Originally: WashUraw.zoo ARBITER [O:W] IMPLEMENTS DEALS You have the power to settle. Whenever two other players make a deal, you may determine certain of the terms. If a player gains a base in the deal, you select where the base is gained; you must select a planet where the player's opponent has a base and the player does not. If a player gets cards from his opponent, the players only determine the number of cards to be transferred; you take the opponent's hand and select the specific cards. You may not interfere with Diplomat three-player deals. History: Shortly after they achieved a technological society, a "limited" nuclear exchanged caused by disagreement over the terms of a treaty destroyed eleven-twelfths of the Arbiter race. The survivors rebuilt their culture, adopting the absolute policy that all agreements, no matter how trivial, must be monitored and enforced by a neutral third party. The Arbiters are now determined to apply the same system to the Cosmos, thus ending war forever -- even if they must crush all opposition to do so. Restriction: Do not use in a two-player game. Wild: Whenever you deal, give this card to your opponent. He must either give you a base, or return this card and one other (drawn at random) from his hand. This completes the deal. This card may not be used in Diplomat three-player deals. Super: Whenever two other players deal, you dictate all the terms. Both players must get something (cards, Lucre, or a base) in the deal. If the players accept the deal, implement it as usual; if they refuse, they both lose three tokens to the Warp. ; Fair. Weak at first, since most players will agree to exchange bases ; rather than allow the Arbiter to look at their cards. Later in the game ; it gets stronger, but is never really powerful. AUCTIONEER [M:W] AUCTIONS CARD FOR LUCRE You have the power to auction. Before each challenge in which you are an offensive player, take the top card of the deck, place it face up in front of you, and auction it for Lucre. All bids must be at least one Lucre, and you cannot prevent any of the other players from participating; however, you cannot bid. The high bidder pays you and takes the card for his hand. If no one bids, you may take the card for your own hand or discard it. History: A resource crunch on their home worlds led to fierce competition among Auctioneers for the remaining materials. Those Auctioneers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Auctioneers remain quick to exploit the need of others to enrich themselves. Restriction: Use only in a game with Lucre! Wild: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder pays you in Lucre, then puts one of his tokens from any planet onto the base. Use once and discard. Super: When you auction, take the top card of the deck and put it in your hand. Then select any card from your hand and auction it. If no one bids on the card, you may keep it or discard it. ; Good. Makes a lot of Lucre and gets a big hand, though the hand is ; mostly low Attacks and Compromises. Best moment in our play so far: ; he flipped over the Plague, someone paid 6 Lucre to buy it and the ; Auctioneer immediately used the Finder on the Plague! BLARE [M:W] DROWNS OUT OPPONENT You have the power of loudness. As a main player, you invite allies first. Your opponent may not invite any player that you invite, even if that player refuses to ally with you. You are also immune to Silencing. History: Geological and meteorological activity on the Blare homeworld creates a continuous noisy background, both of sound and in the electromagnetic spectrum. The Blares have developed powerful communications equipment to compensate, and use their abilities to seize the initiative in Cosmic conflicts. Restriction: Do not use in a two-player game. Wild: You are immune to Silencing. If neither the Silencer nor the Blare are in the game, you may exchange this Flare for one drawn at random from the deck of unused Flares; this Flare is removed from play. Super: You may completely drown out your opponent, preventing him from inviting any allies (even if you don't invite any). ; Good. Always invites everyone when he's defensive player, shutting out ; his opponent; until near the end of game, when several players were ; close to a win, he does the same as offensive player. BONIFACE [M:W] CHARGES RENT FOR BASES You have the power to rent. At the beginning of each of your turns, you charge each other player with a base in your system a rent of one Lucre. This is on a per-player basis, so a player with 7 tokens on 3 of your planets still pays only one Lucre. If the player cannot or will not pay, he must remove all his tokens from your planets and return them to other bases, or to the Warp if he has no bases. History: The avian Boniface are intensely territorial; for one Boniface to visit to visit another requires hours of elaborate ritual dance. The Boniface require more straightforward tariffs from alien intruders. The highest goal of the Boniface is a Cosmos stripped of the infringing presence of other races. Restriction: Use only in a game with Lucre! Wild: As losing defensive player, you may demand a "landing fee" of one Lucre from the offensive player. If he does not pay, you still lose the challenge but all the offensive tokens must return to bases. Super: Your rental fee is one Lucre per token, so a player with 7 tokens on 3 of your planets pays a rental of seven Lucre. A player may pay only part of the rent and remove some of the tokens to bases outside your system (for example, a player with seven bases could pay you three Lucre and remove four of his tokens.) ; Fair. Gets rich, and sometimes manages to catch a player short and ; cause him to lose some bases. (This was the LANDLORD, but we changed ; it due to conflict with the NON-EON powers.) BRUMMAGEM [O:W] CREATES COUNTERFEIT LUCRE You have the power to counterfeit. Whenever you pay Lucre to another player, you may mark an equal number of pieces of paper. Take the real Lucre in one hand and the counterfeits in the other; the other player chooses a hand and receives the contents. Any player who receives counterfeits can attempt to pass them in the same way, but in all such attempts one hand must contain only real Lucre, and the other hand must contain an equal amount of Lucre (possibly a mix of real and counterfeit Lucre). No player may pass you counterfeits, nor do they count toward the total in a challenge, nor may they be paid to the box. Counterfeits can only be used to buy cards or tokens if the Dragon is in the game; the buyer may then attempt to pass counterfeits to the Dragon. History: The Brummagem have always valued appearance over substance. This led to unfortunate effects when the barter-using Brummagem were introduced to currency. Little suspecting the havoc they wreak on the galactic economy, the Brummagem innocently work toward the day when the Imperial crown (cubic zirconia in a gold-tone setting) will rest firmly on their cephalothoraxes. Restriction: Use only in a game with Lucre! Wild: If you receive any counterfeit Lucre, you may exchange it for real Lucre from the box. Super: Whenever you successfully pass counterfeit Lucre, take one Lucre from the box for yourself. ; Weak. Problem is, you just don't pay Lucre to other players that often ; except in a deal, and who's going to agree to a Lucre deal with him? ; Extortionist was also in one game, and Brummagem did well there; I ; expect it would be similar with other Lucre powers. We sometimes play ; a multi-power game where everyone gets one Lucre power and one other; ; it might be rather interesting in that context. BUREAUCRAT [M:W] MAKES EVERYONE FOLLOW RULES You have the power of red tape. All players other than yourself must exactly follow all procedural rules for challenges and the use of any Powers, Flares, and Edicts. For example, the offensive player must put tokens in the Cone before pointing it; allies must wait for both players to issue invitations before accepting, then must accept in the correct order; if someone uses the Emotion Control Edict, he must play it after cards are exposed; if one main player is the Filch, he must wait for his opponent to put the card on the discard pile before taking it; and so on. Each time you catch anyone violating a procedural rule, you may take any one of his tokens that is not in the challenge and put it in the Warp. If there is disagreement about whether a rule has been violated, all players vote; you break ties. History: The Bureaucrats were unified by an emperor-priest who imposed a system of regulations governing all aspects of behavior. The system was amazingly successful, resulting in worldwide peace and prosperity. Now the Bureaucrats seek to bring these benefits to (and impose their rules on) the entire Cosmos. Wild: You may place this Flare face up in front of you. Each player must then ask your permission before beginning his turn. If a player asks permission, you must grant it; but if he fails to ask, you can make him lose his turn. Super: If you are a main player and catch your opponent violating a procedural rule, he immediately loses the challenge. If you are offensive player and he violates a rule before you point the Cone, you may establish a base on any of his planets with one to four of your tokens, sending up to four of his tokens on that planet to the Warp. ; Fair. He usually manages to catch one or two people, then everyone gets ; very careful. Also, slows the game down both due to discussions about ; the rules and everyone checking the timing rules very carefully before ; taking any actions. The arguments aren't bad in themselves (we usually ; manage to come up with a lot of clarifications) but the time used would ; be better spent playing. BUSHWHACKER [M:W] KEEPS TARGET SECRET You have the power to ambush. As offensive player, take a destiny disc but keep it hidden. Write down the planet you will attack, then put tokens in the Cone but do not point it. You may invite any players (including your opponent) as an ally; defensive allies are not permitted. After allies accept, each player plays a Challenge card (and Kicker). You then reveal the target planet. Players other than your opponent return cards to their hands; if your opponent allied with you, he returns his tokens to bases other than the target planet (if he has no such bases, he may put them on the target). The cards are then revealed and the challenge resolved. Other players may not use powers that can only be used as a main player before cards are revealed (Laser, Oracle, Visionary, etc.), nor may anyone change the color of the destiny disc. History: The Bushwhackers capture prey by dropping on it from a concealed location. Their troops specialize in sudden, unexpected attacks that leave their opponents scrambling to mount a defense and prevent the hapless victims from organizing allies. Restriction: Do not use in a two-player game; not suggested for a three-player game. Wild: As offensive player, you may make all other players (except Oracle) play challenge cards before you flip the disc. After the color is determined, players other than your opponent return cards to hand. Super: After you reveal your target, all players other than your opponent who played cards discard them. ; Very good. Possibly too strong, since the opponent both plays his ; card without knowing if he is the defender and (often) loses use of ; his power. Just what powers can't be used needs careful clarification. BUSYBODY [O:W] CAN REPLACE A CHALLENGE CARD You have the power to interfere. In any challenge in which you are not a main player or an ally, you may look at either player's challenge card after it is played and before it is revealed. You may then trade that card for one from your hand. If you trade the card and the player wins the challenge or makes a deal, you receive a reward of one card from the deck or one token from the Warp for every token the player had in the challenge. If you trade and the player loses the challenge or fails to deal, you lose the same number of tokens to the Warp as he does; he selects which of your tokens are lost. History: The Busybodies evolved from social insects; in addition to having absolutely no concept of privacy, they take the notion of "pitching in" to extremes. If a Busybody sees someone involved in a task, it will drop whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain a position of dominance from which they can interfere with the affairs of the entire Cosmos. Restriction: Do not use in a two-player game. Wild: On any challenge in which you are not a main player, after cards are played but before they are revealed you may play one Attack card from your hand on top of either player's card. If that card is also an Attack card, your card is added to it; if it is a Compromise card, your card has no effect. In any case, your card is discarded. Super: If you interfere with a player and he loses, you do not lose any tokens. ; Good. The strategy most often used is to only interfere when there is ; a clear winner. Once, Pacifist was also in the game and Busybody made ; a lot of profit replacing Pacifist's Compromise with another Compromise. CAPACITOR [M:W] SAVES EXCESS POWER You have the power to store and release. You begin with a charge of zero. As a main player before cards are played, call either "store" or "release" (if you fail to indicate which, "store" is assumed). When you store, you add the difference between your total and your opponent's to your charge. If either player plays a Compromise, treat that player's total as zero for the calculation. If your total is less than your opponent's, you add a negative number to your charge, which can become negative. When you release, your charge is added to your total and your charge is then set to zero. If you lose your power, your charge is set to zero. History: Inhabitants of a gas giant whose turbulent atmosphere produces immense lightning bolts, the Capacitors store and release electrical energy as a natural part of their life processes. They have become adept at utilizing other forms of power, saving their strength for massive blows designed to crush all opposition. The Capacitors dream of the day when all Cosmic power will be theirs. Wild: As a main player, if both sides play Attack cards, you may draw one card from the deck for every ten points (or fraction thereof) that the final totals differ. Thus if the totals differ by 7, you may draw one card; if they differ by 22, you may draw three. Super: When you release, you may retain your charge; that is, you do not have to set your charge to zero. ; Good. The obvious strategy -- saving up for several challenges to build ; a very strong charge, then releasing it -- works well. In one game the ; Capacitor got a small negative charge, and instead of simply releasing ; he continued storing to try to make it positive; but he lost the next ; several challenges and ended up with something like a -50 charge. A ; nasty trap to watch out for. ; This was the BATTERY, but again a conflict with the NON-EON set. CHAMELEON [M:W] CHANGES COLOR You have the power of camouflage. Whenever you are defensive player on a planet where another player has a base (even the offensive player), you may designate the tokens of one such player as being the defensive tokens. Your own tokens are uninvolved in the challenge. Conduct the challenge normally, using the designated tokens as defensive tokens and playing Challenge cards from your hand. If you lose, the designated tokens go to the Warp. You receive consolation for lost designated tokens; if you fail to deal, you lose three of your own tokens to the Warp. The player who owns the designated tokens may, if invited, ally with either side; also, he uses any of his powers that always function (e.g, Macron or Zombie), but not powers that are usable only as a main player (e.g., Oracle or Virus). The Silencer cannot prevent you from designating defensive tokens. History: The ancestors of the Chameleons survived on their savage world by developing the ability to imitate the appearance of other species. By mingling with the imitated species, then quickly running, the Chameleons re-directed attacks onto others. The Chameleons use this ability quite effectively at the Cosmic level. Wild: Whenever the destiny disc is determined to be your color, if the offensive player already has a base in your system you may change the color of the disc to the offensive player's color. Super: When you designate another player's tokens to defend, if that player has any powers that are used only when he is a main player, you may use any or all such powers during the challenge. ; Fair. Useful mostly outside the home system, but a good strategy is to ; try to make deals for bases to get another player on each of your home ; planets. CHILL [O:W] HALTS TOKEN MOVEMENT You have the power to freeze. In any challenge immediately after the destiny color is determined you may freeze any or all planets (except the Gas Giant) where you have a base. When you freeze a planet, no player -- including yourself -- may remove tokens from that planet for the remainder of the challenge except to put them in the Warp. If you freeze all of the offensive player's bases, he is permitted to place one token in the Cone from any base. Frozen planets are immune to the Wild and Super Filth; if the Filth lands on a planet, other tokens go to other bases at the end of the challenge. History: Spawned in a Helium II sea on an orphan planet floating in interstellar space, the Chills live at temperatures near absolute zero. They have recently embarked on a program of planetary engineering to create new, delightfully brisk summer homes for their race. Wild: Once per challenge, you may forbid one player from removing any tokens from one planet (other than the Gas Giant) where you have a base. Super: You may remove your own tokens from frozen planets normally. ; Good. Typical strategy is to gain a base with several other players, ; then use your one token on the planet to pin down several of theirs. CLUCK [O:W] CAN RUN FROM CHALLENGE You have the power to chicken out. As a main player in a planet challenge, after cards are played but before they are exposed, you may say "I'm afraid I'll lose." If you say this and either you or your opponent plays an Attack card, the challenge is resolved normally except (whether you win or lose) the tokens you have in the challenge return to bases. If you win as offensive player, you do not land on the planet; if you win as defensive player, your tokens leave the planet for other bases; if you lose, your tokens go to other bases instead of the Warp. If you have no other bases, your tokens go to the Warp (even if you won the challenge). The challenge is resolved normally for your opponent and all allies. If you and your opponent both play Compromise cards, the deal is conducted normally. History: The incredible violence of the Cluck homeworld inculcated a hyperdeveloped sense of self-preservation in the race. Whenever the Cluck enter into battle, they do so with extensive plans for escape readied. These plans sometimes misfire, leading to an embarrassing retreat from a sure victory. In these cases, the Cluck simply recite their motto, "He who fights and runs away, lives!" and prepare their escape from the next Cosmic conflict. Wild: As a losing defensive main player, your tokens go to other bases instead of the Warp. If you have no other bases, they go to the Warp. In either case you are entitled to consolation if appropriate. Super: You may chicken out after cards are exposed. ; Good. Requires careful play; the best strategy seems to be to use it ; only when you're quite certain that you will lose, since when you use ; it you definitely lose the base if not the tokens. CONQUISTADOR [M:W] LOOTS TREASURIES You have the power to loot. Whenever you win a challenge as offensive player and the defensive player loses a home base as a result, you receive one-half of that player's Lucre (round up). History: Organized into thousands of small clans, the Conquistadors have spent millenia raiding one another for gold, cattle, husbands, and other valuables. When the Conquistadors seize a planet from a Cosmic adversary, the first thing they do is steal everything of value. Restriction: Use only in a game with Lucre! Wild: As a main player in a challenge, before cards are played you may buy one card from the deck using Lucre taken from your opponent's treasury. Super: When you loot, you also receive one-half (round up) of your opponent's cards, drawn at random. If your opponent is entitled to consolation, he draws it first; if you still have this card, you take half of the cards that are then in his hand. ; Haven't tried. Expect it would be like Pirate; everyone else spends ; Lucre fast, to avoid having Conquistador take it. DENOUEMENT [M:W] PLAYER OF HIGHER CARD GETS BOTH You have the power of aftermath. As a main player in a challenge, if you and your opponent both play Attack cards the player of the higher card gets both cards after the challenge is resolved. The cards are discarded if they are the same. Only the card's face value matters; ignore Kickers, the Calculator, Four-Forty Moon, etc. Your power supercedes that of the Clone and Filch, except when the cards are the same. Your power applies only to the Deuce's first card and to the first cards played when the Prolong extends the challenge. History: Thousands of years of inter-pack warfare left the Denouement expert at recovery and rebuilding, although naturally the stronger of the opponents was at an advantage. Now the Denouement sally into Cosmic battly, confident that when the dust clears they will be revealed as the ultimate winners. Wild: Between challenges, you may call "showdown". All players with cards in their regular hands must select one and play it face down. The cards are revealed, and the player of the highest-valued Attack card takes all the cards. If no one plays an Attack card or if there is a tie, each player keeps his own card. No Powers, Flares, or Edicts (except FlareZap) may be used in the showdown. Super: Your power applies only to yourself; if your opponent plays a higher-valued Attack card, both cards are discarded. ; Good. Once he gets a high card, his hand grows fast. DISPATCHER [M:W] CONTROLS RETURN TO BASES You have the power to direct. Whenever tokens must be moved to other bases (due to return from the Cone, rescue from the Warp, use of powers such as the Zombie, use of Flares such as the Wild Filth, or for any other reason), you determine to which base(s) they go. You can only add tokens to existing bases. History: The Dispatchers have a space-based economy in which thousands of ships continually ferry passengers and cargo among their planets. As a result, they have become masters of traffic direction. The Dispatchers are often irritated by the movements of aliens, who thoughtlessly disrupt the Dispatcher's carefully-planned traffic with war fleets. The Dispatcher goal is to extend their system to the Cosmos, ensuring that no one will move without permission. Wild: Whenever any player rescues a token from the Warp at the start of his challenge, you may designate to which base the token goes. This overrides the Dispatcher's power. Super: When you are defensive player, your opponent and his allies choose only how many tokens they will commit; you select the tokens from their bases. ; Good. It can be used to make everyone have a lopsided distribution ; (almost all tokens on just one base), but you make lots of enemies ; that way and people gang up to make you lose the power. A better ; strategy (at least it worked for me) is to keep a player's foreign ; bases weak, so that other players (or the Assassin) have an easy ; time picking them off. DOLE [O:W] REDISTRIBUTES LUCRE You have the power of welfare. In any challenge in which you are neither a main player nor an ally, after cards are played and before they are revealed you may take the Lucre of the two main players and divide it equally between them. If the total amount of Lucre is odd, you keep the one extra Lucre for yourself. History: Shortly after the Doles developed intelligence, their planetary system passed through a dust cloud. The resulting drop in sunlight caused hundreds of generations of unstable weather and famine. Only those Dole herds that pooled their resources for the common good survived. Now the Doles seek to convince the rest of the Cosmos of the value of sharing. Restriction: Use only in a game with Lucre! Wild: As a main player in a challenge, if your opponent has more Lucre than you do you may take one Lucre from him for yourself before cards are played. Super: When you re-distribute Lucre, first take one Lucre for yourself. Divide the remaining Lucre evenly, and if the remaining amount is odd take another Lucre for yourself. ; Good. It's like having Pirate in the game; everyone else spends their ; Lucre as fast as they can, and he ends up richest. ENTROPY [M:W] GETS POINTS FOR EVERY LOSS You have the power of inevitability. You start with zero points. For each token that enters the Warp or is eradicated, and for each card that is put on the discard pile, you receive one point. In each challenge where you are a main player, add your points divided by ten (round up) to your total. If you lose your power, you keep your points but do not get more points or add points to your total. You get points for tokens even if they are Healed (but not Zombie or Wild Boomerang tokens), and points for cards even if they are Filched or Scrounged. History: Viewed by most races as an insensate law of nature, Entropy is actually an intelligent noncorporeal race that draws energy from every act. Growing stronger with each passing minute, Entropy knows that it will be the ultimate victor -- even if only in the heat death of the Cosmos. Wild: As a main player in a challenge, you may disorder your opponent's tokens by redistributing them among his bases before the Cone is pointed. You must leave at least one token on each of the player's bases. After the challenge is completed, if you still have this card you must give it to your opponent. Super: You receive two points for every lost token and discarded card. These extra points are retained if you lose your Super power. ; Very good. Like the Warrior, it in effect puts a time limit on the game ; (in that if the game lasts long enough, he can crush most opposition -- ; except of course Anti-Matter and Loser); unlike the Warrior, he's always ; getting points. The factor of 10 might need juggling; he gets about six ; to eight points per challenge. FINANCIER [O:W] LOANS LUCRE You have the power to loan. Between challenges, any player may request a loan. You propose terms for the loan, which must include interest of at least one Lucre. You may also include a time limit by which the loan must be repayed. If the player accepts, you loan him the Lucre from the box. The total amount you loan before any challenge cannot exceed five Lucre, but this can be divided among several loans. When the player repays the loan, the principal goes to the box and you receive the interest. If you impose a time limit on the loan and the player fails to pay by that limit, you may put one of his tokens in the Warp at the start of each challenge while he is in arrears. A player with outstanding loans cannot win the game (Schizoid cannot change this condition). If you lose your power, you cannot make loans, penalize late loans, or receive interest, but players with loans still cannot win. History: Unique among lifeforms in having invented the adjustable-rate mortgage before the wheel, the Financiers are well-positioned to supply the Cosmos with capital. The Financiers are always eager to make loans, knowing that less-disciplined lifeforms will inevitably overextend themselves and become easy prey for a hostile takeover. Restriction: Use only in a game with Lucre! Wild: You may borrow five Lucre from the box at the start of each challenge. You must repay the Lucre at the end of the challenge; if you cannot repay in full, lose five tokens to the Warp. Super: You may "call in" a loan at any time. If the player cannot or will not pay the entire loan, you may put one of his tokens in the Warp for each Lucre he has borrowed. The loan is then considered paid. ; Good. In one game one player went nuts, and borrowed lots of Lucre at ; high interest; he never got it all payed back. "Offensive player borrows ; five Lucre for interest of one, repay before the next player's turn" was ; a popular loan, in essence giving his income to Financier for five Lucre ; to add to his total that turn. FLEECE [O:W] PLAYS THE "PIGEON DROP" You have the power to swindle. Before beginning each of your challenges, you may take one Lucre from your Star Disc, one from the box, and one from any other player's Star Disc and set them to one side. Whichever of the two of you (you and the player from whom you took the Lucre) first wins a challenge receives the three Lucre. You may have several such swindles in operation simultaneously, including more than one with each player. The set-aside Lucre does not count toward totals, nor may it be spent. History: The Fleece engage in a unique form of government called "democracy", which rewards the most convincing liars with power. All members of the Fleece admire skilled liars and practice minor deceptions on each other. In their dealings with aliens, the Fleece have found a variant of the pigeon drop quite profitable. Surprisingly, other races remain gullible, and when a Fleece says "Pardon me sir and/or madam, is this your wallet?" generally fall for the swindle. Restriction: Use only in a game with Lucre! Wild: Before playing cards in a challenge, you may call "penny match". If both you and your opponent play Attack cards, total the face values of the two cards (ignoring Calculator, etc.). If the total is even, you receive one Lucre from your opponent; if it is odd, you pay him one Lucre. Super: When you set up a swindle, take one Lucre from your opponent and one from the box. Do not include any of your own Lucre. ; Fair. Makes a bit of Lucre, and weakens other players; but not very ; exciting. FUGUE [M:W] SWITCHES AMONG SEVERAL POWERS You have the power of multiple personalities. After powers are distributed, randomly select and stack 5 unused powers. If you draw any powers requiring special setup (Schizoid, Miser, Aristocrat, Terrorist, etc.), replace them with other powers drawn randomly. In each challenge where you are a main player (before beginning the challenge as offensive player, or when you are determined to be the defensive player) you switch personalities. Move the top power in the stack to the bottom and play the challenge using the new top power. You continue to use the top power until the next challenge in which you are a main player. If your power is copied, the copier uses the top power in your stack. If one of your stacked powers is the Changeling, you swap the Fugue power and stack when you use the Changeling. If you temporarily lose use of this power, keep the stack but do not use any powers. You use the Super Flare for the Fugue power, but the Wild Flare for powers in your stack, even when they are on top of the stack. History: Contact with aliens destroyed the Fugue belief that they were unique and special in the universe. Now, stress causes the Fugue to change personalities in a desperate attempt to cope. The Fugue's greatest dream is to shatter the Cosmos that has so injured them, and from its shards re-build a more congenial home for their race. Wild: You may discard any of your powers and draw a new one at random from the unused powers. Use this Flare once and discard. Super: You may change personalities at the start of each challenge, whether you are a main player or not. When you choose to change personalities, select any power in your stack that differs from the top one. You may change personalities only once per challenge. ; Good. The strength depends a lot on the stack, but the continuous ; variation gives a lot of room for finesse. When a killer like Virus ; is in the stack, everyone starts counting challenges to be sure they ; don't face it. GLUTTON [O:W] TAKES DOUBLE CARDS You have the power of excess. After the initial deal, whenever you are entitled to cards from the deck or other player's hands, you may take twice as many as you are entitled to; this includes when you draw a new hand, at which time you get fourteen cards. If the Extortionist is in the game, he extorts based on the total number you take. In a multi-power game where you are the Mutant, you may fill out your hand to fourteen cards when you use your Mutant power. History: Immense lifeforms floating in a sea of liquid proteins, the Glutton's entire existence is a continuous process of feeding and growth. Given the opportunity, the Gluttons will surely expand to fill the Cosmos. Wild: When you must discard your hand and draw a new one, you may draw fourteen cards. You must discard this card, even if you use the Keeper. Super: When you are entitled to rescue tokens from the Warp, you may rescue twice as many as you are entitled to. ; Good. Gets a big hand, and can stop offensive players dead by sacrificing ; a few tokens and taking the double consolation. GROVEL [O:W] BEGS OPPONENT TO RECONSIDER You have the power to plead. As a main player in a challenge, you may beg your opponent to modify his actions immediately after he takes them. You may ask him: to point the Cone at a different planet in your system; to not use a Flare; to not use an optional Power; to not invite allies; to not play a Kicker; to play a different Challenge card; and, if he wins the challenge, to allow the tokens you lost in the challenge to return to other bases instead of going to the Warp. If he agrees to your request, you may not plead again during the challenge. If he refuses your request, put one of his tokens into the Warp from a base; you may plead later in the challenge on a different subject (and if he refuses again, you put another token in the Warp and may plead on a different subject, and so on). History: Overawed by the vast powers of other Aliens, the Grovels adopted an attitude of excessive, even subservient, politeness. When attacked, they beg their opponents to show mercy. When their requests are met, the Grovels are placated; but when refused, they strike out violently and increase their demands. Wild: When you are not a main player, if the offensive player does not invite you to ally, you may show him this Flare and ask him to invite you. If he still refuses, put one of the tokens he has in the Cone into the Warp. Super: You may plead as often as you want in a challenge, but may not plead twice about the same subject. ; Weak (?). We only used it once, and the player only used it for the ; "please let me stay on the planet" bit, which makes it a weak (very ; weak) Vacuum. Might have been better with more energetic play. INFORMER [O:W] INFORMS ON OTHERS You have the power to inform. In any challenge in which you are not a main player, if you are not invited to ally by a player you may force that player to play his cards (Kicker and Challenge cards) first. You may then look at the cards and announce what they are; you may lie. You may inform on only one of the players. If the Oracle is in the game, you cannot force him to play first; however, if he does not invite you to ally you may look at his cards after he has played them but before he exposes them and announce their value. You may snitch on the Gambler. History: For millenia the Informer world was ruled by a ruthless dictatorship which controlled the populace by a system of secret police and paid informants. This experience left the Informer race with an inbred tendency to snitch on those who have affronted them. This habit has proved surprisingly useful in the Informer bid for Cosmic power, as most races will go to great lengths to avoid offense. Restriction: Do not use in a two-player game. Wild: When this card enters your hand, place your entire hand face up and play with it that way. You only pick up your hand to play cards in a challenge and when other players draw from your hand. When you must discard this Flare, discard it to another player's hand (even if you rented it from the Hurtz). Super: You may inform on a player even if he invited you to ally. ; Good. This one has a pattern of play: at first, he doesn't get to inform ; much, since players in most challenges invite him. Once he has three ; foreign bases (often within the first six or seven challenges!), the ; offensive players stops inviting him, he starts informing, and the game ; slows down. The Wild Flare is a Wild Loser ripoff, but not quite as ; painful. KNOT [O:W] ARRANGES OBLIGATIONS You have the power to bind. You may ask for an obligation from a player whenever you have the option to ask him to ally, to accept his offer to ally, or to reject his opponent's offer to ally; you may ask for an obligation from any one other player whenever you have the option to use or refrain from using an optional power, or to refrain from making an additional challenge on your turn. The obligation that you request is for the same type of action. Thus, you may ask: "If I refuse alliance with your opponent, will you refuse alliance with my opponent when I ask you to?", or "If I don't use my Visionary power now, will you not use your Machine power when I ask you to?" If the player agrees and you meet your side of the bargain, he is obliged to you. At any later time you may remind him of the obligation, and he must behave as he promised; he is then free of that particular obligation. You may ask for and obtain as many obligations you want during each challenge. History: Refusing to encumber themselves with the complexities of contract law, the Knots have adopted a much more basic system. "I will do this favor for you. But then, someday, I will ask you for a favor; and when I do..." Wild: When you deal, as part of the terms you and your opponent may obtain obligations from one another. The obligations are limited to the same types that the Knot can obtain. Super: Once per challenge, you may force an obligation other than one for the use or non-use of a power from any other player by performing the appropriate action. For example, you may say "Because I am allying with you, you must ally with me when I ask you to." You may still ask for as many other obligations as you want during the challenge. ; Very good. Slows down the game somewhat; we considered modifying it so ; he may only obtain one obligation (maybe two) during each challenge. ; The first time we used it, he got the Super Flare, noticed that it was ; worded wrong -- it didn't have the power use restriction -- and tried ; to use "Because I am using my Knot power now, you must use your X power ; when I ask you to". That's another thing -- he can only use the power ; obligations effectively in a multi-power game. LEECH [M:W] TAKES FROM OPPONENTS You have the power to drain. As a main player in a challenge, after the challenge is resolved do any one of the following to your opponent: make him put a token in the Warp; make him give you his highest Attack card; make him give you a Flare; or make him give you an Edict. You choose the penalty without looking at his hand. If you choose to make your opponent lose a token, he selects the token. If you choose a card penalty and he does not have a card of the appropriate type, he does not have to do anything; but if he does have such a card, he must select one and give it to you. Your penalty does not affect the Miser's hoard. History: The vermiform ancestors of the Leeches combined to destroy larger animals by draining them of blood. Their intelligent descendants use more sophisticated techniques, but their Cosmic opponents are still curiously weakened by each contact. Wild: At the start of each of your turns, you may make all other players put one token each in the Warp. Each player selects the token. Super: When you leech, your opponent must put a token in the Warp and give you his highest Attack card, a Flare, and an Edict. If he doesn't have a card of a particular type, he still gives you the others. ; Fair. The player mostly put tokens in the Warp, unless he was reasonably ; sure that the opponent had a Flare or Edict (like when the opponent had ; just drawn one from his hand in consolation). LENS [M:W] CHOOSES DEFENSIVE TOKENS You have the power to focus. As offensive player in a planet challenge, after pointing the Cone and before inviting allies, you select which of the defensive player's tokens on the planet will participate. You may select any or all of the tokens, but you must select at least one. Only those tokens which you select participate in the challenge; the rest do not add to the defender's total, and remain on the planet whatever the outcome (unless you are the Filth). If your opponent is the Filth, you must select all his tokens. The Amoeba may ooze tokens into or out of the challenge normally; the Gas Giant player may remove tokens from those you select but may not add any. History: The raptorial Lens soar high over their prey, effortlessly plucking the weak and infirm from the midst of the herds. Applying the same techniques on a grander scale, the Lens intend to rule all that they survey by selective removal of key opponents. Wild: As offensive player in a planet challenge, you may exclude one of your opponent's tokens from the challenge before cards are played. If you exclude a token, it remains on the planet whatever the outcome of the challenge. Super: As main offensive player, you may prevent your opponent from inviting allies. If your opponent is the Magnet, he may invite one ally and force that ally to join his side. ; Good. The ability to focus on a single token makes this a "raw strength" ; power; the most effective counter is strong defensive allies. LIMPET [M:W] CANNOT BE MOVED You have the power to cling. Whenever you lose a planet challenge as defensive player, only one of your tokens on the planet is lost to the Warp. The others remain on the planet, or move to other bases if the opposing tokens include the Filth's. In addition, other players cannot use Wild Flares (such as Wild Assassin, Wild Butler, Wild Filth, and Wild Trader) to move your tokens or send them to the Warp. Edicts, Powers, and Super Flares affect your tokens normally. History: The rapid rotation and giant moons of the Limpet homeworld generate immense Coriolis and tidal forces, which in turn cause powerful currents and winds. All life and all constructions on the Limpet world is adapted to withstand outside forces. By clinging as strongly to their objectives, the Limpets believe they will attain a dominant position in the Cosmos from which they will never be dislodged. Restriction: Do not use as a multi-power with the Filth. Wild: When any player is entitled to cards from your hand, you may cling to up to three cards by setting them aside. The player draws from the remaining cards as if they were your whole hand. Return the cards to your hand after the player draws. Super: You also cling to your Lucre and cards. When any player tries to take any from you, they get only one Lucre or one card. If the Dragon is in the game, he still gets all the Lucre you spend for cards and tokens. ; Very good. Too powerful; like the CLUCK but worse, once he gets a base ; he never loses it. Having Assassin, Bully, or Vacuum in the game would ; counterbalance him some, but not enough. LOT [O:W] DETERMINES NEXT PLAYER BY CHANCE You have the power of sortilege. After each player's turn ends, you may call "draw lots". When you do so, you first change seats with the player to your left (you each keep your own hexes, color, powers, hand, and other equipment). Then, the next player to take a turn is determined randomly by any fair means of determination -- rolling dice, drawing straws, putting all Star Discs into a bag and picking one, and so forth. You cannot use any method that depends on the current state of the game -- for example, you can't say "whoever has the highest Attack card goes next". If you choose not to exercise your power, play passes to the left. History: The Lot history is a long and depressing record of wars caused by arguments over precedence, power, and access to resources. Peace was only recently attained by adoption of a system where competing claims were decided by chance. The Lots have begun a vigorous campaign to convince the rest of the Cosmos of the justice of their system. Restriction: Do not use with the Queue. Wild: As defensive player in a planet challenge, you may make your opponent (except the Will) determine the target planet randomly. Only those planets where he can make a legal challenge are eligible targets. Super: After you use your power, you may invalidate the result. Draw lots again to determine the next player; this time the result is final. ; Fair. Not very exciting. We only used it once, and added the business ; about changing seats when it became clear that the player on his left ; would not be getting his share of turns -- every time Lot's turn ended, ; he called draw lots. We haven't used it since, and probably moving ; around all the time would detract from the game. MINGLE [O:W] MIXES CARDS WITH OPPONENT You have the power to mix. As main player in a challenge, before cards are played you may mix your hand with that of your opponent. Each of you takes back at random as many cards as you originally had. These cards are not subject to the Extortionist. If either player has no Challenge cards after the exchange, resolve as appropriate. History: Originating in an ionized nebula, the Mingles are vast swirling clouds of energy and charged particles. Their Cosmic opponents are swept up by the shifting fields and emerge dizzied and not quite sure what just happened. Wild: You may mix your hand with an equal number of cards from the top of the deck. Take at random as many as you started with, then return the rest to the top of the deck without looking at them. Super: After mixing cards with your opponent, look at the cards and choose the ones you want. You still receive only as many as you started with. ; Haven't tried. Based on Wild Oracle. MURPHY [O:W] MAKES THINGS GO WRONG You have the power to bollix. Once per challenge, you may alter in a minor way, explainable as an error in application, the effects of one player's Power or Super Flare. The alteration may only directly harm (through loss of cards, Lucre, or tokens) the player; indirect harm (for example, a change making it more likely that the player's side loses the challenge) is permitted. Some examples: you may tell the Assassin to put one of his own tokens in the Warp (but you may not tell him to take the token of a third player); you may make the Disease spread to a planet where he already has a base; after the Judge gives his fiat, you may tell him that the words "winner" and "loser" are switched throughout; when the Oracle tries to use his power, you may tell him to look at a card drawn randomly from his opponent's hand. You may bollix a player's use of his Super Flare (it is considered an extension of his Power). History: The Murphies are the sole practitioners of the science of psychocausality. This unique knowledge allows them to cloud other Aliens' minds, causing them to make small but fatal errors. The Murphies plan to gain ultimate power through their opponent's blunders. Wild: As main player in a challenge, after your opponent plays a Challenge card but before it is revealed, you may tell him that he selected the wrong card. He must return the card to his hand and play a different Challenge card, unless he shows you it is his only one. Super: You may bollix twice per challenge. ; Fair. We had several arguments about just what a "minor alteration, ; explainable as an error in application" was; the intent is that you ; should be able to say "what a pity, you grabbed the wrong token", "oops, ; you mis-phrased that statement", and so on. NEWBIE [O:W] BOTHERS EVERYONE WITH QUESTIONS You have the power of innocence. Once per challenge, you may ask any player a yes-or-no question about the rules or about the effects of any of his powers, his special planet hex, or any Edict or Flare that you know he has in his hand or that he has just played (if you ask about a Flare, the question must relate to the form -- Wild or Super -- in which he uses the Flare). The question must have an unambiguous answer that can be determined by reference to the rules or cards. Further, it must be on a matter that affects play -- questions about phrasing, spelling, and Alien histories are specifically disallowed. The player must correctly answer within ten seconds, without referring to the rules or the cards; if he does not, you put any one of his tokens into the Warp. History: Freshly arrived on the Cosmic scene, the Newbies are dazzled by the complexity and variety of the Cosmos. Seeking to understand the wonders around them, they ask surprisingly deep questions. Despite their unfamiliarity with details, they have a firm grasp of basics -- especially the use of the Warp. Wild: Once per challenge, you may "accidentally forget" to use a mandatory power -- even if another player reminds you of it. Super: If a player does not correctly answer your question, instead of putting a token in the Warp you may swap your Newbie power for one of his (as per the Changeling). You may use your new power during the remainder of the challenge, even if it has already been used. ; Good. We wrote this up as a joke, then we had a real newbie, said "what ; the heck" and gave it to him, and it turned out to be quite successful. ; The Super was originally something different (twice per challenge, I ; think), but the first time one of the others missed a power question the ; Newbie said "I should have your power, I know more about it than you do." OSTMARK [M:W] MAKES LUCRE WORTHLESS You have the power of devaluation. In any challenge in which you are a main player, Lucre is not added to either player's total. This includes Lucre provided by third parties, such as the Patron and Super Dragon. Lucre can still be spent normally for cards, tokens, etc. History: Ostmark economic theorists long ago developed the perfect economic system. Best described as a hybrid Libertarian/Socialist arrangement with value-added taxes and trickle-down financing, the implementation of the system quickly brought the Ostmark economy to a point where money was no longer necessary (indeed, most of the Ostmarks now prefer barter for everyday trade). Still convinced of the soundness of their system, despite some minor difficulties, the Ostmarks now seek to convert the economy of the entire Cosmos. Restriction: Use only in a game with Lucre! Wild: Whenever another player must pay you Lucre (including as part of a deal), you may instead draw an equal number of cards from his hand. Super: You may add your Lucre to your total, or make your opponent add his Lucre to his. ; Fair. The Ostmark can afford to spend all his Lucre (always excepting ; the Butler, Extortionist, etc.) on cards and tokens. PARANOID [M:W] GETS BONUS FOR OPPONENT'S ALLIES You have the power to worry. As a main player, if your opponent has any allies you add the number of his allies' tokens to your total after other effects have been calculated. You add only the number of tokens; ignore powers such as the Macron, Fungus, etc. History: The Paranoids are certain that the Cosmos is out to get them. This is, of course, true; but each time their belief is vindicated they fight with renewed vigor, shouting their war cry of "Get them before they get us!" The Paranoids dream of a Cosmos in which they will be safe; that this means the total domination of all other races is just one more thing to worry about. Restriction: Do not use in a two-player game. Wild: If another player wins the game as a result of making a successful challenge in your system, you share in the win. Super: If your opponent has any allies, multiply your total by the number of his allies' tokens after calculating other effects. This replaces your normal paranoia. ; Good. His opponents rarely bother asking for allies, since having them ; doesn't help. PATRON [O:W] LENDS STRENGTH OF LUCRE You have the power to support. In any challenge in which you are not a main player or an ally, the main players may ask you to support them before cards are played; you may accept either player (but not both's) request. If you accept a player's request, your Lucre is added to his total. If the player wins (but not if he deals), he must pay you one Lucre after the challenge; if he has no Lucre but has cards, you may draw one from his hand at random. History: An aloof but generous race, the Patrons take pleasure in assisting others -- especially when it is to their own eventual benefit. This applies equally to their long-range goal of Patronizing the Cosmos. Restriction: Do not use in a two-player game. Use only in a game with Lucre! Wild: As a main player in a challenge, your Lucre counts double (that is, if you have three Lucre you add six to your total if you use this Flare). Super: You may patronize without being asked; you must announce your decision before cards are played. If the player you patronize wins, he must pay you one Lucre. ; Haven't tried. Based on the Super Dragon, with a fee. PAVLOV [O:W] REWARDS OR PUNISHES OPPONENT You have the power to condition. As main player in a challenge, before cards are played you may give your opponent a Challenge card from your hand. If he plays that card, any tokens he loses as a result of the challenge outcome return to bases (if he is defensive player, they must leave the challenged planet or Moon), and he receives an additional reward of one tokens from the Warp or one card from the deck (his choice). If he does not play the card, after the challenge is resolved put any one of his tokens from a base into the Warp. These rewards and punishments apply to any challenge outcome, including failure to deal. After the challenge is resolved, you get back the card you gave your opponent, even if he played it (and even if he is the Clone). History: The small but wise Pavlovs achieved master of their home planets by training all rival species, using a system of rewards and punishments. They now apply their skills to their Cosmic adversaries, subtly directing their opponent's behavior into a pattern of the Pavlov's choice. Wild: Before cards are played in a challenge, you may name a Challenge card (Compromise or specific Attack value). If a main player plays such a card, after the challenge is resolved he receives a reward of one token from the Warp or one card from the deck. Super: Your punishment for disobedience is two tokens from bases to Warp; you select both tokens. ; Good. If the challenge is not critical, the opponent will often select ; the reward; otherwise, it's a one-token penalty for opposing him. PIRANHA [O:W] OVERWHELMS BASES You have the power to overwhelm. At the start of each challenge, if there is any planet where you share a base with another player and you have more tokens on that planet than the other player, you may take all that player's tokens from that planet and put them in the Warp. You may only overwhelm one opponent per challenge. History: The small Piranha hunt in packs, killing and devouring much larger prey by strength of numbers. In the Cosmic arena, the Piranha maintain a peaceful demeanor to lull their opponents until they outnumber them -- and by then, it's far too late. Wild: As a main player in a challenge, if your side has more tokens than your opponents, you may add the difference in token counts to your total. Count only tokens; ignore the effects of the Macron, Fungus, etc. Super: You may overwhelm all players on a planet who have fewer tokens (individually) than you do. You may only overwhelm one planet per challenge. ; Good. Other players try to be careful, but they have to use a lot of ; tokens -- it isn't enough to have the same number of tokens, since he ; might be able to return one from the Warp or the Cone. He does suffer ; from one big drawback -- would YOU invite him as an offensive ally? PROBE [O:W] MAKES PROBING SORTIES You have the power to scout. Whenever any other player flips the color of a third player, if you have an Attack card you may make a probe challenge against any planet in the defensive system. Put one token in the Cone and point it. No allies are permitted, nor may Edicts, Flares, and Kickers be used; only you and your opponent may use Powers. You and your opponent must play Attack cards (if your opponent has no Attack cards, he discards his hand and draws a new one). You and your opponent then look at the cards without showing them to other players and determine the result. If you win, your token goes to the planet; if you lose, it goes to the Warp. Your opponent's tokens remain on the planet unless you win and are the Filth; if your opponent is the Filth, you can only challenge him where he has no tokens. Your card is discarded, and your opponent retains his. The offensive player then makes his challenge. In this challenge the defensive player must either play the same card he played against you, or play a Compromise card; he may add a Kicker. You announce the value of the card if (and only if) you ally with the offensive player. History: Developing from clans of nomadic warriors, the Probe specialize in quick sorties involving small, highly-mobile units. These attacks are often suicidal, but aliens respect the Probe for their courage -- and for the information about opponent's strength that the attacks reveal. Restriction: Do not use in a two-player game. Wild: As a main player in a challenge, your opponent must show you his highest Attack card before cards are played. Super: In your probe attacks, you may use from one to four tokens. ; Weak (?). The player who had it didn't use it much, although the offensive ; players all urged him to. That suggests a change to a Lucre power -- the ; Probe can be hired by the offensive player to make the probing attack, ; and perhaps even allow the defensive player to bid against the offensive ; player to prevent the attack. PROLONG [O:W] EXTENDS CHALLENGE You have the power to protract. When you are a main player in a challenge, if both players reveal Attack cards you may call "extend". You and your opponent must then, if able, play and reveal an additional Attack card. You may continue to call "extend" as long as both players play Attack cards. When the extension stops, challenge results are determined. Each player is considered to have played a single card whose face value is (Kicker \* original card) + additional cards. Calculator equalization is applied to these values; other card-related powers (Gambler, Laser, Mutant, Oracle, Visionary, etc.) only apply to the play of the original Attack cards and may not be used during extension. All cards played are discarded. Players may not draw new hands (except by using the Keeper) during extension. History: Possessed of an overdeveloped sense of pride coupled with a love of battle, the Prolongs are rarely willing to admit defeat or claim victory. Their Cosmic adversaries dread confrontation with the Prolong, because even a minor skirmish is often drawn out into a long and exhausting battle. Wild: As a main player in a challenge, if both players reveal Attack cards you may extend the challenge once. Each player, if able, plays and reveals an additional Attack card. The challenge is then resolved as per the Prolong power (if your opponent is the Prolong he may extend the challenge). Super: If a main player runs out of Attack cards, you may make his allies play their Attack cards. Main players select which ally plays a card; the extension ends if no one on a side can play an Attack card. ; Fair. Useful when the totals are close, to possibly turn a defeat into a ; victory; also a good one for stopping an offensive player by draining ; him of Challenge cards. QUANTUM [M:W] TELEPORTS TOKENS You have the power of teleportation. In any challenge, after the Cone is pointed but before cards are played you teleport one token to or from the planet or Moon at which the Cone points. You either take one token from the defensive planet or Moon and put it on any other planet or Moon where the token's owner has a base, or you take a token from any other planet or Moon and add it to a base on the defensive planet or Moon. You may move a token of any color, including your own, but you may not create a base. If you remove the defensive player's last token from a planet or Moon, he still defends with a token count of zero. History: All animal life on the Quantum planet has the unique ability to teleport over short distances as a defense mechanism. The Quanta have mechanically reproduced this ability and produced a powerful weapon in their bid for Cosmic control. Wild: Before each challenge, you may move one token from any of your bases to any other. Super: You may teleport two tokens per challenge. Each token must be moved according to the rules for teleportation, but they may be of different colors and be moved between different planets or Moons. ; Fair. Defensively, it's like a weak Amoeba. He also has some base-busting ; capabilities, which other players can use by proper pointing of the Cone. ; Based on the Wild Trader. QUEUE [M:W] SELECTS ORDER OF PLAY You have the power to order. At the end of each player's turn, you choose which player will next take a turn. You must give each player a turn in each "round" of play. For example, with four players A, B, C, D, you may choose any of them to go first -- say B; then you choose any of the remaining three next -- say D; then one of the remaining two -- say A; and finally C plays. You may then choose any of the four to play next, starting a new round. If you lose your power, play passes clockwise. Silencing does not affect the use of your power. History: The semi-metallic Queues generate electropsychic fields which induce them, and all within their influence, to form orderly lines. The Queues use this knack in their attempt to place themselves at the head of the Cosmic line. Restriction: Do not use in a two-player game, or with the Lot. Wild: Before each challenge, you may take the top seven cards of the deck, arrange them in any order you wish, and return them to the top of the deck. Super: In each "round" you may give yourself two turns as offensive player. ; Haven't tried. Seems like it would be good when one player is close ; to a win; you could give everyone else a crack at him. QUIRK [M:W] MAKES OTHERS ACT ODDLY You have the power of weirdness. Assign to each other player a simple behavioral quirk which he can perform and which does not interfere with his ability to play. If a player objects to the assigned quirk, the issue is resolved by a vote of all players; the objecting player breaks ties. For example, you can require the player to begin each utterance with the word "moo", or to touch tokens only with his left hand. If you catch a player violating his quirk, take one of his tokens and put it in the Warp. If this power is copied, the copier gives you a quirk but doesn't change those of other players; if the power is transferred, the new owner is free of his own quirk and assigns one to you. History: Bizarre even by Cosmic standards, the mere presence of a Quirk unnerves other races and makes them act strangely. The wily Quirks take full advantage of their opponents' incapacities. Wild: At the start of your turn, give this card to any other player and name a quirk (as per the Quirk power). While the player has the card, he must obey the quirk. If he violates the quirk, he loses one token to the Warp but is then free of the quirk. Super: If you catch a player violating his quirk, put any two of his tokens into the Warp. ; Fair. Tried it once when we were just playing for fun (the sort of game ; where you use Moons). Worked well in that context; probably not suitable ; for a serious game of CE, if there is such a thing. REVENANT [O:W] GRANTS HOME BASES You have the power of rebirth. Under specific circumstances you may grant a player (including yourself) a rebirth. The player who receives the rebirth regains a base in his home system by placing from one to four tokens from other bases on the planet, exactly as if the Rebirth Edict had been used. The rebirth does not count as a challenge. You may grant rebirths in three ways. 1) You may grant yourself a rebirth at the start of each of your challenges. 2) As part of a deal, you may grant the other player(s) in the deal a rebirth. 3) Any other player may, at the start of his turn, offer you one or more Lucre to grant him a rebirth; if you accept, the player pays you the Lucre. You must either accept or reject the player's first offer; negotiation is not permitted. History: Espousing a philosophy of eternal renewal and rejuvenation, the Revenants pitch their tents throughout the Cosmos. Few aliens buy the Revenant credo, but most are willing to pay for it. Restriction: Use only in a game with Lucre! Wild: Whenever you rescue tokens from the Warp as a defensive reward, you may establish a base on any planet in your home system using all the rescued tokens. Super: You may grant yourself a rebirth at any time, including immediately after losing a base which would cause you to lose your power. You must still remove tokens from other bases to use the rebirth. ; Good. Gets rich and makes a lot of good deals. The restriction may not ; be necessary, it would probably work about as well in a game without ; Lucre (possibly even a bit stronger, since his opponents might play a ; Compromise in the hopes of getting a rebirth). RICOCHET [M:W] BOUNCES WINNING TOKENS You have the power to bounce. Whenever you are the losing defensive player in any planet challenge in any system, you select any planet in the same system (even one where the offensive player already has a base). The offensive tokens land there, instead of on the target planet. Your own tokens still go to the Warp, and any of your tokens on the selected planet remain. If the offensive tokens include those of the Filth, the Filth goes to the planet you indicate and his allies go to any other planet in the system except the planet where the challenge was made. If it was a reverse Cone challenge, your power applies to the offensive player and your defensive allies. History: The Ricochets are marine molluscs whose thick shells protect them from predators; attacking carnivores simply bounce off their impervious casings. Ricochet defensive technology has similarly emphasized deflection of opponents; even when they are defeated in combat, their opponent does not always get what he expects. Restriction: Do not use with the Gas Giant. Wild: As losing defensive player in a planet challenge, you may bounce your opponent's allies. Your main opponent lands on the planet; his allies return to bases. Super: When you use your power, you may bounce each player's tokens separately. For each player whose tokens would land on the planet, indicate any other planet in the system; he places his tokens on that planet. ; Very good. Possibly too strong; requiring that the selected planet not ; have any of the offensive player's tokens might be an improvement. SALT [O:W] FORCES DISCARD OF ATTACK CARDS You have the power of disarmament. As main player in a challenge, if you have an Attack card before cards are played you may call "disarm". You and your opponent must then discard an Attack card. Your opponent discards his highest Attack card, and you discard any of your Attack cards. If as a result the offensive player has no more Challenge cards, his turn immediately ends (tokens return to bases); if the defensive player has no Challenge cards, he discards his hand and draws a new one as per the rules. If your opponent has no Attack cards when you call for disarmament he does nothing. History: The peace and security of the Salt worlds was guaranteed by a comprehensive system of treaties which eliminated all offensive weapons. Out of necessity, the Salts re-armed when confronted with hostile aliens. They now seek to regain their peaceful lifestyle, even if it means taking on the weighty responsibilities of Cosmic rule. Wild: You may make all other players keep their highest Attack card face up in front of them at all times. They return the card to their hand only to play cards in a challenge or when another player must draw from their hand. Super: When you call disarm, you may name any number up to the number of Attack cards you have. You and your opponent must then if possible discard that many Attack cards; your opponent discards his highest cards, and you discard any cards you choose. ; Good. Some ability to stop the offensive player, plus you get to see what ; his highest Attack card was. SCHISM [M:W] HALVES OPPOSING TOKEN COUNT You have the power to divide. As a main player in a challenge, your opponent's token count is divided by two (round up). The token count includes the effects of powers (Macron, Fungus, Teela, etc.) and other effects such as the Mini-Mac Moon. In a multiple-power game where you are the Anti-Matter, your opponent's token count is defined as his tokens minus his allies' tokens. History: The Schism society was ancient and sophisticated long before other races were banging rocks together. Their political expertise is such that they can exploit minor differences among their opponents, turning friend against friend and reducing their effectiveness. The Schisms are now applying their strategy of "divide and conquer" in the Cosmic arena. Wild: As a main player in a challenge, if you and your opponent both play Attack cards whose face values differ by exactly a factor of two (that is, one is exactly half the other), you automatically win the challenge. Super: Your opponent's token count is divided by three (round up). ; Good. Another "raw strength" power. SCROUNGE [O:W] MAY DRAW FROM DISCARD You have the power to rag-pick. Whenever you are entitled to cards from the deck, you may take any or all of the cards from the top of the discard pile. You may not change the order of the cards in the discard pile, but you may look through them before deciding how many to take. When you must discard your hand, set it aside, draw seven new cards from the deck and/or discard pile, then discard your old hand. If the Extortionist is in the game, he extorts based on the total number of cards you take; if you give him cards, mix the cards from the discard pile with those from the deck and let him draw randomly. History: Exhaustion of naturally-occurring resources forced the Scrounge to turn to the slagheaps and garbage dumps of their past. The Scrounge developed useful techniques for separating the gold from the dross. Now they intend to rule the Cosmos, thus separating themselves from the Cosmic offal. Wild: Before the start of each player's turn, you may exchange any card from your hand for the top card of the discard pile. Super: When you must replace your hand, you may look through the discard pile and select any seven cards that you want. You must discard this Flare afterward, even if you used the Keeper. ; Very good. Other players are really careful what goes on top when they ; discard their hands. I had the Super once, and the screams when I pulled ; Wild Disease out of the discard stack were magnificent. SNUFF [O:W] DAMPENS FLARES You have the power to dampen. Once per challenge when any other player tries to use a Flare you may dampen it. When you dampen a Wild Flare, the player cannot use it for the remainder of the challenge. When you dampen a Super Flare, the player may immediately use it in its Wild form if appropriate; if he does not use the Wild form immediately after you dampen the Flare, he cannot use it later in the challenge. History: The Snuff race suffered for many years under a ruthless tyranny which gathered all power to itself. The dictatorship was eventually overthrown, but the Snuffs have retained an aversion to concentrations of power. Whenever anyone attempts to wield power beyond their natural limits, the Snuffs feel compelled to prevent them. Naturally, this aversion to power applies only to the Snuffs' Cosmic opponents. Restriction: Use only in a game with Flares. Wild: You may place this Flare face up in front of you. All other players must then place all their Flares face up in front of them. Players return Flares to their hands only when another player draws from their hand. Super: When you dampen a Flare, you may make the player discard it. ; Haven't tried. Based on the Anti-Matter Flare. SPORE [M:W] SEIZES UNOCCUPIED PLANETS You have the power to sprout. Whenever any planet is unoccupied at the end of a challenge (even as a result of fumigating the Filth), you take one of your tokens from any base and put it on the planet. You may sprout on only one planet per challenge. History: All members of the Spore race continually shed cells which float through space and land on planets. The presence of other life forms retards Spore growth, but when left alone the cells multiply rapidly and form new Spore bases. The greatest goal of the Spores is to attain conditions in which all their scattered cells can sprout. Wild: At the start of your turn, you may regain one home base by taking up to four tokens from other bases and placing them on the planet. This does not count as a challenge. Super: You may sprout on planets that have exactly one token of any opponent, as well as unoccupied planets. You may still only sprout once per challenge. ; Fair. We've only used it once, and the player only got to sprout twice ; during the game. Definitely wants a token-poor environment. SUBORN [O:W] CAN BRIBE ALLIES You have the power to bribe. As a main player in a challenge, after allies decide to commit you may offer any or all of them bribes to change their mind (to accept an alliance that they refused, to refuse an alliance that they accepted, or to switch sides if they were invited by both main players). Your bribe is either one card or one Lucre. If the player accepts, you must pay them after the challenge is resolved; cards are drawn at random from your hand. If you cannot or will not pay the bribe, each player who is not paid selects one of your tokens and puts it in the Warp. These tokens are all removed from bases before you may recover any (due to Zombie, Wild Boomerang, etc.). History: The Suborns have a long tradition of presenting small friendship gifts -- an attractive cup, a timepiece, a small armored division -- to their acquaintances. By such generosity, the Suborns hope to be admired, respected, and obeyed by their Cosmic cohorts. Restriction: Do not use in a two-player game. Wild: As a main player in a challenge, when allies are invited you may give this card to any player other than your opponent. That player must then ally with you, unless prevented by the Force Field Edict or Magnet. He keeps this card. Super: You may pay for your bribes by taking cards from the deck and Lucre from the box. ; Fair. It would be better if he had some means of getting additional ; cards or Lucre -- perhaps if he could ask other players to bribe him ; to ally or not. TEELA [M:W] ADDS DIE ROLL TO TOKENS You have the power of luck. As a main player in a challenge, roll one six-sided die after challenge cards are played and before they are exposed. Add the number of pips showing on the die to your token count before calculating other effects. The revised token count is used for determining consolation and the effects of other powers and flares (Schism, Vacuum, Virus, etc.). In a multi-power game in which you are the Macron, you add the die roll to your token count, not to your number of tokens. History: Teelas breed by releasing germ cells into the ocean, where chance determines which live and which die. Only the most fortunate Teela young survive to reach maturity. This evolutionary pressure has caused the spread of a gene for good luck throughout the Teela population. The Teelas now audaciously compete at the Cosmic level, confident that their luck will protect them. Wild: Whenever you are entitled to consolation, you may roll one six-sided die. Subtract three from the number of pips showing on the die and add the resulting number to the amount of consolation you receive. If the amount of consolation becomes negative, your opponent draws the corresponding number of cards from your hand! Super: Add two die rolls to your token count. ; Good. Like having another ally, plus there's the extra consolation. ; Apologies to Larry Niven. TOADY [B:W] HELPS ANOTHER TO A SHARED WIN You have the power to fawn. At the beginning of the game, after powers are distributed, select and announce one other player as your "lord" or "lady". Whenever your lord is a main player: you may ally with him without being invited; you may not ally against him, unless forced by the Magnet (but his opponent, for example the Grudge, can still invite you); before cards are played in the challenge, you may give your lord any cards from your hand, or use your own Lucre to buy cards and give them to him (you may look at them); and you may give him any or all of your Lucre before cards are revealed. If your lord wins, you share in his win. History: Bewildered by the complexities of the Cosmos, the Toadies have taken refuge in a subservient relation with a more powerful Alien. Their fawning attention is unappreciated by their chosen master, as the slight aid the Toadies provide is more than offset by the eventual sharing of Cosmic power. Restriction: Do not use in a two-player game; not suggested for a three-player game. Wild: If any player wins the game by winning a challenge in which you were his ally, you share in the win. You do not share the win if the player won by making a deal. Super: At the start of each of your turns, you may change lords. Announce the change to all players. ; Fair. A good one for role-playing -- "Here, sir, let me help you. Oh, ; we really got him, didn't we, sir?" The shared win condition bothers ; some people, but generally only when they are the "lord". TOXIN [M:W] POISONS PLANETS You have the power to poison. At the start of each of your turns, you poison any one planet other than the Gas Giant by placing an indicator (use a chess pawn or something similar) on the planet. Any tokens other than your own that are on that planet at the start of your next turn are sent to the Warp; you then move the indicator to a new planet, which is then poisoned. History: The reptilian Toxins kill their prey using neurotoxins and hemotoxins that they secrete from their fangs and claws. Their intimate knowledge of poisons has led them to develop a frightening variety of chemical, biological, and radioactive agents which they use with ruthless efficiency in their drive to cleanse the Cosmos of other life forms. Wild: When any player flips your color, if that player already has a base in your system you may take all the tokens from one such base and put them in the Warp. Super: You may poison two planets per turn. ; Good. A nice base-buster, plus if you're lucky with the flip there's ; an empty planet to attack. The Wild may be a bit strong; but compare ; with Wild Assassin, etc. ULTIMATUM [M:W] THREATENS DIRE CONSEQUENCES You have the power to threaten. As a main player in a challenge, before cards are played you say to your opponent, "If you play an Attack card of value X or greater, I will put one of your tokens in the Warp," where X is the value of any Attack card in your hand, or 10 if you have no Attack cards. You may shorten the threat to "X or greater". If your opponent does play such a card, take a token from any of his bases and put it in the Warp. History: Brinksmanship is an art form among the Ultimata, who have had more than twenty close brushes with nuclear war (and three actual missile exchanges, but no-one talks about them) in their history. The Ultimata threaten their Cosmic opponents at every opportunity, and when defied carry out their threat to prove they mean business. Wild: As a main player in a challenge, if you and your opponent both play Attack cards and yours is less than his, the value of your card is doubled. Super: You may use your power as an ally, threatening your side's opponent. ; Good. Worked out to essentially be a one-token penalty for being his ; opponent; he got hold of a 5 and used it for several turns, playing ; higher cards from his hand. A change was suggested: "If you play an ; X or greater, I will add X to my total" where X is an Attack in hand. ; If Ultimatum plays an Attack and his opponent plays a "forbidden" card, ; Ultimatum must (if he still has it) add the X-card to his Attack, then ; discard both. USURPER [O:W] TAKES OVER PART OF CHALLENGE You have the power to expropriate. If you are not a main player in a challenge and the offensive player does not invite you as an ally, after cards are played but before they are revealed you may substitute one or two of your tokens for an equal number of the offensive player's tokens in the Cone. The displaced tokens return to bases. You may do this even if you are a defensive ally. History: The Usurpers are ruled by an aristocracy whose rules of succession are so complex that virtually any noble can make a claim that he should rule. The habit of using any pretext to seize power from its legitimate holder is deeply ingrained in the Usurpers, who are eager to grab whatever Cosmic power they can. Wild: Whenever any other player's power is Zapped, you may usurp and use that power for the remainder of the challenge. If the Schizoid, Terrorist, or any other power with secret information is Zapped, you get to see the information when you usurp their power. Super: You may usurp even if the offensive player invited you, and even if you are an offensive ally (but not as a defensive ally). You may not have more than four tokens in the Cone. ; Haven't tried. VANDAL [O:W] DAMAGES CHALLENGES You have the power to vandalize. Once per challenge, you may do any one of the following: 1) immediately after the Cone is pointed at a planet, reposition it to point to any other planet in the same system where the offensive player can make a challenge; 2) forbid one player from using Lucre to purchase additional cards; 3) before cards are played, put any one token involved in the challenge into the Warp; 4) after cards are played but before they are revealed, make one of the players select a different card (he need not do this if he shows you that the original card is his only Challenge card); 5) any time before cards are revealed, announce that five points will be deducted from one side's total. History: Individually weak, the Vandals combine to destroy larger prey by inflicting numerous small wounds. Their Cosmic opponents suffer similarly; each individual act is almost unnoticeable, but the cumulative effect can be quite painful. Wild: You may give this Flare to any other player at the beginning of that player's turn. That player must then either put three tokens into the Warp or lose his turn. He keeps this Flare. Super: You may commit two different acts of vandalism in each challenge. ; Fair. Nice as a main player, also gets asked to ally a lot. W [M:W] DOUBLES TOKENS You have the power to double you. In any challenge, the first token you have in the challenge counts 1; each subsequent token counts twice as much as the previous. Thus if you have four tokens in the challenge, they count as 1 + 2 + 4 + 8 = 15 tokens. In a multi-power game, if you are the Macron your first token counts 4 and each doubles thereafter (thus three W-Macron tokens count as 4 + 8 + 16 = 28); if you are the Fungus, each stack counts as a single W token and adhering tokens are added to the result (three W-Fungus tokens adhering to three other tokens count as 1 + 2 + 4 + 3 = 10). History: Little is known about this mysterious race; even the name W is a code assigned by other Aliens. The one clear fact is that all members of the W receive intensive military training. A single W is no more powerful than any other Alien, but larger groups fight with greater efficiency and soon outstrip their opponents. The W's goals are unknown, but their training may be significant... Wild: As offensive player or an ally, you may put up to eight tokens in the Cone (two if you are the Macron). Super: As a main player or ally, your side's token count is calculated using your power. Thus, if there are nine tokens on your side, your token count is 511 (times four if you are the Macron, plus any tokens adhering to Fungus). The general formula for N tokens is (2^N) -- 1. ; Very good. Like Macron defensively, but has greater offensive abilities. ; I am particularly proud of the name, but everyone else just groans. WASTREL [O:W] MAY DISCARD HAND You have the power to discard. As a main player in a challenge, you may discard your entire hand and draw a new seven-card hand from the deck before Challenge cards are played. If you are offensive player and have no Challenge cards after doing so, your turn immediately ends and tokens return to bases. If you are the defensive player, continue discarding your hand (playing Edicts and Flares as desired) and drawing a new one as per the rules until you get a hand with Challenge cards. History: Evolving on a world of abundant resources in close orbit around an energetic sun, the Wastrels never developed any concepts of frugality or conservation. When the Wastrel home sun went supernova, a few Wastrel colonies survived. These colonies now seek to wrest enough resources from lesser species to support themselves in their accustomed style. Wild: Once per challenge before cards are played, you may make either main player discard an Attack card; if he shows you he has no Attack cards, he does nothing. If the offensive player has no Challenge cards after he discards, his turn ends and tokens return to bases; if the defensive player has no Challenge cards, he draws a new hand as per the rules. Super: When you discard your hand, you may keep any cards you want, then draw enough cards to bring your hand to seven. ; Fair. The ability to dump garbage and get a fresh hand is nice. XEROGRAPH [O:W] COPIES OPPONENT'S CARDS You have the power to duplicate. As main player in a challenge, you may call "copy" before cards are played. You do not play a Challenge card; instead, your card is the same as that of your opponent. When you copy, your opponent (but not yourself) may play a Kicker, which is not affected by the copying. You must have a Challenge card in your hand to use your power. You may copy the Oracle (his power has no effect on you); if you copy the Deuce, you copy only his first card. If the Visionary perceives your card and you then copy, he must play a card of the perceived value if he can. History: A deeply philosophical race, the Xerographs have adopted a mystical doctrine of using only that which is necessary and sufficient. They have applied this to all areas, including combat, where their greatest goal is to meet the enemy with exactly the force he applies. Naturally, for the noble goal of Cosmic rule the Xerographs are willing to bend their principles and use excessive force at times. Wild: When you must play Challenge cards, you may play this card face down. Its value is the same as that of the card played by your opponent, and after the challenge your opponent receives the card. You may not play this card if your opponent is the Xerograph and has chosen to copy. Super: When you copy, the value of your card is twice that of your opponent's. ; Very good. Perhaps a little strong; whenever he has more tokens+Lucre, ; he just calls "copy" and hopes his opponent doesn't have a Kicker or a ; Compromise. Requiring him to play an Challenge card, which is ignored ; and discarded, might be a good change (think Machine-Xerograph). XX [O:W] REPLACES COMPROMISE WITH ATTACK You have the power to doublecross. As a main player in a challenge after cards are revealed, if you played a Compromise card you may exchange it for any Attack card from your hand. You may not replace a Compromise if the Visionary ordered you to play it, but no other powers (Oracle, Laser, etc.) can prevent the replacement. History: In their first Cosmic encounter, the unpronouncable Xx were betrayed at the conference table. Ever since, whenever any Xx offers peace with one chela, he takes the precaution of holding a blaster behind his thorax in another. Wild: As an ally, you may withdraw your tokens from the Cone to bases after cards are played but before they are revealed. Super: As a main player, if your opponent reveals an Attack and you reveal a Compromise you may exchange the two cards; each player is treated as having played the new card. This replaces your normal power. ; Good. He doesn't get to deal much, since the opponent will only play a ; Compromise when he has no other choice. YEAST [B:W] BUILDS AND USES PRESSURE You have the power to ferment. You start with a pressure of zero, and your pressure increases by one at the start of each challenge (yours or any other player's). You may release pressure (spend points) as follows: spend one point of pressure to add one point to your side in a challenge, three points to buy a card from the deck, five points to buy a token from the Praw to the Warp or the Warp to a base, ten points to buy a base in your home system, and twenty to buy a base in any other player's system. Points spent are deducted from your pressure; your pressure may not be less than zero. You may spend as many points as you want at any time (for example, you can spend seven points after cards are revealed to increase your side's total by seven). You may only buy tokens and bases between challenges, and you may not buy a base on a planet with the Filth. If you lose your power you retain your pressure but do not increase or release it. History: The Yeasts are natural balloons, producing hydrogen gas by a fermentation process and storing it in a sac. Excess hydrogen is used to produce quick bursts of speed for attack or defense. By coupling their natural abilities with fusion technologies, the Yeasts have magnified their power to levels suitable for Cosmic effects. Wild: As a main player in a challenge, you may apply pressure to your opponent by announcing before cards are played that, if he loses or fails to deal, he will lose one additional token to the Warp. You select the token from any of his bases. Super: Your pressure increases by two points per challenge. ; Good. We had the points set too low at first; as they are now, in a ; four-player game, if he spends nothing he has to wait about four rounds ; before he can buy a foreign base. Might still be a little cheap. YOGI [M:W] LIFTS LUCRE AND CARDS You have the power to levitate. In any challenge after the defensive player is determined, you may take one Lucre or one card (drawn at random from his regular hand) from either main player. History: Claiming knowledge of arcane meditative practices that grant the initiated exotic abilities including levitation, the Yogis have opened instructional centers throughout the Cosmos. Those who receive their lessons rarely learn to levitate, but certainly end up lighter -- if only by the weight of their tuition. Wild: Whenever anyone flips your color, lift one of your tokens from the Praw to the Warp or from the Warp to a base. Super: You may take two Lucre, two cards, or one Lucre and one card from either main player. If the player has only one Lucre or one card, you take only that. ; Fair. Most players use it to grab cards and get big hands. ZEALOT [O:W] CONTINUES ATTACK UNTIL WIN You have the power of fanaticism. If you lose a challenge as offensive player, you may continue to make challenges in the same system. You do not flip the destiny pile before each such challenge, but you do rescue a token. You may choose any planet in the system for each challenge. If you use your power, you must continue to make challenges until you win, make a deal, run out of Challenge cards or tokens, or are Zapped. Your turn then ends, even if you are the Machine. History: The Zealots have always had a tendency to fixate on causes, whether political, social, religious, economic, or dietary. Once a Zealot decides on a course of action, nothing short of total victory or total defeat will stop him. The Zealots have now decided to rule the Cosmos... Wild: You may make two challenges in each of your turns, even if you lose or fail to deal in the first challenge. Super: When you make fanatic challenges, you may draw a card from the deck at the start of each challenge immediately after you rescue a token. ; Weak. Problem is, he's offensive player; so he can't really wear down ; his opponent, who (as defensive player) gets to draw a new hand when ; he's out of cards. Of course, there are some mind games here; when you ; have two Challenge cards, do you play the strongest one immediately, or ; save it for the possible continuation? ZERO [O:W] ZEROES ATTACK CARDS You have the power of nought. As a main player in a challenge, after cards are played and before they are revealed you may call "zero". If you do so, any Attack cards that are played become Attack 0 cards. If either main player played an Attack card, he may discard it and play another Attack card face down in its place, if he has one. Powers such as the Laser, Oracle, etc. apply to the play of this second card as well. Zeroing only affects the Deuce's first card, but he may play an additional Attack card to replace it. History: The Zeros are ascetics and condemn all profligate acts. Their revulsion at excess leads them to acts of self-sacrifice so noble that others are momentarily carried away and match their forfeitures. Wild: When any player is entitled to draw consolation from your hand, you may zero the amount of consolation he gets; in other words, he gets nothing. Super: Your opponent may not play an additional Attack card when you zero. ; Good. There are a lot of mind games with this one -- do I play my 20 now, ; and hope he doesn't zero, or play my 4 and hope he does?