The WARP Flares

Flares


Each power in the game has a flare card which corresponds to it. Each flare has two headings on it; Wild and Super. If a player is holding the flare for a power other than their own, they may only use the effects under the "wild" heading. If the flare corresponds to their power, they must use the "super". The flare for each power plus 20 other random flares are shuffled in the challenge deck. Under no circumstances should you use the entire flare deck ("Cosmos forbid" as they say). Once a flare is played it is discarded (unless you use the original EON rules, which allow players to continue using a flare as long as it is in their hand. This can get rather hairy). Flares count as part of your hand (in all circumstances), and you must discard them when drawing a new hand.

BAD power flares are an exception. All BAD power Wild flares are one-shots and should be discarded after one use. HOWEVER, the Super's may be kept by the owner of the BAD power and remain in play until lost.

See also Nebula cards and Pulsars.

Optional Rules

From Jack Reda

  • Players holding their own corresponding flare may play either the Wild or the Super.

    This rule was instituted because we felt that Mayfair flares were too similar to edicts, and since the Eon style of retaining your flare was done away with, the flares became much weaker. Also, players were confronted with the scenario of having to Cosmic Zap their power in order to use the Wild, and the rule of whether you can Cosmic Zap a player who hasn't used their power yet (the Cosmic Zap card states "Zap a player as he or she attempts to use their power").

  • Players may pay Lucre to retain a flare they have played. Amounts may vary, but we generally recommend 10 lucre.

    This rule was developed to increase the value of Lucre, and to try to revive the spirit of the Eon style flares.

    See also Lucre Play.

    More optional rules will be posted as they are collected. Send more to warp@redamedia.com