fourth time. Vulch picks it up, and Plagues Machine himself."

    WARPISH
    Yes, Warpish gets moons.

    WARRIOR

    WILL

    WITCH
    An alteration to the Wild Loser is binding, and if it's turned into something else, it can be discarded normally.

    The Wild Witch holder is never considered to have lost his power.

    When the Super Witch loses his power, he becomes the Wild Witch, which restores his power, and makes him the Super Witch again. He can use the Flare like this every challenge. (Eon style)

    When witch is zapped, all active curses cease.

    Witch's curses affect Deuce's side card as appropriate.

    Examples of Witch Curses.

    WORM
    The Wild Worm can't be used to move another's tokens.

    The Worm can't point the cone at a moon in his system; the power specifies planet.

    The Worm CAN reposition the cone where his opponent already has a base (so long as the worm has a base there too).

    WRACK
    If a defensive Wrack tortures the offender out of the cone, he's used up his tortures and loses, the offender doesn't get a base, having no tokens with which to occupy. It is considered a successful challenge regardless.

    Yes, the Wild Wrack can "turn off" a mandatory power. It's like a ransomable zap.

    If the defensive Wrack tortures all of the offender's challenge cards out of his hand, the offender's turn ends immediately. If this is done on the Wrack's last torture, the offender wins and occupies, but his turn still ends.

    The Wild Wrack automatically becomes unusable after challenge resolution, as there will be zero tokens in the cone. (Presumably any time the defender against an Offensive Wrack ran out of challenge cards, he'd draw a new hand.)

    No, the Wrack may not change his deal offer between tortures.

    ZOMBIE
    IS exempt from the Void.

    DOES get consolation despite not losing tokens to the warp. (He loses tokens, just not to the Warp.)

    The Zombie is relatively immune to the Wild Wrack, as he loses tokens to other bases instead of the warp, so won't lose his power due to it.

  • EDICTS

    You MAY Cosmic Zap yourself to use the Wild Flare of a Super you hold.

    You MAY play "play at any time" edicts even when there is a lien on your hand.

    There is no limit to the number of times an edict can be played during a challenge. A player can play and discard an edict, the Vulch may pick it up and play it, the Vulch's opponent, the Insect may pick it up, etc.

    Finder:
    May not be used to find a kicker that's been played down; may not be kept when it finds the Flare Clone.

    Insanity
    Requires players to also use moon effects, and all of their powers in a multi-power game.

    Keeper
    Allows you to also hold on to Kickers, Reinforcements (Subterfuge, Theurgy, etc).

    Plague
    Also forces a player to lose a Kicker, Reinforcement (Subterfuge, Theurgy, etc).

    Rebirth:
    As it must be played before a player's opportunity to take a token out of the warp or play a Break or Tubes, if a player has no more than one token on all his bases, he would have to vacate a base to play a Rebirth.

    Sanity:
    Should be played before the flip of the disc (or Destiny pile).

    Also voids moon effects, and limits each player to using only one power in a multi-power game.

    Stellar Gas:
    Stops even the Ethic's consolation.

    Timegash:
    When played by Machine is still only good for one challenge.

    Victory Boon:
    If played after an attack with the Wild Demon, only the defensive player picked is rewarded. Can be played before or after consolation.

  • MOONS

    You may NOT "cycle" Immediate (Intermittent) moons, i.e., attack it with tokens removed from the same moon for the attack, and gain its effect again. You may reoccupy a moon to regain its effects on the challenge AFTER it was vacated.

    Moon Boon:
    Can be put in the cone; only counts as 1 of 4 tokens, but is still worth 5, even to the Macron

    Big Bang:
    Lucre does not precipitate it.

    Mini Mac Moon:
    Worth 2 even to Macron.

  • REVERSE HEXES

    Worldships
    If he holds a Comet in his special hand, he can apply it to any challenge.


    Compiled by Mark Amidon and Jack Reda


    ENCOUNTER MAGAZINE 2.2

    Errata

    First, there is an addition to the rules. This addition is in regard to collection of consolation or any other circumstance where another player is to draw cards from your regular hand. In any such circumstance, the player who is to lose cuds from his hand cannot play any cards from it until the other player collects the cards due him. This is actually a change from the original Eon design (the rule was presented in Encounter volume one, number three), where ,a player could play any cards against another player, even if there was a lien on his hand. The reason for the change is the introduction of the one-shot flares. There are now so many cards in the deck that can be played at any time that this rule change was necessary. You may play cards from your hand that serve to break the lien (like Stellar Gas, Emotion Control, Super Empath, etc.).

    The remainder of the errata apply to the Alien Power cards and are presented alphabetically by power. The Connoisseur should have the 00 icon on it. The icons on the card are the most likely phases for the Connoisseur to use his power, but they are not meant to exclude his power if he draws cards at other times. The Filth should have the 00 icon on it for the same reason as the change on the Connoisseur card. *The Mirror’s second sentence should read: “This reverses the digits of all Attack Cards.” The Pentaform should have the 00 icon on it. This is because the Per&form may gain or lose bases at any time in the game, even between challenges. The Terrorist’s restriction should read: “Do not use in a game with the Insect.” The Terrorist should have the 00 icon because players can land on planets almost anytime due to play of cards or use of powers. The Zombie should have the 00 icon because his tokens are always immune to going to the warp, not just during challenge resolution.

    The first clarification is a general one regarding the use of the icons in Cosmic Encounter. Usually, the icons refer to the entire phase that they represent: beginning, middle, and end. But the wording on some Alien Power Cards further restricts the timing. For example, the Visionary’s icon for Phase #7 means that the Visionary player names a card just before both main players play cards face down in the challenge (at the beginning of that phase). For those players used to relying solely on the card’s text for timing restrictions, be aware that the icon often replaces that qualifying text when the alien can use his power any time during the prescribed phase or phases.

    The next two clarifications are for two of the system hex cards. First, add the following sentence to the last paragraph of the Gas Giant description. “The Gas Giant is immune to all planetary cataclysms like the Wild Magnet, Wild Void, etc.” Second, add the following sentence to the second paragraph of the Space Dust description. “The Space Dust player must have at least three tokens on his system hex to use his Alien Power.”

    The remainder of the clarifications apply to the Alien Powers and various combinations of Alien Powers. As above, these appear in alphabetical order. When the Changeling trades powers with another player, all facets of that power come with the it (like the Terrorist’s bomb list, the Symbiote’s second color tokens, etc.). This comes from the original Eon Power’s text. When the Changeling trades powers with the Symbiote, he gets the use of the second color tokens from where they stand (he does not redistribute them). Remember, however, that second-color tokens alone do not count as a base, so you cannot release tokens from the warp to these planets (by playing a Warp Break or Mobius Tubes) to win the game.

    Answer provided by Jim Musser.

    The Deuce’s extra card is not foreseen by the Oracle, nor is it affected when the Chronos calls “time travel.”

    Answers by Jack Kittredge of Eon.

    If the Fungus and Vampixx are on the same side in a challenge, and their side wins the challenge, use the timing rule to resolve the conflict in power use. If the Fungus is the main player, the Vampire gets one of each color of the losing tokens and the Fungus gets the rest. If the Vampire is the main player, the Fungus gets the tokens and the Vampire gets nothing. The lesson here is, if you are the Vampire, you may not want to invite the Fungus to be your ally.

    The Healer can heal the same player multiple times in a challenge. He can also heal separately tokens lost to the Vacuum’s power and tokens lost simultaneously due to an unsuccessful challenge.

    Answers provided by Jack Kittredge at Eon.

    Insect vs Symbiote: If the Insect copies the Symbiote’s power, he gets nothing.

    Answer provided by Jim Musser.

    Insect vs Vampire: If the Insect copies the Vampire’s power, he enslaves all tokens lost in the challenge if he wins. However, he cannot use these tokens and they do not count for a base (if they are on their own) until he copies the Vampire’s power again in a later challenge. For details of the Insect’s enslaved tokens when he is not copying the Vampire, see below for when the Vampire has lost the use of his power.

    Answers provided by Jim Musser and Mike Arms, respectively.

    A victim of the Laser gets to look at the card the Laser picked before he plays it face down in the challenge.

    Feel free to add both the #3 and #4-5 icons to the Mind power. The reason for the these is that the Mind player may want to make his decision whether or not to invite allies based on the information he gains from the use of his power. The second icon is to allow the Mind to do this if he is the defensive main player as well. Similar logic applies to the cases of the Mutant, Philanthropist, Seeker, and Trader below.

    The Mayfair Mutant is a substantial change because its timing is incompatible with the original Eon Mutant. The Eon Mutant would have the #3, #4-5, and #6 icons. The Mayfair Mutant has the #lo (offensive player only) and #2 icons. Note that the Mayfair Mutant may take a second challenge if its first was successful even if out of challenge cards as it can draw during the Interphase.

    The Super Oracle first sentence means when the other player reveals his card to the Oracle player (not when the other player reveals it in the challenge).

    If the Pentaform has the Changeling as the active power in his stack, he trades the Pentaform and his stack for his opponent’s Alien Power (not just the Changeling power). Similarly, in a game with the Pentaform and the Changeling, the Changeling player would trade for the Pentaform power and its stack, if they were both main players. If the Pentaform player draws more than one startof- game power for his stack, he may discard all but one of these start-of-game powers and draw a new power for eachto replace them.

    Answers provided by Mike Arms (creator of the Pentaform).

    The first time you receive the Phantom power (even mid-game), flip over five tokens and place them on your star immediately upon receiving the power. If the Phantom loses the use of his power, he cannot create new ghost tokens and cannot add his ghost tokens to his total in a challenge. He can, however, still return his tokens to normal tokens by placing them from his star into the cone.

    Answers provided by Mike Arms.

    The Eon Philanthropist would have the #3, #4-5, and W6 icons. The difference is subtle, but it can have a recognizable effect in special circumstances.

    Feel free to add the #3 and #4-5 icons to the Seeker power.

    A victim of the Sorcerer does not get to examine the face-down card that he has been switched. Actually, this mechanism also applies to any other effects that change or steal face-down cards, unless otherwise stated.

    Answers provided by Mike Arms.

    The Terrorist waits until all tokens that are returning to bases are settled before announcing which bombs detonated. Also note that the Terrorist need not plant his bombs at the start of the game. He may, but he could wait until some opportune time for best effect. He must plant all of his bombs at once, however.

    Feel free to add the #3 and #4-5 icons to the Trader.

    If the Vampire loses the use of his power, he cannot move enslaved tokens or add them to his total in a challenge. Likewise, they do not count as a base if they are alone on a planet. They can go to the warp due to losing challenges or other player’s actions (like the Assassin). A Mobius Tubes or a Warp Break played to free tokens from the warp also still releases tokens from the Vampire.

    Answers provided by Mike Arms & Jim Musser.

    If the Void is a main player in a challenge and the Fungus and/or Vampire are allied with him and their side wins the challenge, resolve the conflict in power use with the timing rules. The Fungus and/or Vampire get first shot at the losing tokens, with (in the case of only the Vampire as an ally) the remainder being eradicated by the Void. Void vs Zombie: There was no change intended in the relationship between Zombie and Void. Zombie is immune to eradication when the Void wins the challenge.

    Answers provided by Jim Musser.

    The Mayfair Vulch differs significantly from the Eon Vulch. This is directly due to a new rule mechanic introduced in the Mayfair edition. On page 10 of the rule book, in step 9 it says: “Discard the two Challenge Cards and any Edicts and Flares that were played.” This rule will logically be extended to include other types of cards as they are introduced into the game. Thus the Mayfair Vulch rightly has only the #9 icon on it. The Eon Vulch would instead have the Infinity icon, as it would pick up each Edict as soon as it was played. The Eon Vulch could use a retrieved Edict in the same challenge if desired.

    When the Wrack uses his power and proposes a deal before cards are played, if his opponent agrees to the deal, then the challenge is over, tokens in the cone return to bases, and it counts as a successful deal for purposes of turn continuation. If the opponent does not agree to the Wrack’s‘ deal, the Wrack need not torture and could continue with the challenge as normal. If the Wrack does torture, he cannot change his deal and cannot stop torturing unless the other player gives in and agrees to the deal.

    Answer provided by Jack Kittredge at Eon.

    Zombie vs Sniveler: When the Sniveler whines about having the most tokens in the warp and is refused to release his, the Zombie must temporarily lift tokens off bases as if to equal the Sniveler in the warp but then returns his tokens to bases. In an extreme example, suppose the Sniveler has one token on three home bases.and 1’7 tokens in the warp. If he is refused, the Zombie lifts enough tokens off bases so as to equal. At that point, he has two choices: he can leave one token on three home bases so that he can use his power to return his tokens to bases, or he can lose his power in order to hold up to three foreign bases. Actually, this same principle applies whenever the Zombie must lose tokens to the warp (Plague, Vacuum, etc.), but it usually is not an issue.

    Answers by Mike Arms & Jim Musser.

    There has been some confusion on whether the Zombie is entitled to consolation when playing a Compromise versus an Attack. The relevant rules section is on pages 8 & 9 of the Mayfair rules book. It reads: “If one player plays an Attack Card and the other player plays a Compromise Card, the player who played the Attack Card wins, with all the same rewards as if both players had played Attack Cards. All of the losing side’s tokens still go to the warp, but the player who played the Compromise Card gets consolation because he was willing to compro&se and his opponent attacked him. The losing player draws one card from his opponent’s hand for each token he lost, not counting his allies’ tokens.” The key phrase is “the player who played the Compromise Card gets consolation.n The Zombie is entitled to normal consolation even though his tokens do not go to the warp.

    Answer by Mike Arms. [Note by Jim Musser: I have an immense amount of respect for Mike, but I think he is clearly misguided on this matter. The key phrase is “The losing player draws one card from his opponent’s hand for each token he lost.” Since the Zombie lost no tokens, he draws no cards. This is the rule that will be used in trournaments sponsored by Mayfair.]

    Remember that you lose the use of your alien power as soon as you have less than three home bases. Thus, when the Zombie must leave a base and only has two home bases remaining, he loses the use of his power and cannot return those tokens to other bases. They go to the warp instead. This same idea applies to all other powers (Vacuum, Witch, Pentaform, etc.) whose effect takes place upon some loss (often a base loss). Nasty trick: When the Zombie is in a 5 player game with the Terrorist, the Terrorist can plant all 5 bombs in the Zombie’s system. If the Zombie does not quickly establish a foreign base, any tokens that he returns to bases will set off a chain reaction that will blow up at least three of his planets, removing his power, and leaving him with at least 12 tokens in the warp. Yes, it’s evil, it’s despicable, but best of all it works.

    Trader Wild: The player using this flare cannot move ifs own token.

    Hand Zap: Playable during the Interphase only!

    Edict Zap: Does not stop other Zaps, including Un Zap.

    Un Zap: Only stops other Zaps, including Edict Zap.

    Questions by Randy Zoellner answered by Mike Arms:

    Q The Connoisseur caused us to have to shuffle the deck about three times as he would pick his favorite 7 cards and would proceed to play them. As he did not keep any challenge cards, he would just play all of the flares and edicts. Then still not having any challenge cards, he would discard and draw again. We had to make a house rule that * the Connoisseur must keep at least one challenge card from the 14 that he draws when he gets a new hand. Did you encounter this situation? If so, what did you do about it?

    A: No, we did not encounter this situation. Although it is possible, I would propose that it is fairly unlikely that he be able to play many of the non-challenge cards that he runs through, as they often have timing conditions or can only be played in special circumstances. There are not very many truly “play at any time” cards, although the ones that do / exist are pretty powerful. In our experience, reasonable f players would not use this tactic often. Remember, if any power seems to be getting out of hand by abuse, beat on him until the player realizes that it is in his best interest to not do so. As always, CE is a social game. It is amazing what j can be done to discourage certain actions. Take away his t power. Have everyone always save their nasty cards to use on .him. Never invite him as an ally. Always gang up on him. Always choosehim when Wild Destiny appears. Get the Philanthropist to keep his hand filled with low Attack Cards 1 or Compromises so that he never gets to draw cards. Have the Healer refuse to heal only his tokens. Terrorist plants bombs on only his planets. Never play a Hand Zap on the Connoisseur, as it will only get worse. Create a co-win situation where everyone wins except him. You get the idea.

    Q: Cavalry decided to be rather cruel when allowed to ally offensively. He played a Compromise to really mess up the offensive main player. ,Anyway the defensive player also played a Compromise and therefore with both sides having played a Compromise, then who should have had to make a deal, Cavalry who played the Compromise or the offensive main player that played an Attack card?

    A: There seems to be some confusion about how the Cavalry works. In no case does the Cavalry’s card supersede the main player’s card. If the Cavalry played an Attack, it adds to his side’s total (gets nasty with negative Attack Cards). When the Cavalry plays a Compromise Card as an ally, it does not supersede an Attack card played by his side’s main player. Rather, the challenge totals determine the outcome as usual, but if his side loses, the Cavalry then takes consolation from the opposing main player. If his side wins, the Cavalry does not get consolation, as he won. So in your example, there would not have been a deal situation, as the offensive side would have won the challenge.

    Questions by John Edelberg answered by Mike Arms:

    Q: Can a Flare that has the “infinity” icon be played as soon as it is obtained with its effects noted by all players as going into effect at a later time?

    A: No, most of the effects that have a - icon attached are restricted to application under a certain circumstance that might occur at any point in the game. The effects are immediate. I probably made this issue confusing with our time-duration Flare effects from the first issue. We are trying to avoid those designs now to better fit with the Mayfair style.

    Q: Assume that the Zombie only has 2 home bases and has lost the use of his alien power. He has also lost some tokens to the warp. If he plays a Rebirth, reclaiming a 3rd home base as well as his power, can he now immediately recover all of his tokens from the warp?

    A: No, the Zombie power only allows him to return tokens as they are being lost to the warp, not after they are already there. Otherwise there would be no point in Zapping the Zombie. He must retrieve his tokens from the warp just like everyone else.

    Q: Assume that it is Purple’s turn. He flips a Purple Destiny card. He chooses to flip another, this time flipping Orange. The Assassin (Red) is in the game. Whose token(s) does the Assassin execute?

    A: The Assassin executes tokens on each color revealed in the Destiny deck, except his own color. Thus he would execute both aPurple and an Orange token. Q: Assume the Loser is a main player in a challenge. He has Compromise cards but no Attack cards. May he declare an upset? Or, assume the Loser has an Attack card and declares “upset,” but his opponent can only play a Compromise card. How is the challenge then resolved?

    A: For the first question, yes, he may declare upset. The answer to the resolution question is easy. When the challenge is under “upset,” the winner loses and the loser wins. Normally if one player plays an Attack and the other a Compromise, the Compromise loses. Thus, under the upset, the conditions would be reversed and the Compromise would actually win. No consolation is involved because the Compromise won. So, the Loser with only a fist full of Compromises is killer.

    Q: Assume that the Worm (Red) is trying to regain one of his home planets by challenging Orange, who had earlier dislodged him. Thus, the cone is pointed at a planet in the Worm’s system. After cards are revealed, may Worm reposition the cone to a planet in Orange’s system? (The text implies such, but it seems quite a distance for Worm to tunnel.) Also, may the Worm use his power if he is challenged on a home planet where he has no base?

    A: For the first question, yes, the Worm can reposition the cone to point at any planet in the defensive player’s system. In this particular case, he can reposition to a planet in Orange’s system, but he cannot reposition to a different planet in the Red system as Red is not the defensive player. For the second question, no, the power is very clear in stating that you may only use you power on defense if you are challenged on a home planet where you have a base.

    Q: What constitutes a valid deal? Please give some examples.

    A: A deal can be any exchange of bases and/or cards between the two players. No player can gain more than one base as part of a deal. The word uexchange” indicates that each player must get something for a deal to be valid. Some valid deals: “base for a base,” ‘base for a base and you take all of my cards,” “both of us draw a card at random from the other player, n Ugive me a base in exchange for my lowest Attack Card,n “I’ll give you an Attack Card under 7 in exchange for one from you,” etc. Portions of deals that promise actions in the future are unenforceable and are not truly part of the valid deal.