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Alternate Hex Cards


From: jack.reda@bigfoot.com
Newsgroups: rec.games.board.ce
Subject: Alternate Hex Cards
Lines: 88
Date: 23 Apr 1998 05:56:22 GMT

Reverse Hex Destiny Cards

Following the idea of Special Destiny Cards, I invented cards that corresponded
with each of the Reverse Hex Systems.
If you are playing a game with the Reverse Hexes, shuffle each of the
corresponding RH Destiny Cards into the Destiny Pile, along with whatever other
Special Destiny Cards you are using.
When one of the Reverse Hex cards comes up, follow the instructions. They work
very much like Flare cards. If you flip your own Hex, you follow the
instructions under Super. If it is another player's Hex, use the Wild
instructions.
A player flipping their own hex may still cancel the flip as normal.

The following are the instructions on all Reverse Hex Destiny Cards: 

Binary  
Wild: You may designate which power Binary will use regardless of what base you
attack.
Super: You may use either or both of your powers.
Gas Giant 
Wild:  You may establish a second base on the Gas Giant if you win this
challenge and already have a base there.
Super:  Your tokens on the planet count to your side without being at risk.
Lunacy
Wild:  You may invite allies, and offer them a base in your system if you win
this challenge.
Super:  Any and all tokens you have on Moon bases may count to your side's
total in this challenge without risk.
Mirrors
Wild:  If you point the cone at a planet which has tokens of another player,
you need not guess the Mirror planet.
Super:  Your opponent must choose Black or White before the challenge. If you
lose, you may still land if you guess correctly.
Isolated
Wild:  Cone limit is normal for this challenge.
Super:  Your allies are not limited to one token in the Cone, but your
opponent's allies are.
Pulsar
Wild:  You may reposition the cone after cards have been played, but before
they are revealed.
Super:  You may declare which way to pulse after cards have been played.
Rebellion
Wild:  You may attack the Rebellion on any planet where they have tokens.
Super:  You may attack any player on any planet.
Rings
Wild:  The value on a Ring is reduced by the number of tokens on your side.
Super:  You may add the Ring number to your side.
Ringworld
Wild:  Your tokens on adjacent segments count to your side's total.
Super:  Your tokens on adjacent segments count to your side's total.
Rosette
Wild:  You may add your tokens on an adjacent planet to your total without
risk.
Super:  You may add your allies' tokens on adjacent planets to your side's
total.
Singularity
Wild:  You may use up to 4 tokens of any player from any level of the
Singularity as your allies.
Super:  You may move each involved player's tokens up or down one level of the
Singularity
Six-Pact
You may designate which power Six-Pact will use regardless of what base you
attack.
Super:  You may use any of your powers to defend, regardless of which base is
under attack.
Space Dust
Wild:  You may prevent Space Dust from using a Destiny Card (or Star Disc) in
this challenge. 
Super:  You may play more than one Destiny Card (or bring more than one Star
Disc) to add to your side's total.
Space Stations
Wild:  You may add the number of tokens you and your allies have on any of the
stations to your total.
Super:  You may add the number of tokens you have on the planet to your side if
challenging a station.
Spiral
Wild:  You may gain rewards as if a winning defensive ally if you win this
challenge.
Super:  As reward for winning this challenge, you may draw the planet number of
cards from the loser, or force that number of the loser's tokens to the warp.
World Ships
Wild:  You may force World Ships to use one of his Destiny cards, and then
decide if you wish to make that challenge, or challenge World Ships.
Super:  You may use one of the Destiny Cards from your hand this challenge,
without discarding it.

Jack Reda
http://members.aol.com/thewarp/