Date: Mon, 6 May 91 10:48:20 MDT From: sandia!marms@unmvax.cs.unm.edu (Mike Arms) Subject: NonEon flares Hi, gang. Well, I found the disk containing the flares for the NonEon powers. Nick Sauer had mailed me photocopies of them several months ago (thanks, Nick!). I typed them in, have spell-checked them, and formatted them up a little. Some notes: 1. They are not in the form that Ken Cox's ce-convert program needs. For that I would need the power texts and histories for all of the NonEon Aliens. I understand a few of you on the main list are reworking these. I will wait before integrating them with these Flares into the correct format for ce-convert. 2. These flares are not geared for the Mayfair 1-shot flare mode. It will take a lot of work to get viable 1-shot flare effects for all of these, but if anyone wants to take on the job, please let me know. Our group is still working on the Flares for the Spartan mag powers. 3. Some of the Flares below are a little rough around the edges and could stand some re-work like their corresponding Alien Powers. Timing issues, clarifications, and attention to interaction with other Powers and Flares are important. Hopefully we can come up with an "official CE mailing list" version of these powers and flares. 4. They are not all in alphabetical order. I kept them in the order that the photocopies had. 5. At the time I typed these in, I noticed some Flares that I had not seen Powers for in the NonEon archive. That may have been updated by now to cover all of these. 6. Some of these Powers and thus Flares say "Power over ...", instead of "Power of ..." or "Power to ...". Ken, can I ask you to adapt the ce-convert program to allow for this form also? It looks appropriate. 7. There may still be some grammatical errors, either on my part or from the photocopies. The spelling checker only looks for invalid words, not correctly spelled words in the wrong context. Any proof-reading corrections that anyone does, please forward to me. So, with that forward, have a blast! ---------------------------------------- Cosmic Encounter Non-Eon Flares A-BOMB - Power to Explode Wild: If the majority of tokens in your home system are not yours, send all tokens there (including your own) to the Warp. Discard after use. Super: Critical mass is reduced to 5. AMEX - Power of Credit Wild: Make all players (including yourself) pass their Lucre to the left or right. Discard after use. Super: Your loan is interest free. You don't have to vacate the base when you reach your credit limit. ANOMALY - Power of Improbability Wild: You may discard all of your Attack Cards and draw a new card from the top of the deck for each. Discard after use. Super: You may cancel your position in the game. Return 4 tokens to each planet in your home system. Discard after use. AUCTIONEER - Power of Sale Wild: On each challenge you may auction off your hand one card at a time until no one bids or you decide to stop. You may announce what each card is or its type (Edict, Flare, etc.) If you have no bidders at all on three auctions in a row, you must discard this card. Super: If no one bids, take the card for free. You may keep it or discard it. AUDITOR - Power to Monitor Wild: Collect all Lucre from other players. Discard after use. Super: Multiples are reduced to 2 and 5. BACKSTABBER - Power to Double-Cross Wild: As a winning main player or ally, you may throw all other winning tokens into the warp after your win. Super: As an ally, you may switch sides in the challenge after cards are revealed. BANKER - Power to Embezzle Wild: You may take Lucre from the box when not entitled. If you are caught, pay the Lucre you were trying to steal to the player who caught you and discard this card. Super: You may take 2 Lucre each time you access the box for another player. BARTERER - Power to Dicker Wild: On each challenge, you may give a power card (picked at random from those not in the game) to another player who has not lost the use of his power(s). If he uses this power, he must pay you a Lucre. Whether the power is used or not, it is discarded at the end of the challenge. Super: Your counter offer must be accepted. BATTERY - Power of Reserves Wild: When you are a main player in a challenge, each moon you occupy counts as one ally token for your side. Super: Your allies' planet bases each count toward your total. BEAST - Power to Feed Wild: At the start of your turn, you may remove up to 5 of your tokens from bases to the warp and take one Lucre from the box for each. Super: You may eat one token from each other player in the warp even if they have fewer tokens there than you do. BEGGAR - Power to Leech Wild: You may add your allies' Lucre in a challenge. Super: You may ask both main players for a Lucre. BENEFACTOR - Power to Bequeath Wild: Give your hand to another player and immediately draw a new one. This card may be used only once per challenge. Super: You receive double the benefits for your deeds. BLOB - Power to Increase Form Wild: Force all other players to discard their Flares. You pick them up. Discard after use. Super: When you must draw a new hand, you may keep your Flares and draw 7 new cards. CANNIBAL - Power to Devour Wild: When your color is flipped in the destiny pile, you may remove to the warp one token of another color from one base that you share with other players for each of your tokens there. Discard after use. Super: You may cannibalize all planets in any one system. CAPITALIST - Power of Income Wild: As a winning defensive ally, you may choose to take any combination of cards, tokens from the warp, or Lucre as defensive rewards. Super: You may take one each of two different items on each player's turn. CARVER - Power to Slice Wild: As a main player in a challenge, you may halve the value of the tokens on your opponent's side before calculating his total. For rewards or consolation, tokens have full value. Super: You may use your power when you are an ally. The value of the card on the opposing side is halved. CENSUS - Power of Population Control Wild: You may ask one of the main players in a challenge how many Edicts, Flares, Kickers, Attack Cards, or Compromise Cards he has. He must tell you. Super: At the start of your turn, you may control the population on all planets in one other system, even if you have no tokens on them. CHEAPSKATE - Power to Borrow Lucre Wild: You are immune to the Bankruptcy Edict. Super: You need not accept the terms for destroying IOU's. COLLECTOR - Power to Tax Edicts Wild: You need not pay taxes or fees of Lucre or tokens. Super: You may collect 2 Lucre per Edict. COLONIST - Power to Reinforce Wild: If you collect defensive rewards or consolation in a system other than your own, all of your tokens on planet bases in that system count towards the number of cards or tokens from the warp that you may take. Super: Your tokens on planet bases in the system add to your side's total when you are an ally. COMPACTOR - Power to Compress Wild: If you have more than one of any Attack Card you play, you may discard them all after the challenge. Super: You may give the duplicate cards to other players. CONSCRIPTOR - Power to Draft Wild: AS the offensive player in a challenge, after cards are down, you may draft all of any one player's tokens from the defensive base to be your allies if that player is not already allied on the defensive side in the challenge or the defensive player in the challenge. Super: You may draft up to 4 tokens from each player on the base (except the offensive player). CONTROLLER - Power to Weaken Wild: You may take a card at random from each other player's regular hand and discard it along with this card. Super: You may keep any or all of the cards. COP - Power to be Bribed Wild: You may discard all of your Compromise Cards and take a Lucre from the box for each. Discard after use. Super: You need not have or pay Lucre to play a card above the limit. COUNT - Power of Numbers Wild: If the sum of the Attack Cards in your regular hand is greater than 50, you may take a base anywhere. Discard after use. Super: You may take a base at multiples of 100. COUNTERFEITER - Power to Print Lucre Wild: When this card enters your hand, return all of your Lucre to the box. Super: The Attack Card may be of any value. CRIPPLE - Power to Handicap Wild: While this card is in your hand, you may not use your power(s). Super: While this card is in your hand, you may not use any powers or Flares (except this one which you must use). DARWIN - Power to Evolve Wild: Once per challenge, you may use any other Wild Flare in your hand as its Super, unless the Super Flare is an enhancement of the original power. Super: You may use the actual power when you evolve it into the Super power. DEALER - Power to Deal Wild: At the start of your turn, collect all players' regular hands. Shuffle them together and redeal them so that each play ends up with the same number of cards as they started with. Super: You may redeal the cards normally, starting with yourself. DECOY - Power to Feint Wild: You do not have to point the cone until allies are formed. Super: You may decide the real challenge after both outcomes are determined. DEFLECTOR - Power to Divert Wild: You can not be attacked in your home system. If no other legitimate challenge is possible in your system, the offensive player must flip the destiny pile again. Super: When you divert an attack to another player's system, he becomes the defensive player if a legitimate challenge can be made. DESPOT - Power to Decree Wild: Force all other players to discard the Edicts. You pick them up. Discard after use. Super: As a main player in a challenge, you may play one challenge card as the Edict of your choice. DESTROYER - Power to Zap Wild: For the rest of the challenge in which a player stops you from using your power, he may not use his. Super: You may stop the same power on successive challenges. DIVISOR - Power to Reduce Wild: You may divide the number of Lucre on your opponent's side by the number of Lucre on your side before he adds them in a challenge. Super: You divide your opponent's total by the value of the tokens on your side after he adds his card. DOUBLEHEADER - Power of Double Attack Wild: You may double the value of any Attack Card you play. Super: You only place one set of tokens on the cone. It counts for both attacks. If you lose one, you lose no tokens. If you win both, place a set of tokens from home bases onto the second base you win. DUNGEONMASTER - Power to Control Wild: Nullify a deal made by other players after it is agreed to. They can not make another. Discard after use. Super: You dictate a deal which the two players must make. EINSTEIN - Power to Bend Time Wild: You may declare on planet in your home system to be a Back Hole. All tokens there are removed from the game and the planet is destroyed. Place your star disc over it. Discard after use. Super: Before the start of another player's turn, you may take a challenge out of sequence as if it were the 2nd challenge of your turn. Use once between each of your turns. ENFORCER - Power of Muscle Wild: You may prevent a non-main player from participating in a challenge. He may not ally or play cards during the challenge. Super: You may specify how the player must perform the action you force him to take. ENTERPRISE - Power to Warp Wild: As a main player in a challenge, you may beam 2 of your tokens from another player's star disc back to your home bases. Super: You may start your warp from any planet in the system. ENTREPRENEUR - Power to Invest Wild: At the start of your turn, you may "invest" some of your Lucre. Put them in the box. At the end of the turn, the investment matures. If you still have this card, retrieve your Lucre, plus an equal number from the box. If you lose this card before your turn ends, the investment is lost. Super: You may ally with up to 4 Lucre and 4 tokens. EXPONENT - Power of Ten Wild: As a main player in a challenge, you may count your own tokens as 10 for the purpose of calculating your total, regardless of the actual number. For consolation or rewards, use the actual number of tokens. Super: When you need to take a new hand, you may keep up to 3 cards, and fill up your hand to 10. FEDERALIST - Power of Representation Wild: As a main player, before cards are revealed, you may choose to have the outcome of the challenge based solely on the number of allies per side. Whoever has the most allies wins the challenge, and the played cards are discarded. Super: You may look at the cards played by your opponent's allies before deciding which card will represent his side in the challenge. FRANKENSTEIN - Power to Revive Life Wild: on each challenge, you may allow another player who has lost his power(s) to use one of them. Super: Winning revived ally tokens return to the warp and do not get the base or rewards. FREAK - Power of Low Wild: Your opponent in a challenge may not play his highest Attack Card if he can play another. Super: You may give your opponent your lowest Attack Card. If it is lower than his lowest, he must play it. FREEZER - Power to Suspend Wild: On each challenge, you may freeze a specific card. No one may play that card for the duration of the challenge. Super: You may freeze the same base or moon on successive challenges. GENE - Power of Heredity Wild: If you win a challenge or make a deal, collect all of the Flares from your opponent's regular hand. If you lose a challenge or fail to deal, you must give him this card. Super: You choose which power card you inherit. GHOST - Power to Steal Life Wild: If you lose a challenge, you may ring your tokens around your opponent's star disc. They subtract from his total in any defensive challenge until you remove them to the warp when you lose this card. Super: You may ally with up to 4 of your tokens from the warp with or without other tokens of yours when you are invited to be an ally. GOBLIN - Power of Mischief Wild: Booby trap a color. Announce the color, and whenever it is flipped in the destiny pile while you hold this card, the player's turn ends. Super: You may discard your own Hazard card after reading it and take the next one. GOLEM - Power over Moons Wild: You may look at an unexposed moon before deciding whether to challenge it. Super: You may add a moon to your home system on every challenge in which you are a main player, and occupy it if you wish. GORGON - Power to Petrify Wild: You may prevent a player from removing tokens from one base that you share with him unless he is going to place them into the warp. Super: Tokens may be removed to the warp only if there are no other tokens that can be chosen. GRAVEROBBER - Power of Dead Powers Wild: You may use one power from any player who Cosmic Zaps (or Super Zaps) you to replace each Zapped power. Super: On each challenge, you may use a lost power instead of each of your other powers. GREMLIN - Power of Malice Wild: Take a Safety card from another player. Discard after use. Super: You may refuse the Lucre. GUARDIAN - Power to Tax Moons Wild: You may pay the card of your choice instead of a Lucre or token as a tax or fee. Super: Your fee is doubled. GUERILLA - Power to Fight Back Wild: When you lose your third home planet to an attack, you may counter-attack it to try to regain your power. Super: You may counter-attack any base you lose in any system. HAZARDOUS WASTE - Power of Hazards Wild: You need not take a Hazard Card. Super: You may read the card before you decide who to give it to. HOARD - Power of Strength Wild: You may take all of your tokens out of the war to bases. Discard after use. Super: Each token of your second color is worth 2 when defending home bases. HOBO - Power of Reclamation Wild: Nullify a Safety as another player tries to use it. Discard after use. Super: You may occupy any bases vacated by other players as the result of Hazard Cards. HOUND - Power to Pester Wild: If you have no power(s), your opponent may not use his. Super: You may refuse to take Lucre and choose the card yourself. HYPNOTIST - Power to Suggest Wild: At the end of someone else's turn, you may reverse the order of play. Discard after use. Super: You may look at the Destiny pile before deciding which way play will pass. HYPOCRITE - Power to Hedge Wild: If you make a deal, the player(s) you deal with must lose 3 tokens to the warp anyway. Super: When you need to flip the destiny pile, look at the top 2 discs. Choose one to flip and replace the other on top of the pile. ILLUSIONIST - Power to Swap Wild: Swap bases with another player. Vacate a planet base and place all of your tokens on a planet base that is occupied by another player. Take all of his tokens from that base and place them on the base you vacated. Discard after use. Super: You may wait to use your power until after the cards are revealed. IMMIGRANT - Power of Assimilation Wild: You may force a player to vacate a base in your home system. He must return the tokens to other bases. Discard after use. Super: You may choose not to use your power. IMP - Power of Vice Wild: Destroy the cone. All tokens on it go to the warp and play passes. Discard after use. Super: You may use you power even when you are not a main player. INDUSTRIALIST - Power to Build Wild: As a main player in a challenge, after you and your opponent have played your cards, you may draw one Attack Card at random from your opponent's regular hand (if he has any left) and add it to your total in the challenge. The card is discarded. Super: You don't need to discard your stack even if you win a challenge. INVADER - Power to Overrun Wild: Whenever a planet base in your home system becomes vacant, you may place a token on it. The Invader may not. Super: You may invite another player to join you on a base you invade. Deal rules apply, but your offer must include the base. INVESTOR - Power to Spend Wisely Wild: After purchasing cards, you may elect to return them all to the top of the deck for a full refund. Super: You may buy both a point and a card or token with each Lucre. JANUS - Power of Value Wild: Take 5 Lucre from the box. Discard after use. Super: You may spend up to 4 Lucre at a time. KAMIKAZE - Power to Self-Destruct Wild: Before playing a card, you can remove all of your tokens from the cone to the warp. Super: All allies also lost the challenge and go to the warp. LANDLORD - Power of Ownership Wild: You may evict another player's tokens from one base you share with them. Tokens are returned to other bases if possible or else to the warp. Discard after use. Super: Your rent is doubled. LAWYER - Power to Settle Disputes Wild: You lose no tokens if you fail to deal. Super: You suggest a deal which must be accepted. LITTERBUG - Power to Dispose Wild: Draw an extra power card at random from those not in the game. Discard after use. Super: You may discard cards as an ally. LUCRETIA - Power over Lucre Wild: Your opponent in a challenge may not add his Lucre to his total. Super: You may immediately use up to 4 of the Lucre you win to buy cards or tokens. LYCANTHROPE - Power of Lunar Change Wild: You may replace the moons in your system with ones take at random. Tokens currently on them return to bases, and the new moons are placed face down. Discard after use. Super: After looking at both moons, you may choose to land on the replacement moon instead of the original, which is replaced face down under the one you land on. MAFIA - Power to Protect Wild: In a challenge, you may exchange this card for 1/3 of your opponent's regular hand chosen at random (rounding down). This card may be only used once per challenge. Super: You may force your opponent to pay for your protection. MAGICIAN - Power to Transform Wild: When this card enters your hand, draw a new power card(s) at random to replace yours. Super: You choose the replacement power. MARTYR - Power to Sacrifice Wild: As the offensive player in a challenge, before you play your card, you may sacrifice any or all of your tokens from the cone to the warp, drawing one card from the deck for each. Super: You may sacrifice your allies' tokens. MEDIUM - Power to Shift Wild: Write down the Attack Card you think your opponent in a challenge will play. If you are right, you win the challenge regardless of the totals. If you are wrong, give this card to your opponent. Super: After seeing the card, you may shift the cone to the left or the right. MENTOR - Power to Teach Wild: You may take the Mentor power card in exchange for one of your own power cards. Super: On each challenge, you may make the two main players exchange a power. At the end of the challenge, their original powers are returned. MERCENARY - Power of Risk Wild: As an ally in a challenge, you may offer (for Lucre) to replace the main player you are allied with. You become the main player and he becomes your ally. Super: If the player wins the challenge, he replaces his tokens on his bases, and you remain on the base or take defensive rewards as appropriate instead of him. MIMIC - Power to Copy Wild: You may repeat the use of a Plague or Revolt Edict used by another player. It must be used against the same player as the first. Super: You may copy your own challenge. MIRROR - Power to Invert Wild: If you play a Compromise Card and should lose a challenge, you win instead. Your opponent gets consolation from you as if he had played the card. Super: You may reverse the digits of either or both cards. Call "reverse" and specify which card(s) you desire to invert. MODERATOR - Power to Moderate Wild: You may force your opponent in a challenge to spend as many Lucre to buy cards as you do. If he can't, he must buy as many cards as he can. Super: If you played the moderate card, you may take a base on the system of the player that you declare to be the winner of the challenge. MONARCH - Power of Proclamation Wild: You may pay a Lucre to the box and use this card as the Edict of your choice. Super: You may declare the card to be any Edict, regardless of the Edict requested. MOONIE - Power of Decision Wild: You may put 1-4 tokens on any unoccupied moon. Discard after use. Super: You may decode which moons will take effect no matter who lands on them. MOURNER - Power of Commiseration Wild: As the winning defensive player, if your allies get rewards, you do as well. Super: You get consolation cards instead of the other player. MYSTIC - Power to See Wild: Once per challenge, you may look through the unused Flare deck. Super: You may ask for both and Edict and a Flare. NOSE - Power to Disrupt Wild: As a main player in a challenge, you may remove 3 tokens from the cone after cards are down. They are returned to bases if possible, or else go to the warp. You may not remove your own tokens. Super: You may look at the cards you disrupted away and take any or all of them. NOTHING - Power of Nothing Wild: This Flare is worthless. Super: While you hold this card, no other power or Flare may be used by any player. If you have this card, you must use it. OPTIMIST - Power of Hope Wild: Use this card as a Timegash Edict. Discard after use. Super: Draw a card from the top of the deck before each extra challenge. ORATOR - Power to Persuade Wild: You may cause any Compromise Card played to be turned into an Attack Zero. Super: You may choose to try to deal instead. OVERLORD - Power of Omnipotence Wild: If you flip your own color in the destiny pile, you may land tokens on any planet in your home system where you have none. This counts as a successful challenge. Super: If you win the challenge, all tokens that were on the base you attacked go to the warp. PATRIOT - Power to Muster Defenses Wild: When you are the defensive player in a challenge, you may add 5 to the value of any Attack Card you play. Super: You may ally with yourself as the Attacker in a challenge. PHAZE - Power to Cross Wild: If you have no tokens on a planet base in your home system, you may take any or all of your tokens from the corresponding planet base in another system and place them on the home base. Discard after use. Super: Once your tokens cross to the new base, they stay there. The attacker retrieves his tokens from the cone and play passes. POINTER - Power to Prosper Wild: This card counts as one home planet base towards preventing the loss of your powers. Super: You collect points for tokens lost when you are a winning ally. POLITICIAN - Power to Porkbarrel Wild: Once per challenge, you may look at the top 4 cards in the deck and hand them out to any combination of players, giving yourself 0 or 1. Each card is worth one vote from the player you give it to (he may look at it) whether to keep the cards or discard them. You break ties. Super: The election is rigged. The tokens remain on the base regardless of the vote. PROCRASTINATOR - Power to Put Off Wild: As a main player in a challenge, you may announce and play a Kicker after both challenge cards have been played. Super: You may discard both cards. PSYCHO - Power to Terrorize Wild: When you must play a challenge card, you may choose another player's regular hand to play it from. You may not play the card from your direct opponent's hand. The player gives you his challenge cards and you play one and return the rest. If he has no challenge cards, you must play from your own hand. Super: You may refuse to give the player any cards. PUNTER - Power of Kickers Wild: Force all players to discard their Kickers. You pick them up. Discard after use. Super: Replace the Flare with one taken at random from the Flare deck. RAIDER - Power to Hijack Wild: You may take your tokens from the warp when not entitled. If caught, replace the token(s) and discard a card (picked at random by the player who caught you). Super: If the attacker does not meet your demand, you win the challenge. RAMBO - Power of Machismo Wild: If you lose a home base as the result of a card challenge, you may take the top disk from the destiny pile and remove it from the game. Super: You may look at the cards chosen as consolation before refusing to give or take them. If this card is chosen, you may still use it to prevent the consolation. REFINER - Power to Refine Wild: You may discard this card along with any other card from your regular hand. Super: You may refine a specific Edict. REPLICANT - Power to Duplicate Wild: You may play any Edict in your regular hand as another Edict that is also in your regular hand. Super: You may play any Wild Flare in your regular hand as another Wild Flare that is also in your regular hand. REPO MAN - Power to Repossess Wild: You may repossess another player's regular hand and add it to your own. Discard after use. Super: You may use any repossessed power cards you hold. SABOTEUR - Power to Sabotage Wild: As a main player in a challenge, after cards are played, you may cause one token per opposing ally to betray their side and return to bases. Super: You may replace both cards played in the challenge. SAINT - Power to Die Wild: You may take a token out of the warp to bases each time you flip the destiny pile. Super: Saint tokens are immediately placed on your bases rather than in the warp. SALMON - Power to Return Wild: You may take back a Kicker you have played after your opponent plays his card. Super: You may return tokens to home bases that the player already occupies. SATELLITE - Power to Orbit Wild: Force all players to pass all of the Flares in their regular hand to the left or right. This card may be used only once per challenge. Super: You may force all players to reveal their highest and lowest Attack cards before making your decision. SAVIOR - Power to Stop Hazards Wild: Give the top Hazard Card to another player. Discard after use. Super: Your offer must be accepted. SCAVENGER - Power of Recovery Wild: When someone takes consolation from your hand, you may choose the card(s) he gets. Super: At the start of each of your turns, you may take any one card from the discard pile. SCORPION - Power to Poison Wild: As an offensive ally, after cards are revealed, you may "poison" (send to the warp) one token belonging to the offensive player for each of your allied tokens. Discard after use. Super: You may poison tokens even if only Compromise Cards are revealed. SCOUNDREL - Power to Pickpocket Wild: As a main player, you may take the top card from the deck at any time before you play your challenge card. Super: You may take the card from any player's hand or the top of the deck. SEER - Power over the Future Wild: Once per challenge, you may look through the destiny pile to see the order of the remaining star discs. Super: You may rearrange the destiny pile after every challenge. SENTRY - Power to Guard Wild: You may replace your tokens that have been removed from the game onto your bases. Discard after use. Super: Your fee is doubled. SHADOW - Power of Darkness Wild: If all of your tokens on one planet must be lost to the warp, you may use the shadow power to try to save half of them (rounding up). Super: You may use your power separately for each token you should lose. SHEPHERD - Power to Herd Wild: If you fail to deal as a main player in a challenge, your allies each lose 3 tokens to the warp along with you. Super: You may herd 2 tokens with each one of yours. SNITCH - Power to Squeal Wild: If you have knowledge of other players' secret powers, secret moons, or cards in their hand, you may reveal the information. Super: You may lie to any player who pays you to reveal a secret. SPY - Power to Peek Wild: You may look at the top disc in the destiny pile before deciding whether to take your second challenge. Super: You may peek at both cards. STAIN - Power to Remain Wild: If all of your tokens on a base are removed to the warp for any reason, one may remain behind. Super: You may move your tokens. SUPERHERO - Power of Powers Wild: You may exchange this Flare for any Flare from the unused Flare deck. Super: You may exchange any other player's power card for one that is not in the game (your choice). Discard after use. TEDDY BEAR - Power to Be Cute Wild: When another player retrieves tokens from the warp as the result of a Warp Break, Quantum Moon, or Mobius Moon, you tokens in the warp may follow them out and return to your bases if possible. Discard after use. Super: "Mascot" tokens that end the challenge in the warp may be replaced on your bases. TIMELORD - Power of Regeneration Wild: You may replace your Flares (including this one) with ones taken at random from the unused Flare deck. Super: You may use this power after losing any home base. TORTURER - Power to Inflict Pain Wild: Force all other players to each vacate a planet base. Tokens disperse. Discard after use. Super: You may refuse the Lucre and perform the torture. TRAITOR - Power to Betray Wild: You need not keep your end of a deal. Super: Your tokens on the losing side return to bases rather than going to the warp. TUNNELER - Power to Burrow Wild: Tokens that you should lose to the warp from a moon may go go to an unoccupied moon in your home system instead. Super: Tokens that you should lose to the warp from your second system return to the first. TYCOON - Power of Wealth Wild: You may buy as many cards as you want in a challenge. You are not limited to 4. Super: You may collect the extra 2 Lucre from other players instead of the box. UNDERDOG - Power to Come From Behind Wild: AS a main player in a challenge, you may recalculate the totals as if each of your allies had committed 4 tokens and each of your opponent's allies had committed one. For defensive rewards, tokens are worth their actual number. Super: You may use your power as an ally if two Attack Cards are played. UNDERTAKER - Power to Bury Wild: Your tokens may not be held on another player's star disc. Any currently there must go to the warp. Super: You may charge one Lucre per token. VACCINE - Power of Immunity Wild: You are immune to the Plague and Revolt Edicts. Super: No one may ally against you when you are a main player. VAGABOND - Power to Rummage Wild: You may look through the discard pile and exchange this card for any card there. Super: When you buy cards, you may choose to take some from the discard pile and the rest from the deck. VAPORIZER - Power to Disintegrate Wild: When this card enters your hand, immediately discard your hand. Super: As the defensive player in a challenge, you may vaporize the attacker's hand, causing his turn to end. VENTRILOQUIST - Power of Ventriloquism Wild: If you are not one of the players in a deal situation, you may speak for one player and accept or decline the deal proposed by the other player. Super: You may use your power as a main player. WARDEN - Power to Imprison Wild: If a player plays a Plague or Revolt Edict on you, you may take any 3 of his tokens and imprison them on your star disc. Release one to the warp each time you and he are the two main players in a challenge. Super: Tokens you imprison receive a life sentence which can only be commuted as part of a deal, even after you have lost this card. WARLOCK - Power over Loss Wild: Collect 1 card from the top of the deck for each of your tokens lost to other players' star discs or out of the game. Super: Collect 2 cards for each token lost. WARLORD - Power to Incite Wild: You may forbid the spending of Lucre during a challenge. Super: You may permit a forbidden action for a fee of one or more Lucre. WEED - Power of Growth Wild: You may take 5 tokens from a color not in the game and place them on your bases. They become part of your force for the rest of the game. Discard after use. Super: You may place the tokens you grow on planets in your home system where you have no tokens. WHIRLPOOL - Power to Pull Wild: Pass this card to the player on your right and draw a card at random from his regular hand. This card may be used only once per challenge. Super: You may allow a player to remain on the base in exchange for a base or cards. WHORE - Power to Sell Yourself Wild: Sell this card to another player for half his Lucre (rounding up). He must buy it. This card may be used only once per challenge. Super: Your offer must be accepted. WIMP - Power to Chicken Out Wild: Use this card as a Safety. Discard after use. Super: You may use Lucre from the box to pay off your attacker. WRAITH - Power to Pervade Wild: AS a main player in a challenge, you may retrieve one of your tokens from the warp to bases for each opposing token lost to the warp as a direct result of the challenge outcome. Super: Your tokens can not be exorcised. WRETCH - Power of Misery Wild: You may play as many Attack Cards as you wish in a challenge so long as the total does not exceed 40. The sum of the cards is treated as the value of one Attack Card. Discard all of the cards you played after the challenge. Super: You win an overkill. XENOMORPH - Power to Shapeshift Wild: When you play a Wild Flare that must be discarded, you may replace it with one from the top of the unused Flare deck. Super: You may choose your new power each time you shapeshift. ZEPHYR - Power to Gust Wild: Pass this card to the right. Each player must then pass one card from his regular hand to the player on his right (if possible). This card may be used only once per challenge. Super: You may choose to pass to the left or right. MASTER - Power to Enslave Wild: While this card is in your hand, you must play Compromise Cards whenever possible. Super: A player may only escape enthrallment when he loses his Alien Powers. FORGER - Power to Copy Wild: You may Plague two players, Revolt or Rebirth two bases, or get double rewards from a Victory Boon when you play this card at the same time. Discard after use. Super: You may play as many Compromise Cards as you want, and take consolation for each, or lose 3 tokens to the warp for each if you fail to deal. LUNATIC - Power of Lunar Co-occupation Wild: Evict any player from a Moon. You may occupy the moon instead. Discard after use. Super: You may be an ally or accept allies on any Moon challenge. FINANCIER - Power to Pay Interest Wild: You may put any number of your tokens in the bank at the beginning of a turn by placing them on your star disc. At the beginning of the next turn, return these tokens, together with an equal number of tokens from the warp, to bases. If you lose this card while you have tokens in the bank, they go to the warp. Super: You need not give players who have made a deposit in the bank Lucre from the box. HENDERSON - Power to Steal Bases Wild: Whenever you are not involved in a challenge, you may steal the challenge card of one main player after it is played, but before it is revealed. He must play another card. Super: You do not lose your original base or the tokens on it if you are "picked off". KNIGHT - Power to Duel Wild: Challenge another player to a one-on-one duel. The two players play a challenge as if no tokens were involved. No other player may interfere in any way. The loser must vacate a planet base, and the winner may move tokens to the vacated base. Discard after use. Super: You may keep all of the played cards. MULTIPLE - Power of Challenge Cards Wild: As a main player or ally, you may change the maximum number of tokens of each color that may be placed in the cone to a number of your choice between 1 and 20. Super: As a main player, you may specify the number of challenge cards that are to be discarded by main players after use (must be at least one). After the outcome of the challenge, you and your opponent each choose that many to discard, and put the rest of the cards you played back in your hand. LOONY - Power of Planet Moons Wild: Once per turn, you may replace one unoccupied moon with a random moon not in the game. Super: When you land on a planet, you may look at the planet moon there, and decide whether it will take effect. -- Mike Arms uucp: ...{ucbvax | gatech}!unmvax!sandia!marms InterNet: unmvax.unm.edu!sandia!marms or sandia!marms@unmvax.unm.edu PS. If you need off of this private CE mailing list of mine (due to being on the main CE mailing list "cosmic-encounter@gnu.ai.mit.edu"; if you need to join it, send mail to "cosmic-encounter-request@gnu.ai.mit.edu"), let me know by sending me a note. Of course, redundant pathways aren't too bad if you have plenty of room for mail. Later.