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From: Marcus Porter <NVMKP01@NT.COM> All this talk about the stratagic challenge of playing with just one power has inspired me to dust off my interpretation of bad powers. If you think it's a challenge to play with only one power, try playing with one that sucks! I once saw reference on this group to BAD powers. I believe they may have been suggested in an issue of encounter but I never saw the article or any of the rules other people have made up. Likeing the idea and being ignorent of the existing bad powers I made up my own! Here are BAD powers as I invisioned them. What follows (in sections) are: 1) rules 2) The powers themselve in CE-Convert format 3) Modification to CE-Font to change B into a Frowny Face 4) 5 BAD Power Edicts in poscript format. If anyone goes to the effort of trying these (or any of the other varients Jack Reda and I have posted recently) we would appreciate any feedback you may care to offer. I also wouldn't mind seeing a description of bad powers as originally proposed. ******************************BAD Powers Rules ***************************** Copyright (C) 1994 by Marcus Porter. Distributed as Freeware. Permission is given to copy, modify, and distribute this material freely provided this notice is retained. These are powers that no one in their right mind would want to play. They are distinguished from normal powers by a sad faced Icon and the restriction: =84This is a BAD power=BE. The simplest way to use them is just to assign each player a bad power to play in addition to (or in a very sadistic game instead of) their normal complement of powers. Like any other power each bad power has a Flare. Unlike other powers, the wild and super are handled differently. Wild flares are played once and thrown away (like Mayfair flares.) The Super flares for the bad powers are designed to be kept. Each one (usually) cancels out the effect of the bad power it is associated with and once it is played, it remains face up in front of the player (like an EON flare). It is subject to consolation (it is mixed in with the player's hand before consolation is drawn) and other effects on a player=BCs cards. The super remain in effect until it is lost. If a player is cosmic zapped they have the option of using the wild (thus losing it) or keeping the flare in their hand. There are a few Bad Power effects (the Jinx power, a couple edicts, hazards etc...) which can force a player to use a Bad Power. These may be used in a game that doesn=BCt start with all player=BCs playing a Bad Power. All players should agree before the game starts whether or not bad powers may be brought into the game. Bad Powers (and their flares) should be kept separate so they can=BCt be randomly drawn instead of a real power (i.e. you can=BCt reincarnate and find that your Virus has been replaced by a bad power). Bad Power powers (like the Jinx) may be mixed with the regular powers. *********************************BAD Powers themselves ************************ ; These powers are in CE-Convert format. Use Ken Cox's program to convert them ; to power cards and Flares. The CE-Font.ps modifications that follow should be ; used to get the proper restriction symbol (a frowning face) when printing this. ; The B restriction obviously stands for BAD powers. #MKP Marcus Porter's Set JINX [M:MKP:B] Forces opponents to play bad powers. You have the power to jinx. Whenever you are a main player in a challenge, your opponent must choose a random power from the BAD power list and play it for the duration of the challenge. This is in addition to any bad powers he or she currently is playing. History: No history available. Restriction: Use only in a game that allows BAD powers. This is not a bad power. Wild: You may zap any or all bad powers in the game for this challenge. Super: Your opponent must keep the bad power you have given them. MICRON [M:MKP:B] Tokens are at 1/4 strength. You have the power to be small. All your tokens count as one fourth of a token (rounding down). You may still only bring 4 tokens into the cone. History: The little know micron are the inhabitants of a small planet far out in the Macron system. Determined to outshine their more famous neighbors, they have recently acquired space flight and are out to take the cosmos. Restriction: This is a BAD power! Wild: The total of everyone\251s tokens in a challenge are divided by 4 (allies as well as main players). Super: Your tokens count as normal. MAYFLY [M:MKP:B] Ages rapidly. You have the power to age. Every time you win a challenge you gain one point. Every time you lose a challenge you gain two points. For every 5 points you have, (rounding down) you subtract 1 from your total in a challenge. History: Living a fraction of the lifetime of their neighbors, the mayfly have recently made an attempt to subjugate the other races of the cosmos in an attempt to "Learn their secret"! Restriction: This is a BAD power! Wild: Allies have 15 seconds to choose sides. Super: You may subtract 10 points from your total. Negative points can ADD to your total in a challenge MAGOO [M:MKP:B] Can\251t see. You have the power of blindness. In a challenge your challenge card is selected randomly by your opponent. History: From the same planet as the Laser, the Magoo have adapted to constantly being blinded by their neighbors by never opening their eyes. Restriction: This is a BAD power! Wild: Both players in a challenge have their challenge cards selected randomly by their opponent. Super: You may choose your challenge card. GULLIBILITY [M:MKP:B] Gives plan away. You have the power of innocence. Your opponent selects his challenge card only after you have revealed yours. History: The gullibility do not believe in hiding anything and still have not caught onto the fact that other races do. The current debate in the halls of the Gullible Grand-Fallozal center about whether the consistent string of loses and pyric victories stem from amazing bad luck, or a bad batch of Krunfle sauce biscuits distributed to the troops. This debate is further complicated by the furor caused the revelation by a foreign diplomat that in an effort to deny their very existence, dictionary manufacturers across the cosmos have removed their very name from the dictionary. Restriction: This is a BAD power! Wild: Allies need not commit until after cards are revealed. Use the timing rules to determine who must commit first. Super: After your opponent has played his card, but before she has revealed it you may change your card. KARMA [M:MKP:B] Pays for actions. You have the power of Karma. Whenever you send an opponents tokens to the warp, you must set aside a like number of tokens. Two thirds of these tokens go to the warp and the others must return to a home base to meditate on their misdeeds. History: A race of cosmic cowboys, the KARMA are so afraid of the universe\251s reaction to their actions that they punish themselves before fate can do it for them. Restriction: This is a BAD power! Wild: When someone loses tokens to the warp, all players must lose an equal number. Super: No tokens from the set aside token go to the warp, and you may place them on any one base you wish, including an unoccupied home base. BROADCAST [M:MKP:B] Tips hand. You have the power to show. You must keep your hand face up on the table at all times, picking it up only when involved as a main player after allies have committed. History: A race send only telepaths, the broadcast were under the mistaken impression that they were reading each others minds and set about to conquer the galaxy. They are still trying to come to grips with the apparent fact that the cosmos is entirely made up of beings that can read their minds and have powerful mind shields that resist the efforts of their most gifted listeners! Restriction: This is a BAD power! Wild: Both main players must reveal their hands before soliciting allies. Super: You need not reveal your hand. SLUG [M:MKP:B] Never moves. You have the power of lethargy. You may never move your own tokens except onto the cone or into the warp. Whenever you must place tokens on bases (returning from a challenge as an ally, retrieving tokens from the warp, etc...) another player may place them for you wherever they like (as long as it is a legal spot for you). This other player will be either (in order of preference):\r\r\b The other main player.\r\b The offensive main player.\r\b (in the Interphase) The player whose turn it is next (other than the slug) History: Long ago the slug decided that laying on the ground and not moving were their best defense. They have been doing it so long that they are incapable of moving unless strongly motivated by the thought of more land to lay over. Restriction: This is a BAD power! Wild: Everyone must place their tokens on ONE base only when returning them to bases or retrieving them from the warp. Super: You may place your own tokens. OOKOOC [M:MKP:B] Stays in the warp You have the power of confusion. Whenever you retrieve tokens from the warp, you must do so randomly. Any tokens belonging to other players drawn are returned to them. You do NOT get to draw again. History: Originally servants genetically engineered from a species of bird that lays it\251s eggs in other birds nests after pushing out the original eggs, the OOKOOC are the result of a terrible mistake. A backwards instruction in their genetic code causes them to replace their eggs with the eggs of their neighbors. Restriction: This is a BAD power! Wild: Every player, when they retrieve tokens from the warp, must do so randomly and return any tokens belonging to other players to their owners. Super: You may take your tokens out normally. VAGRANT [M:MKP:B] Only commits one token You have the power wander. You may only commit one token in any challenge you are involved in. History: Loners at heart the vagrants wander the cosmos in groups of one because not only can they not stand the sight of other races, they can\251t even stand each other. Restriction: This is a BAD power! Wild: No player may enter the cone with more than two tokens. Super: You may enter the cone with more than one token (no more than 4) ZEALOT [M:MKP:B] Always commits four tokens You have the power of zeal. Whenever you enter the cone, you must commit with 4 tokens. History: This power sucks! Restriction: This is a BAD power! Wild: This challenge, everyone must enter with 4 tokens. If a player is invited to ally they must accept at least one invitation. Super: You may enter the cone with less than four tokens. CHARITY [M:MKP:B] Gives consolation cards to other players You have the power to give. Whenever you are entitled to consolation, your opponent draws from you instead. History: This power sucks! Restriction: This is a BAD power! Wild: You may change the sign on a kicker you play with a compromise. Super: You may draw consolation normally. CHICKEN [M:MKP:B] Never allies with other players You have the power to bwaak. You may never ally with any other player (though they may still invite your and you are subject to any consequences of refusing invitations. History: This power sucks! Restriction: This is a BAD power! Wild: You remove any tokens you have in a challenge after cards are played but before they are revealed. Super: You may join a challenge as an ally. NERD [M:MKP:B] Never asks for allies You have the power to be a dork. You may never invite allies. Players who can ally without being invited may still do so. History: This power sucks! Restriction: This is a BAD power! Wild: You may prevent anyone from allying with your opponent in a challenge. Super: You may invite allies. (no one is obliged to join you however.) DYSLEXIC [M:MKP:B] Opponents attack card is inverted You have the power to reverse. The value of your opponent\251s attack card is reversed (5 becomes 50, 40 becomes 4 and -1 becomes -10). History: This power sucks! Restriction: This is a BAD power! Wild: After challenge cards are played but before they are revealed, you may switch challenge cards AND reverse their values. You do not have to be involved in the challenge. i.e. If player A played a 5 and player B played a 40 the new totals are A=3D4 and B=3D50 Super: You may also reverse your own card. BRAGGART [M:MKP:B] Announces his highest attack card You have the power to brag. At the start of the game, you must show all players your highest valued attack card. Every time this changes (you get a new card or lose your highest card) you must announce the new highest. You must also answer (truthfully) anyone who asks you what that card is. History: This power sucks! Restriction: This is a BAD power! Wild: You may show any or all of your cards to any or all other players. Super: You may lie about your highest card. You do not need to reveal this card until you play a challenge card higher than the value you claimed was your highest. If you lose this flare you must immediately announce your highest card (truthfully). ADDICT [M:MKP:B] Must ally if invited You have the power to ally. If you are invited to join a challenge you must accept. History: This power sucks! Restriction: This is a BAD power! Wild: Everyone must ally with one side or the other this challenge. If you are a main player you must invite everyone. Otherwise, there is a general call for allies on both sides. Super: You may decline an invitation. BULL [M:MKP:B] Never makes deals You have the power to be pig headed. You may never make a deal. If involved in a deal, it automatically fails. History: This power sucks! Restriction: This is a BAD power! Wild: If you are in a deal that fails, you may immediately enter negotiations for a new deal with the same player. Super: You may deal. DRUNKARD [M:MKP:B] Opponent may point the cone You have the power to sway. When challenging a system your opponent points the cone for you. If you are attacking a planet he or she may point it at any planet in the system. If you are attacking a moon, he or she may point it at any moon or ANY OTHER stellar body in the system (Fleet ships, worm holes, macroscopes, etc...) History: This power sucks! Restriction: This is a BAD power! Wild: When making a challenge you need not decide where the cone is pointing until cards are played. If you decide to attack a moon, you opponent takes back his or her card(s) and your allies go home. Super: You may point to cone yourself. HYPOCHONDRIAC [M:MKP:B] Starts turn by placing token in the warp You have the power to worry. At the start of each challenge, instead of taking a token from the warp, you must put one in. History: This power sucks! Restriction: This is a BAD power! Wild: Each other player must either put two tokens in the warp or allow you to withdraw one. Each player, starting from your left makes this decision in turn. If you have no tokens in the warp, they must put in two. Super: You may draw a token from the warp at the start of each challenge instead of sending one to the warp. LAMB [M:MKP:B] Opponent chooses which tokens go to the warp You have the power to follow the herd. Whenever you lose tokens to the warp your opponent in a challenge chooses where they come from. If not involved in a challenge, the player who initiated the effect that causes the loss chooses. If this is not clear, the player who's color last came up in the destiny pile (other then the Lamb) chooses. History: This power sucks! Restriction: This is a BAD power! Wild: Force one player to withdraw all their tokens from a challenge. Super: You may choose which tokens are lost. MCMAHON [M:MKP:B] Gives a lucre to each destiny flip player You have the power to give money away. Each time a destiny card it revealed, you must give that player 2 Lucre if you have it. History: This power sucks! Restriction: This is a BAD power! Use only with Lucre. Wild: Choose any player (including yourself) to receive 15 Lucre from the bank. Super: You do not have to award any lucre to the player indicated by the destiny card. LOBBYIST [M:MKP:B] Must bribe allies (cards or lucre) You have the power to pay for everything. Before anyone can ally with you, you must pay them a bribe of cards or lucre. History: This power sucks! Restriction: This is a BAD power! Wild: You may show a potential ally any number of cards and offer them as a condition for their joining. Super: Other players may ally with you for free. TEETOTALER [M:MKP:B] May not play edicts or flares You have the power to be moderate. You may NEVER play edits or flares other then cards which nullify this power. History: This power sucks! Restriction: This is a BAD power! Wild: This card may be played like the sanity edict. Super: You may use Flares and Edicts normally. PEACENIK [M:MKP:B] Must play compromise if he has one You have the power to not fight. When called upon to play a challenge card you MUST play a compromise if you have one. History: This power sucks! Restriction: This is a BAD power! Wild: You opponents played challenge card is treated as if it were a compromise. Super: You may choose your challenge cards normally. PRODIGAL [M:MKP:B] Cannot play a card unless he spends a lucre You have the power to pay for everything. You cannot play a card unless you first spend 1 lucre. If you MUST play a card (i.e. in a challenge) and you have no lucre you may contract a debt with the bank but no optional cards may be played until this debt is repaid. History: This power sucks! Restriction: This is a BAD power! Wild: You may buy any amount of cards or flares for half the normal price. Super: You need not pay anything to play a card. LOON [M:MKP:B] Never challenges moons You have the power to avoid moons. You may NEVER challenge a moon. History: This power sucks! Restriction: This is a BAD power! Wild: Force any player to vacate a moon base. Tokens return to other bases. Super: You may challenge moons normally. HEMOPHILIAC [M:MKP:B] Loses double amount of tokens You have the power to bleed. Whenever you lose tokens to the warp an equal number of your tokens from elsewhere must also go to the warp. History: This power sucks! Restriction: This is a BAD power! Wild: When another players puts her tokens in the warp force her to lose as many tokens again. She may not lose more then 6 extra tokens in this manner. Super: You need not loose any extra tokens. OVERACHIEVER [M:MKP:B] Must get an extra bases to win You have the power to overachieve. To win you must occupy an additional base over and above the normal win conditions. For example, in a 'normal' game you must occupy 6 external bases. History: This power sucks! Restriction: This is a BAD power! Wild: You need one less then usual to win. Super: You may play with the same win conditions you would have without this power. QUIETUS [M:MKP:B] Tokens lost are permanently removed You have the power to lose tokens forever. All tokens you lose are treated as if you had lost them to the void. History: This power sucks! Restriction: This is a BAD power! Wild: You may restore any or all tokens lost to the void or void like effects in this game. Super: Your tokens go to the warp normally. FEWER [M:MKP:B] Plays game with only ten tokens You have the power to be less. You start the game with 10 tokens instead of 20. If you lose this power permanently, you may place the missing 10 tokens into the warp. History: This power sucks! Restriction: This is a BAD power! Wild: Up to 4 tokens of each color in the warp are VOIDed. Super: You may place you missing 10 tokens in the warp. If you loose this card you must remove 10 of your tokens from anywhere (including the warp) on the board. TRANSIT [M:MKP:B] Must vacate a base whenever he gains one You have the power to move. Whenever you gain a base you must vacate another one if you have move then 5. History: This power sucks! Restriction: This is a BAD power! Wild: Force another player to vacate a home base. Super: You may have more bases then 5. MOBIUS BOOBS [M:MKP:B] Frees other tokens when he goes to warp You have the power to free others. Each time one of your tokens goes to warp free any other players tokens in the warp. History: This power sucks! Restriction: This is a BAD power! Wild: Free half (rounding up) of each players tokens from the warp. Super: Your tokens do not free other tokens from the warp. % ****************Modification to CE-Font.ps ************************ % The following line should be inserted after % "dup (A) 0 get /asteroid put" in the encoding section at the % beginning of Ken Cox's 'CE-Font.PS' dup (B) 0 get /bad put % % The following lines should be inserted just befor % "/twoplayer {" in the 'CharProcs' section of 'CE-Font.PS' % /bad { iconcache gsave -15 10 translate 2 setlinewidth 2 { 0 0 8 0 360 arc stroke 30 0 translate } repeat grestore 0 -10 translate 0 0 4 0 360 arc fill 0 0 42 0 360 arc stroke 0 -35 translate 0 0 20 20 160 arc stroke } def % ****************** end of CE-Font.ps Modification ***************** % **********************Poscript to print Bad Edicts****************** % The following are 5 edicts to use with BAD powers. It should be appended to % Ken Cox's 'CE-font.ps' and 'Cards.ps' % Without the addition of Ken's EDICT ART files, this code will crash. % If you don't have it or you just want to dispence with the goofy art I added to % these (just BAD ZAP actually) delete the stuff between the two brackets befor % the word Edict. i.e. make it say '{} Edict' /IShow {moveto /IND /CosmicFont findfont 18 scalefont def IND setfont show} def % % Bad Power Edicts % Setup 1 [(Misery) (Shared)] (We are all in this together) (Force all players to play with any bad powers you have for the duration of the challenge. Your bad power still applies to you.\r\rPlay at the start of a challenge.) {(B) -9 -9 IShow} Edict 1 [(Bad) (Zap)] (Zap ALL) (BAD powers in the game for the duration of the challenge.\r\rPlay at any time.) {(B) -9 -9 IShow EdictArtDict begin 0.4 setgray ZapIt end} Edict 1 [(More) (Dubious) (Gift)] (Force all players) (except yourself to draw a bad power.\r\rPlay between challenges.) {(B) -9 -9 IShow} Edict 2 [(Dubious) (Gift)] (Force one player) (to draw a BAD power.\r\rPlay at the start of your turn.) {(B) -9 -9 IShow} Edict 2 [(Exorcism)] (Remove forever) (one bad power of any player.\r\rPlay at any time.) {(B) -9 -9 IShow} Edict Finished % ****************end of Poscript to print Bad Edicts****************** From news.bu.edu!bloom-beacon.mit.edu!gatech!swrinde!cs.utexas.edu!news.tamu.edu!news.utdallas.edu!corpgate!bcarh189.bnr.ca!bcarh8ab.bnr.ca!news Mon Jul 3 10:27:25 1995 Path: news.bu.edu!bloom-beacon.mit.edu!gatech!swrinde!cs.utexas.edu!news.tamu.edu!news.utdallas.edu!corpgate!bcarh189.bnr.ca!bcarh8ab.bnr.ca!news From: Marcus Porter <NVMKP01@NT.COM> Newsgroups: rec.games.board.ce Subject: Bad Powers (long) Date: 30 Jun 1995 21:51:47 GMT Organization: Bell Northern Research Lines: 645 Message-ID: <3t1rlj$79h@bcarh8ab.bnr.ca> NNTP-Posting-Host: ntysm14e.bnr.ca Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable X-Mailer: Mozilla 1.1N (Macintosh; I; 68K) X-URL: news:rec.games.board.ce?ALL