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From: firstname.lastname@example.org 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/