#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of shell archive."
# Contents:  PS-examples PS-examples/README PS-examples/art-ex.ps
#   PS-examples/back-ex.ps PS-examples/cards-ex.ps
#   PS-examples/cards-hex.ps PS-examples/edict-art.ps
#   PS-examples/hex-ex.ps PS-examples/hex-rules
#   PS-examples/moons-ex.ps PS-examples/power-ex.ps
# Wrapped by kcc@wucs1 on Thu Dec 19 14:24:00 1991
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test ! -d 'PS-examples' ; then
    echo shar: Creating directory \"'PS-examples'\"
    mkdir 'PS-examples'
fi
if test -f 'PS-examples/README' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/README'\"
else
echo shar: Extracting \"'PS-examples/README'\" \(1636 characters\)
sed "s/^X//" >'PS-examples/README' <<'END_OF_FILE'
README	version 1.1	Oct 1991
X
Contents of this directory:
X
X	README		This file
X	hex-rules	Rule suggestions for "new" hexes in hex.ps (ASCII)
X	edict-art.ps	Artwork for Eon edicts
X	back-ex.ps	Example use of back.ps
X	cards-ex.ps	Example use of cards.ps
X	cards-hex.ps	PostScript for hex cards for all hexes in hex.ps
X	hex-ex.ps	Print all the available hexes
X	moons-ex.ps	Example use of moons.ps
X	power-ex.ps	Example use of power.ps
X	art-ex.ps	Same as power-ex.ps, but with power artwork (long)
X
X
How to use each (see PS-headers documentation for details):
X
X	cat font.ps back.ps back-ex.ps | lpr
X	cat font.ps cards.ps cards-ex.ps | lpr
X	cat font.ps cards.ps cards-hex.ps | lpr
X	cat font.ps hex.ps hex-ex.ps | lpr
X	cat font.ps moons.ps moons-ex.ps | lpr
X	cat font.ps powers.ps power-ex.ps | lpr
X	cat font.ps powers.ps art-ex.ps | lpr
X
Note: some of the above take a LONG time to print!
X
X
X
To use the edict-art file, produce a file (say "edict-cards") in which
the Edicts have icon arguments of the form
X
X	{ EdictArtDict begin NAME end }
X
where NAME is the name of the edict that you're producing.  This release
has artwork for the following edicts (use the following for NAME):
X
X	CosmicZap		Keeper			StellarGas
X	EmotionControl		MobiusTubes		Timegash
X	Finder			Plague			UnZap
X	FlareZap		Rebirth			VictoryBoon
X	ForceField		Sanity			WarpBreak
X
XFor example the file might contain
X
X2 [ (COSMIC) (ZAP) ] (Nullify the power)
X(of any one player for the remainder of the challenge.\r\rPlay at any time.)
X{ EdictArtDict begin CosmicZap end } Edict
X
Then, concatenate the necessary files and print:
X
X	cat font.ps cards.ps edict-art.ps edict-cards | lpr
X
X
END_OF_FILE
if test 1636 -ne `wc -c <'PS-examples/README'`; then
    echo shar: \"'PS-examples/README'\" unpacked with wrong size!
fi
# end of 'PS-examples/README'
fi
if test -f 'PS-examples/art-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/art-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/art-ex.ps'\" \(9728 characters\)
sed "s/^X//" >'PS-examples/art-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF POWERS.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.0	June 1991
X
X% This file illustrates the use of the powers.ps header file with artwork.
X% To use it, concatenate font.ps, powers.ps, and this file, then send the
X% result to a PostScript printer.
X
X
X% We begin by defining artwork for the powers. In this example the artwork
X% is put in a separate dictionary.  You don't have to define artwork; I
X% include this only to show the sorts of things you can do.
X
X/PowerArtworkDict 12 dict def
PowerArtworkDict begin
X
X/MCT { moveto counttomark 6 div cvi { curveto } repeat cleartomark } def
X/LCT { lineto counttomark 6 div cvi { curveto } repeat cleartomark } def
X/RLT { moveto counttomark 2 div cvi { rlineto } repeat cleartomark } def
X/WO { gsave closepath 1 setgray fill grestore } def
X
X/Fugue {
gsave
X	[ 5 -65 -5 -80 -45 -100  -10 -40 MCT stroke
X	[ 40 30 40 10 30 -20 15 65 25 60 30 50 -20 60 -15 65 0 65
X	  -40 20 -40 40 -30 50 -10 -50 -20 -40 -30 -5 15 -40 10 -50 0 -50
X	  20 -30 MCT WO 20 -50 20 -80 65 -90 curveto stroke
X	[ -15 -10 -5 -10 5 -20 -25 -20 MCT
X	[ -25 20 -25 10 -20 -5 -15 25 MCT
X	-10 0 lineto 15 20 moveto
X	[ 25 10 25 0 15 -5 25 25 LCT
X	stroke
X	gsave -25 30 translate 0.5 1.0 scale 0 0 8 0 360 arc stroke grestore
X	gsave -5 30 translate 0.5 1.0 scale 0 0 8 0 360 arc stroke grestore
grestore
X} def
X
X/Paramecium {
gsave
X	[ 15 -10 20 -15 20 -30 -30 50 -30 20 0 0 0 85 -15 80 -25 60
X	  25 80 20 85 10 85 35 -20 40 20 30 60 15 -85 25 -65 30 -40
X	  -15 -60 -10 -85 0 -85 -10 -20 -15 -40 -15 -50 0 0 MCT stroke
X	[ [ 20 30 3 ] [ 15 0 2 ] [ -5 35 2 ] [ 0 -20 2 ]
X	  [ -5 -60 2 ] [ 15 -45 2 ] ] { aload pop 0 360 arc fill } forall
X	[ [ 5 25 2 ] [ 25 10 2 ] [ 5 -35 3 ] [ 15 -65 2 ] ]
X	{ aload pop 0 360 arc stroke } forall
X	0 60 translate 0 0 4 0 360 arc stroke
X	10 { 6 0 moveto 10 0 lineto stroke 36 rotate } repeat
grestore
X} def
X
X/Auctioneer {
gsave
X
X	[ 0 -20 8 0 0 -10 -18 0 0 10 8 0 0 20 52 45 RLT closepath stroke
X	[ 65 25 50 15 15 -10 50 60 65 55 65 35 60 40 60 55 45 50
X	  45 20 60 25 60 35 10 10 MCT WO closepath stroke
X
X	[ -60 30 -40 25 -15 -5 -40 25 -60 40 -80 40 -10 15 MCT stroke
X
X	[ 50 -30 35 -25 30 -10 80 -10 70 -10 55 -25 65 -20 75 -15 85 -25 
X	  45 -40 55 -45 60 -30 5 -10 25 -20 35 -30 -10 -50 -15 -40 -5 -25 
X	  -15 -80 -10 -70 -10 -60 -15 -60 -15 -70 -20 -80 -25 -30 -25 -40 -20 -50 
X	  -70 -30 -40 -30 -20 -20 -90 0 -90 -10 -80 -20 -70 -20 -85 -10 -80 0 
X	  -25 -10 -40 -20 -60 -20 -15 25 -25 15 -25 -5 25 15 15 25 0 25 
X	  30 -10 MCT WO closepath stroke
X
X	[ -12 45 -5 30 -5 15 -15 50 MCT stroke
X	[ 12 45 5 30 5 15 15 50 MCT stroke
X	  -15 50 8 0 360 arc gsave 1 setgray fill grestore stroke
X	15 50 8 0 360 arc gsave 1 setgray fill grestore stroke
X	-15 50 3 0 360 arc fill 15 50 3 0 360 arc fill
X	[ -14 0 0 18 14 0 9 -60 RLT closepath
X	[ 4 0 -3 -5 0 10 14 -56.5 RLT
X	[ 0 -10.5 4 0 0 10.5 17 -56 RLT closepath
X	stroke
grestore
X} def
X
X/Audrey2 {
gsave
X	[ 0 -50 -30 -50 -40 -60 -30 -60 0 -70 8 -80 -20 -80 -30 -70 -40 -60
X	  8 -80 MCT
X	[ 20 -40 50 -50 60 -50 50 -60 20 -70 12 -80 40 -80 50 -70 60 -50
X	  12 -80 MCT
X	[ 43 30 73 30 83 30 73 20 43 10 30 0 73 0 78 10 83 30 30 0 MCT
X	[ 30 10 10 20 0 25 10 -60 30 -20 30 0 10 -105  MCT
X	[ 25 -15 10 -55 5 -105 10 15 25 10 25 0 0 15 LCT
X	stroke
X	
X	[ -55 35 -60 30 -65 30 5 70 -30 60 -50 40 5 20 MCT
X	-60 25 lineto
X	[ -15 0 5 5 5 20 -50 20 -45 0 -20 0 -65 20 LCT
X	WO closepath stroke
X	[ -40 30 -15 15 -15 25 -60 25 MCT stroke
grestore
X} def
X
X/Mentator {
gsave 
X	5 -80 moveto 5 -105 lineto -5 -80 moveto -5 -105 lineto stroke
X	0 20.62 70 -60 240 arc -32 -45 -20 -50 -20 -70 curveto
X	0 -70 20 180 360 arc 20 -50 32 -45 35 -40 curveto
X	WO -15 -75 moveto 15 -75 lineto stroke
X	0.6 1.0 scale -16 -50 10 0 360 arc fill 16 -50 10 0 360 arc fill
grestore
X} def
X
X/Busybody {
gsave
X	[ [ 0.6 0.6 10 5 70 ] [ -0.7 0.7 0 -30 40 ] [ 0.9 0.9 10 40 40 ]
X	  [ -0.4 0.4 -10 -75 10 ] [ 1 1 10 -35 -15 ] [ -0.8 0.8 -20 50 -15 ]
X	  [ 1.1 1.1 0 -5 -55 ]
X	] {
X		aload pop gsave translate rotate dup 3 1 roll scale
X			1.0 exch div abs setlinewidth
X			0 0 moveto 25 10 lineto 0 3 moveto -35 -7 lineto stroke
X			40 0 moveto 25 10 10 270 0 arcn closepath
X			gsave 1 setgray fill grestore stroke
X			22 12 4 0 360 arc fill
X			[ 15 20 15 30 25 40 19 18 MCT
X			[ 10 20 10 30 20 40 19 18 MCT stroke
X			5 -5 moveto 10 -25 lineto 0 -5 moveto -5 -25 lineto
X			-5 -5 moveto -15 -25 lineto stroke
X			gsave 1.0 0.7 scale 0 0 15 0 360 arc
X				gsave 1 setgray fill grestore stroke
X			grestore
X			5 -5 moveto 15 -25 lineto 0 -5 moveto 0 -25 lineto
X			-5 -5 moveto -10 -25 lineto stroke
X			gsave -35 -10 translate 20 rotate 1.0 0.6 scale 0 0 20 0 360 arc
X				gsave 1 setgray fill grestore stroke
X			grestore
X		grestore
X	} forall
grestore
X} def
X
X/FugueMaster {
gsave newpath 0 setgray
X	gsave 0 0 30 0 360 arc clip newpath
X		0.3 dup scale 1.7 setlinewidth Fugue
X	grestore
X	gsave 0 0 100 18 90 arc 0 0 30 90 18 arcn closepath clip newpath
X		65 54 cos mul 65 54 sin mul translate 0.4 dup scale
X		1.25 setlinewidth Mentator
X	grestore
X	gsave 0 0 100 90 165 arc 0 0 30 165 90 arcn closepath clip newpath
X		65 126 cos mul 65 126 sin mul translate 0.4 dup scale
X		1.25 setlinewidth Audrey2
X	grestore
X	gsave 0 0 100 165 234 arc 0 0 30 234 165 arcn closepath clip newpath
X		65 198 cos mul 65 198 sin mul translate 0.4 dup scale
X		1.25 setlinewidth Auctioneer
X	grestore
X	gsave 0 0 100 234 306 arc 0 0 30 306 234 arcn closepath clip newpath
X		65 270 cos mul 65 270 sin mul translate 0.4 dup scale
X		1.25 setlinewidth Busybody
X	grestore
X	gsave 0 0 100 306 378 arc 0 0 30 378 306 arcn closepath clip newpath
X		65 344 cos mul 65 344 sin mul translate 0.4 dup scale
X		1.25 setlinewidth Paramecium
X	grestore
X	newpath 2 setlinewidth
X	0 0 30 0 360 arc stroke 0 0 100 0 360 arc stroke
X	18 rotate 5 { 30 0 moveto 100 0 lineto stroke 72 rotate } repeat
grestore
X} def
X
end
X
X% This completes the definition of the artwork.  We now do the powers
X% that use this artwork.  The remainder of this file is identical to
X% power-ex.ps, except the powers use the artwork.
X
Setup
StringsDict begin
X/SetWashU (Washington U)
X/SetEv2n1 (Encounter 2.1)
end
X
X(AUCTIONEER) Mandatory SetWashU (AUCTIONS CARD FOR LUCRE) (power to auction)
X(Before the start of each player's turn, \
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.)
X(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.)
X(Use only in a game with Lucre!) (L)
X{ PowerArtworkDict begin Auctioneer end }
Power
X
X(BUSYBODY) Optional SetEv2n1 (CAN REPLACE A CHALLENGE CARD) (power to meddle)
X(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; you select which of your \
tokens are lost.)
X(The Busybodies evolved from social insects; in addition to having \
absolutely no concept of privacy, they take the notion of \252pitching in\272 \
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.)
X(Do not use in a two-player game.) (2)
X{ PowerArtworkDict begin Busybody end }
Power
X
X(FUGUE) Mandatory SetWashU (SWITCHES AMONG SEVERAL POWERS) (power of multiple personalities)
X(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 \
XFlare for powers in your stack, even when they are on top of the stack.)
X(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.)
X() ()
X{ PowerArtworkDict begin FugueMaster end }
Power
X
XFinished
END_OF_FILE
if test 9728 -ne `wc -c <'PS-examples/art-ex.ps'`; then
    echo shar: \"'PS-examples/art-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/art-ex.ps'
fi
if test -f 'PS-examples/back-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/back-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/back-ex.ps'\" \(422 characters\)
sed "s/^X//" >'PS-examples/back-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF BACK.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.0	Oct 1991
X
X% Example use of back.ps.  This file prints one of each card back design
X% available in back.ps (version 1.1).  Concatenate font.ps, back.ps, and
X% this file and send the result to a printer.
X
X1 StellarPage
X1 MoonPage
X1 DiamondPage
X1 QuestionPage
X1 SquarePage
X1 DiagonalPage
X1 HazardPage
X
END_OF_FILE
if test 422 -ne `wc -c <'PS-examples/back-ex.ps'`; then
    echo shar: \"'PS-examples/back-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/back-ex.ps'
fi
if test -f 'PS-examples/cards-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/cards-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/cards-ex.ps'\" \(6455 characters\)
sed "s/^X//" >'PS-examples/cards-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF CARDS.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.1	Sep 1991
X
X% This file illustrates the use of the cards.ps header file.  To use
X% it, concatenate font.ps, cards.ps, and this file, and send the
X% result to a PostScript printer.
X
X% First do a Setup to get everything ready.
X
Setup
X
X% Attack: arguments are the number of cards of the value to be
X% produced and the value.
X
X1 40 Attack
X2 6 Attack
X
X% Example use of run-time options-switching
X/OriginalCards false def
X1 10 Attack
X/OriginalCards true def
X1 10 Attack
X
X% Example re-sizing of Attack value font
X0.85 AttackResizeFonts 
X1 (-15) Attack
X/OriginalCards false def
X1 (100) Attack
X
X
X% Compromise: argument is the number of repetitions.
X
X/OriginalCards true def
X1 Compromise
X/OriginalCards false def
X1 Compromise
X
X
X% Kicker: arguments are the same as for the Attack.
X
X1 3 Kicker
X
X% AddKicker: arguments are the same as for the Attack. A Kicker, but
X% additive instead of multiplicative.
X
X1 2 AddKicker
X
X
X
X% Edict: arguments are:
X% 	number of repetitions
X%	an array of strings giving the title of the edict
X%	a single string which starts the description in bold
X%	a string which finishes the description
X%	a routine to draw an icon in the circle
X
X% These Edicts are from Wash U
X(WashU) DefineOrigin
X
X1 [ (TIME) (PRESSURE) ] (Speed up deal.)
X(Players have ten seconds to complete a deal.\r\rPlay anytime during \
the deal.)
X{ 0 0 moveto 0 0 13 30 90 arc closepath fill }
XEdict
X
X1 [ (PLANET) (BUSTER) ] (Change your total.)
X(Add 20 to, or subtract 20 from, your total \(your choice.\)\r\rPlay \
after challenge cards are exposed.)
X{}
XEdict
X
X% Prisoner Rulings have arguments similar to those of Edicts.
X(P) DefineOrigin
X
X1 [ (GENERAL) (AMNESTY) ] (Free all prisoners)
X(from all Prisons. Prisoners return to bases.\r\rPlay at the start of \
your challenge.)
X{ }
Ruling
X 
X 
X% Flare: arguments are:
X%	the alien name
X%	an array of at most two strings describing power to/of
X%	a string containing the use restrictions
X%	a string for the Wild text
X%	a string for the Super text
X%	a routine to draw a portrait of the alien in the circle.
X% You can use PT for (Power to), PO for (Power of), PV for (Power over),
X% and PW for (Power) in the power to/of part
X
X(WashU) DefineOrigin
X% If OneShotFlares is true, the line "ONE-SHOT FLARE" is printed on the
X% bottom of the card
X/OneShotFlares true def
X
X(AUCTIONEER) [ PT (Auction) ] (L)
X(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.)
X(When you auction, you may look through the deck, select any three \
cards, and auction them separately \(reveal each card only after the \
previous card has been sold\). If no one bids for a card, you may keep it. \
Shuffle the deck after the auctions are completed.)
X{} Flare
X
X(BUSYBODY) [ PT (Meddle) ] (2)
X(When you are not a main player, you may switch the regular hands of \
two other players that currently have cards \(they keep the new hands\).)
X(If you interfere with a player and he loses, you do not lose any \
tokens.)
X{} Flare
X
X(FUGUE) [ (Power of Multiple) (Personalities) ] ()
X(You may discard any one of your powers and draw a new one at random \
from the unused powers.)
X(As offensive player, you may use all of the powers in your stack \
during the challenge. When you use this Flare, you must use any mandatory \
powers in your stack. )
X{} Flare
X
X
X% If OneShotFlares is false, no extra text appears  
X/OneShotFlares false def
X
X% Let's also change some of the other options
X/WhiteOnBlack false def
X/GraphicIndex false def
X/ShowRestrictions true def
X
X(AUCTIONEER) [ PT (Auction) ] (L)
X(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.)
X(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.)
X{} Flare
X
X(BUSYBODY) [ PT (Meddle) ] (2)
X(Once per turn, when you are not a main player, you may switch the \
regular hands of two other players that currently have cards \(they keep the \
new hands\).)
X(If you interfere with a player and he loses, you do not lose any \
tokens.)
X{} Flare
X
X(FUGUE) [ (Power of Multiple) (Personalities) ] ()
X(You may discard any of your powers and draw a new one at random \
from the unused powers. Use this Flare once and discard.)
X(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.)
X{} Flare
X
X
X
X% No origin on the next cards
X() DefineOrigin
X
X
X% Color destiny cards: arguments are number of reps and the color string.
X% If the color is defined in DestinyColorDict, the circle will be filled
X% with that color (on a BW printer, a gray approximation).  The Reversed
X% form prints a reverse cone sticker on it; the Capture form prints a
X% capture challenge sticker.
X
X1 (red) ColorDestiny
X1 (green) ReversedColorDestiny
X1 (blue) CaptureColorDestiny
X
X% Bicolor destiny cards: number of reps and two colors. The circle is
X% divided into halves, player chooses one.  Also has Reversed and
X% Capture forms (ReversedBiColorDestiny and CaptureBiColorDestiny).
X
X1 (yellow) (blue) BiColorDestiny
X
X% Wild destiny cards: argument is number of reps. The circle is divided
X% into wedges, one for each color listed in DestinyColorDict.  Also has
X% Reversed and Capture forms (ReversedWildDestiny and CaptureWildDestiny).
X
X1 WildDestiny
X
X% Special destiny cards: arguments are the number of repetitions, an array
X% of strings for the title, and the string describing the Destiny.
X
X1 [ (DESTINY) (LEFT) ]
X(Treat as if the color of the system to your left had been flipped.)
SpecialDestiny
X
X
X% Hazard: arguments are as for Special Destiny.
X 
X1 [ (YOUR) (ALIEN POWER) (DIES) ]
X(Replace your power with one drawn at random. In a multiple power game, \
the player to your right chooses which power is replaced.)
Hazard
X
X% Once you've printed all the cards you want, use Finished.
X
XFinished
END_OF_FILE
if test 6455 -ne `wc -c <'PS-examples/cards-ex.ps'`; then
    echo shar: \"'PS-examples/cards-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/cards-ex.ps'
fi
if test -f 'PS-examples/cards-hex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/cards-hex.ps'\"
else
echo shar: Extracting \"'PS-examples/cards-hex.ps'\" \(4972 characters\)
sed "s/^X//" >'PS-examples/cards-hex.ps' <<'END_OF_FILE'
X% HEX CARDS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.0	June 1991
X
X% This file contains "hex cards", which can be used to simplify the
X% selection of special planet hexes.  To use it, concatenate font.ps,
X% cards.ps, and this file, then send the result to a PostScript printer.
X
Setup
X
X% EON SIX
X[ (GAS GIANT) ] {
X	0 0 0.7 0 360 arc gsave 0.8 setgray fill grestore
X	clip newpath 1.0 0.6 scale
X	0 0.65 0.7 180 360 arc 0 -0.25 0.7 360 180 arcn closepath
X	0.6 setgray fill
X	0 0.25 0.7 180 360 arc 0 0.05 0.7 360 180 arcn closepath
X	0.3 setgray fill
X	0 0.8 0.3 0 360 arc 0.6 setgray fill
X	0 0.85 0.15 0 360 arc 0.3 setgray fill
X} Hex
X[ (SPACE) (DUST) ] {
X	1 setgray 50 {
X		rand 100 mod 0.008 mul 0.1 add rand 360 mod
X		dup cos 2 index mul 3 1 roll sin mul
X		0.015 0 360 arc fill
X	} repeat
X} Hex
X[ (SIX-PACT) ] {
X	1 setgray 30 rotate
X	6 { 0.6 0 0.175 0 360 arc fill 60 rotate } repeat
X} Hex
X[ (RINGS) ] {
X	0 0.1 translate
X	0 0 0.32 0 360 arc 0.8 setgray fill
X	gsave 1.0 0.5 scale 1 setgray
X	1 1 4 { 
X		0.12 mul 0.3 add 0 0 2 index 90 450 arc
X		0 -0.04 3 -1 roll 0.06 add 450 90 arcn
X		closepath fill 0 -0.06 translate
X	} for
X	grestore
X	0 0 0.32 0 180 arc closepath 0.8 setgray fill
X} Hex
X[ (PULSAR) ] {
X	0 -0.5 translate 1 setgray
X	-0.24 -0.03 moveto 0.2 0 rlineto 0 0.06 rlineto -0.2 0 rlineto
X	closepath fill
X	-0.17 -0.1 moveto 0.06 0 rlineto 0 0.2 rlineto -0.06 0 rlineto
X	closepath fill
X	0.24 -0.03 moveto -0.2 0 rlineto 0 0.06 rlineto 0.2 0 rlineto
X	closepath fill
X	1 setgray 0.02 setlinewidth
X	[ [ 0.5 0.3 ] [ 0.25 0.55 ] [ 0 0.8 ] [ -0.25 0.55 ] [ -0.5 0.3 ] ] {
X		aload 3 1 roll 0.12 0 360 arc fill
X		aload pop 0.15 0 360 arc stroke
X	} forall
X} Hex
X[ (SPIRAL) ] {
X	-0.1 -0.2 translate 1 setgray
X	160 75 460 {
X		gsave dup rotate
X			dup 160 eq { 2 } { dup 235 eq { 1.33 } { 1 } ifelse  } ifelse
X			6 exch 10 {
X				5000.0 div
X				gsave
X					1 index 1 index mul 0 moveto
X					1 index 10 {
X						-5 rotate 5 sub
X						dup 2 index mul 0 lineto
X					} repeat stroke pop pop
X				grestore
X			} for
X			-2 rotate
X			dup 0.0016 mul 0 3 -1 roll 0.00041 mul
X			0 360 arc gsave 0.9 setgray fill grestore
X			stroke
X		grestore
X	} for
X} Hex
X
X% MAYFAIR THREE
X[ (BINARY) ] {
X	2 {
X		gsave
X		0.45 0 translate
X		0.85 setgray
X		30 { 0.05 0 moveto 0.12 0 lineto 12 rotate } repeat stroke
X		0 0 0.06 0 360 arc fill
X		1 setgray -110 rotate
X		4 { 0.3 0 0.1 0 360 arc fill 70 rotate } repeat
X		grestore 180 rotate
X	} repeat
X} Hex
X[ (WORLD) (SHIPS) ] {
X	[ [ 1.0 0.2 0.5 ] [ 0.9 -0.3 0.35 ] [ 1.2 -0.45 -0.15 ]
X	  [ 0.9 0.05 -0.4 ] [ 1.0 0.5 -0.1 ] ] {
X		gsave aload pop translate dup scale
X		1 setgray 0 0 0.15 0 360 arc fill
X		[ [ 0.015 -0.12 ] [ -0.055 -0.12 ] ] {
X			aload pop moveto 0.04 0 rlineto 0 -0.1 rlineto
X			-0.04 0 rlineto currentpoint
X			closepath 0.5 setgray fill
X			moveto 0.02 -0.02 rmoveto 
X			0.03 0 0.03 -0.05 0 -0.08 rcurveto
X			-0.03 0.03 -0.03 0.08 0 0.08 rcurveto
X			closepath 1 setgray fill
X		} forall
X		grestore
X	} forall
X} Hex
X[ (ROSETTE) ] {
X	gsave -0.15 0.15 translate
X	1 setgray 30 rotate
X	6 { 0.45 0 0.125 0 360 arc fill 60 rotate } repeat
X	grestore
X	0.5 -0.4 translate 1 setgray
X	30 { 0 0 moveto 0.13 0 lineto 12 rotate } repeat stroke
X} Hex
X
X% COX FIVE
X[ (SPACE) (STATIONS) ] {
X	1 setgray 30 rotate
X	6 {
X		0 0 moveto 0.7 0 lineto stroke
X		0.7 -0.1 moveto 0.1 0 rlineto 0 0.2 rlineto -0.1 0 rlineto
X		closepath fill 60 rotate
X	} repeat
X	1 setgray
X	0 0 0.35 0 360 arc fill
X} Hex
X[ (LUNACY) ] {
X	0.8 setgray 0 0 0.25 0 360 arc fill 1 setgray newpath
X	72 72 360 {
X		72 rotate
X		gsave 0.65 0 translate neg rotate
X		0 0 0.08 0 180 arc 0 -0.06 0.10 143.13 36.87 arcn
X		closepath gsave fill grestore stroke
X		grestore
X	} for
X} Hex
X[ (LUNACY) ] {
X	0.8 setgray 0.26 0 0.16 0 360 arc fill 1 setgray newpath
X	0.8 setgray -0.26 0 0.16 0 360 arc fill 1 setgray newpath
X	0 60 300 {
X		gsave 0.65 0 translate neg rotate
X		0 0 0.08 0 180 arc 0 -0.06 0.10 143.13 36.87 arcn
X		closepath gsave fill grestore stroke
X		grestore
X		60 rotate
X	} for
X} Hex
X[ (SINGU-) (LARITY) ] {
X	1 setgray
X	gsave 0 0.6 translate
X	[ 1.0 0.5 -0.5 -1.0 ] {
X		-0.1 dup 0.05 sub -0.0225 exch div 2 index mul exch moveto
X		-1.5 dup 0.05 sub -0.0225 exch div 2 index mul exch lineto
X		pop
X	} forall stroke
X	1.0 0.35 scale
X	0.5 -0.1 0.2 {
X		0 0 3 -1 roll 0 360 arc gsave 0 setgray fill grestore stroke
X		0 -0.05 translate
X	} for
X	grestore
X	[ [ 0.5 0.3 ] [ 0.6 -0.2 ] [ 0.3 -0.6 ] ] {
X		dup aload pop 0.125 0 360 arc fill
X		aload pop exch neg exch 0.125 0 360 arc fill
X	} forall
X} Hex
X[ (ISOLATED) ] {
X	0 -0.2 translate 1 setgray
X	30 { 0 0 moveto 0.13 0 lineto 12 rotate } repeat stroke
X	20 rotate 5 { 0.6 0 0.125 0 360 arc fill 35 rotate } repeat
X} Hex
X[ (RING) (WORLD) ] {
X	1 setgray
X	15 { 0 0 moveto 0.12 0 lineto 24 rotate } repeat stroke
X	0.05 setlinewidth
X	0 0 0.65 0 360 arc gsave 0.5 setgray stroke grestore
X	gsave [ .408407038 ] 0 setdash stroke grestore newpath
X	0.01 setlinewidth 
X	0 0 0.3 18 378 arc
X	[ .1884955560 ] 0 setdash stroke
X} Hex
X
XFinished
END_OF_FILE
if test 4972 -ne `wc -c <'PS-examples/cards-hex.ps'`; then
    echo shar: \"'PS-examples/cards-hex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/cards-hex.ps'
fi
if test -f 'PS-examples/edict-art.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/edict-art.ps'\"
else
echo shar: Extracting \"'PS-examples/edict-art.ps'\" \(6745 characters\)
sed "s/^X//" >'PS-examples/edict-art.ps' <<'END_OF_FILE'
X% ARTWORK FOR EON EDICTS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.0	June 1991
X
X% This file contains a dictionary of routines that draw artwork for
X% the Eon Edicts.  Some of the artwork is based on that of the Eon
X% cards, some is original-concept.  I wish I could just distribute
X% all the code for the Edicts (including the text), but the copyright
X% situation prevents that.
X
X% To use the artwork, concatenate this file after cards.ps and before
X% the file containing the Edict texts.  For the artwork of each Edict,
X% use the routine
X%	{ EdictArtDict begin CosmicZap end }
X% replacing CosmicZap with the appropriate Edict name.  OMIT THE %, but
X% include everything else including the {} symbols.
X
X% The artwork names are:
X% CosmicZap		Keeper			StellarGas
X% EmotionControl	MobiusTubes		Timegash
X% Finder		Plague			UnZap
X% FlareZap		Rebirth			VictoryBoon
X% ForceField		Sanity			WarpBreak
X
X
X
X/EdictArtDict 20 dict def
XEdictArtDict begin
X
X/CosmicZap {
X	clippath fill 1 setgray
X	[ [ 0 0 0 ] [ 20 -6 4 ] [ -40 8 2 ] ] {
X		gsave aload pop translate rotate
X		-3 13 moveto 3 -7 rlineto -2 0 rlineto 2 -5 rlineto
X		-1.5 0 rlineto 1.5 -4 rlineto -1 0 rlineto 1.5 -4 rlineto
X		0 3.5 rlineto 1 0 rlineto -1 3.5 rlineto 1.5 0 rlineto
X		-1 5 rlineto 2 0 rlineto -3 10 rlineto closepath fill
X		grestore
X	} forall
X	1 setgray ZapIt
X} def
X
X/EmotionControl {
X	0 0 8 200 340 arc stroke
X	3 4 2 0 360 arc fill -3 4 2 0 360 arc fill
X} def
X
X/FlareZap {
X	clippath 0.8 setgray fill 0 setgray
X	gsave
X		-3 -8 translate 20 rotate
X		3 {
X			0 0 moveto 6 0 7 6 5 7 curveto
X			4 8 4 10 5 13 curveto 4 12 1 10 1 8 curveto
X			1 7 2 5 0 4 curveto -2 4 -3 6 -3 7 curveto
X			-4 5 -4 3 0 0 curveto
X			closepath gsave 1 setgray fill grestore stroke
X			2 0 translate -20 rotate
X		} repeat
X	grestore
X	0.4 setgray ZapIt
X} def
X
X/ForceField {
X	-12 0 moveto 12 0 lineto stroke
X	-4 2 moveto 4 2 lineto 4 -2 lineto -4 -2 lineto closepath fill
X	-7 1 moveto -6 7 lineto -4 4 lineto -3 10 lineto
X	-2 8 lineto 2 10 lineto 1 8 lineto 5 8 lineto
X	4 6 lineto 7 6 lineto 9 1 lineto 6 4 lineto
X	2 5 lineto 4 7 lineto 0 6 lineto 1 9 lineto
X	-1 6 lineto -3 7 lineto -3 3 lineto -5 4 lineto
X	closepath fill
X	-8 -2 moveto -6 -7 lineto -4 -5 lineto -3 -10 lineto
X	-1 -7 lineto 1 -10 lineto 3 -6 lineto 5 -8 lineto
X	6 -4 lineto 7 -6 lineto 9 -1 lineto 7 -3 lineto
X	5 -2 lineto 4 -5 lineto 2 -3 lineto 1 -7 lineto
X	-1 -6 lineto -2 -7 lineto -3 -3 lineto -5 -5 lineto
X	closepath fill
X} def
X
X/Finder {
X	clippath fill
X	-12 0 moveto -9 6 -3 6 0 2 curveto 
X	3 6 9 6 12 0 curveto
X	9 -6 3 -6 0 -2 curveto
X	-3 -6 -9 -6 -12 0 curveto
X	1 setgray fill 0 setgray 
X	-6 3 moveto -3 2 -3 -2 -6 -3 curveto -9 -2 -9 2 -6 3 curveto fill
X	6 3 moveto 3 2 3 -2 6 -3 curveto 9 -2 9 2 6 3 curveto fill
X	1 setgray
X	-6 0 1 0 360 arc fill 6 0 1 0 360 arc fill
X	0 setgray
X} def
X
X/Keeper {
X	0 -5 14 50 140 arc 0 -5 4 140 50 arcn closepath
X	gsave fill 0 -5 translate 90 rotate 1 setgray
X		3 { 4 0 moveto 14 0 lineto 20 rotate } repeat stroke
X	grestore stroke
X
X	3 -15 moveto 4 -6 6 -4 6 0 curveto 6 2 4 5 1 5 curveto
X	0 5 -2 3 -4 0 curveto
X	-1 1 0 3 1 3 curveto 2 3 3 -1 3 -3 curveto
X	3 -6 -2 -10 -3 -15 curveto closepath
X	gsave 1 setgray fill grestore stroke
X} def
X
X/MobiusTubes {
X	2.0 setmiterlimit
X	1 1 5 {
X		gsave
X		dup dup mul 0.6 mul 11 exch sub 0 exch translate
X		6 div dup scale
X		-6 -6 moveto 1 -4 -1 4 5 5 curveto 8 5 lineto
X		2 4 4 4 -3 -6 curveto closepath
X		gsave 0.5 setgray fill grestore stroke
X		-6 6 moveto 1 4 1 -4 5 -5 curveto 8 -5 lineto
X		4 -4 4 4 -3 6 curveto closepath
X		gsave 0.5 setgray fill grestore stroke
X		-6 6 moveto -6 0 6 90 270 arc -3 -6 lineto -3 0 6 270 90 arcn
X		closepath gsave 1 setgray fill grestore stroke
X		5 5 moveto 5 0 5 90 270 arcn 8 -5 lineto 8 0 5 270 90 arc
X		closepath gsave 1 setgray fill grestore stroke
X		grestore
X	} for
X} def
X
X/Plague {
X	gsave 0 -2 translate 60 rotate
X	-2 0 moveto -2 -6 lineto -2 -8 2 90 0 arc 2 -8 2 180 90 arc
X	2 6 lineto 2 8 2 270 180 arc -2 8 2 0 270 arc closepath stroke
X	grestore
X	gsave 0 -2 translate -60 rotate
X	-2 0 moveto -2 -6 lineto -2 -8 2 90 0 arc 2 -8 2 180 90 arc
X	2 6 lineto 2 8 2 270 180 arc -2 8 2 0 270 arc
X	closepath gsave 1 setgray fill grestore stroke
X	grestore
X	gsave 0 5 translate
X	0 0 7 0 360 arc closepath 1 setgray fill 0 setgray
X	0 0 7 0 360 arc stroke
X	-75 75 75 {
X		gsave rotate
X		0 4 2 0 360 arc fill
X		1 setgray 0 2.8 1 0 360 arc fill
X		0 setgray 0 2.8 0.5 0 360 arc fill
X		grestore
X	} for
X	grestore
X	0 -1 4 30 150 arc
X	stroke
X} def
X
X/Rebirth {
X	clippath fill 1 setgray
X	0 -12 translate 9 0 moveto
X	15 { 12 rotate 15 0 lineto 12 rotate 9 0 lineto } repeat
X	closepath fill
X} def
X
X/Sanity {
X	gsave
X	/Times-Bold findfont 14 scalefont setfont
X	(v1.0) dup stringwidth pop -2.0 div -5 moveto show
X	grestore
X} def
X
X
X/StellarGas {
X	clippath fill 1 setgray 30 rotate
X	[ [ 1.0 0 -7 0 ] [ 1.0 45 -7 0 ] [ 1.0 -45 -7 0]
X	  [ -0.7 30 1 3 ] [ -0.7 -20 1 -2.5 ] ] {
X		gsave aload pop translate rotate dup abs exch scale
X		0 0 moveto 5 0 7 4 10 4 curveto 10 0 translate 90 rotate
X		15 -1 1 { 4.0 div 0 lineto -30 rotate } for stroke
X		grestore
X	} forall
X	-10 0 translate 36 rotate 0.5 setlinewidth
X	5 { 0 0 moveto 3 0 lineto 72 rotate } repeat stroke
X} def
X
X/Timegash {
X	gsave 2 0 translate
X	2 1 6 {
X		gsave dup dup mul 3 sub 6 mul rotate
X		6 0 translate
X		8.0 div dup scale
X		0 0 10 0 360 arc closepath
X		gsave 1 setgray fill grestore stroke
X		0 30 360 {
X			dup gsave rotate 90 div dup cvi eq
X			{ 6 0 moveto 9 0 lineto stroke }
X			{ 7 0 moveto 9 0 lineto stroke }
X			ifelse
X			grestore
X		} for
X		gsave 30 rotate 0 0 moveto 3 0 lineto stroke grestore
X		gsave -60 rotate 0 0 moveto 5 0 lineto stroke grestore
X		grestore
X	} for
X	grestore
X} def
X
X/UnZap {
X	clippath fill
X	gsave 90 rotate 0.7 dup scale 0.7 setgray ZapIt grestore
X	1 setgray ZapIt
X} def
X
X/VictoryBoon {
X	clippath fill
X	-5 11 moveto 10 0 rlineto 0 -7 rlineto -5 -5 rlineto -5 5 rlineto
X	closepath 1 setgray fill
X	-5 9.5 moveto 10 0 rlineto -5 8 moveto 10 0 rlineto 0 setgray stroke
X	gsave 0 -4 translate 60 rotate 1 setgray
X		2 { 3 0 moveto -3 10 rlineto -3 -10 rlineto 3 -10 rlineto
X			closepath fill 60 rotate } repeat
X	grestore
X	0 -4 6 0 360 arc closepath gsave 1 setgray fill grestore stroke
X	0 -4 3.5 200 340 arc stroke
X	1.5 -2 1 0 360 arc fill -1.5 -2 1 0 360 arc fill
X} def
X
X/WarpBreak {
X	11 0 moveto 6 { 60 rotate 11 0 lineto } repeat closepath fill
X	1 setgray 1 setlinewidth
X	-3 13 moveto -3 5 lineto 0 4 lineto 1 -3 lineto -1 -6 lineto -2 -12 lineto
X	-3 5 moveto -7 4 lineto 1 -3 moveto 6 3 lineto 7 13 lineto
X	6 3 moveto 12 4 lineto -1 -6 moveto 5 -13 lineto
X	7 -8 moveto 12 -9 lineto stroke
X} def
X
X/ZapIt {
X	gsave 45 rotate
X		2 setlinewidth -11.5 0 moveto 11.5 0 lineto
X		0 0 11.5 0 360 arc stroke
X	grestore
X} def
X
end
END_OF_FILE
if test 6745 -ne `wc -c <'PS-examples/edict-art.ps'`; then
    echo shar: \"'PS-examples/edict-art.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/edict-art.ps'
fi
if test -f 'PS-examples/hex-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/hex-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/hex-ex.ps'\" \(714 characters\)
sed "s/^X//" >'PS-examples/hex-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF HEX.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.1	Sep 1991
X
X% Example use of hex.ps.  This file lists all the hexes currently in
X% hex.ps (version 1.1).  If you concatenate the files font.ps, hex.ps,
X% and this file and send it to a printer, you will get one copy of each
X% of the hexes.  You can comment out (using the % character at the
X% start of the line) any hexes that you don't want to print.
X
StandardHex
X
WarpHex
PrawHex
XFanHex1
XFanHex2
XFanHex3
X
GasGiantHex
SpaceDustHex
SixPactHex
RingsHex
PulsarHex
SpiralHex
X
BinaryHex
WorldShipsHex
RosetteHex
X
WarpishHex
StationsHex
LunacyHex1
LunacyHex2
SingularityHex
IsolatedHex
RingworldHex
END_OF_FILE
if test 714 -ne `wc -c <'PS-examples/hex-ex.ps'`; then
    echo shar: \"'PS-examples/hex-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/hex-ex.ps'
fi
if test -f 'PS-examples/hex-rules' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/hex-rules'\"
else
echo shar: Extracting \"'PS-examples/hex-rules'\" \(9612 characters\)
sed "s/^X//" >'PS-examples/hex-rules' <<'END_OF_FILE'
Copyright (C) 1991 by Ken Cox.  Distributed as Freeware.  Permission is
given to copy, modify, and distribute this material freely provided this
notice is retained.
X
This file lists the "new" (non-Eon, non-Mayfair) hexes in hex.ps, and
gives some possible ways to play the hex.  Not all these ideas have
been playtested. 
X
X
X
WARPISH:  This is the hex with five planets orbiting a Space Warp.
X
You may use this hex when you have the Warpish Power.  The hex has been
introduced largely to prevent the occasional problem where tokens IN
the Warp drift ONTO Warpish planet bases and vice-versa.  (Of course,
sometimes that's half the fun....)
X
X
X
SPACE STATIONS:  This is the hex with a central planet and six space
stations connected to the planet by skyhooks.
X
At the start of the game, place two tokens on each space station and the
remaining eight on the central planet.  Each station and the central
planet counts as a separate planet for game purposes, and you lose the
use of your Alien Power if you have tokens on less than three of them.
X
During play, each station may have at most two tokens on it.  A station
may be challenged with more than two offensive tokens, but if the offensive
player wins you select two of the tokens to arrive on the space station
and the rest return to bases.  No player (including yourself) may add
tokens to a space station that already has two tokens.
X
Whenever you attack or defend your central planet, you may count all of
your tokens on the space stations toward your total as if they were your
allies; however, you do not get ally rewards for these tokens, and they
are not affected by the challenge outcome.
X
In addition, provided you have a base on your central planet, before the
start of each challenge you may rearrange your tokens freely among the
central planet and those space stations where you have bases. You are 
subject only to the rule that you not add tokens to a station that
already has two tokens.
X
Comment:  The central planet is very strong defensively.  The stations
are weaker, but the offensive player will generally not invite allies
X(and even if he does, they probably won't accept) so the situation is
not that bad. 
X
X
X
X
LUNACY:  This is the hex with a central planet and five crescent moons.
X[ Variant: Two planets and six moons. ]
X
At the start of the game draw five Moons at random and place them on the
crescents.  Do not use Moon Boon, Moon Wraith, or any other Moon whose
effect causes it to be moved.  Place your tokens as you wish on the central
planet and Moons.  [ With the variant hex, draw six Moons and place tokens
as you wish. ]
X
The central planet and each Moon count as a planet for game purposes,
and you lose the use of your Alien Power if you have tokens on less than
three of them.  [ With the variant hex, if you have tokens on less than
four of them; OR, if you have no tokens on the two planets -- decide which
before starting play. ]
X
Your Moons are treated as regular Moons except for the following:
X1)  Bases on your Moons count as planet bases for a win, and for the
X    use of Powers (e.g. the Plant), Flares, Edicts, etc.;
X2)  No Moon-related effects (Sanity, Vanish Moon, Moon Win, Wild Disease
X    "discard a Moon", etc.) apply to your Moons;
X3)  All your Moons are treated as Secret; their effects do not occur
X    until the occupying player OR YOU reveal them.  Thereafter they are
X    treated as Continuing Moons (their effect can be used only once per
X    challenge), except that if you re-occupy a Moon you may conceal it
X    again without its effect occuring.
X4)  Moons that say "discard after use" are not discarded when used, but
X    the effect cannot be used again during the game.
X
Note on rule 3:  Only you or a player who actually occupies a Moon can
invoke its effect.  Thus, you can keep tokens on (for example) the Null
Moon without problems, but if another player takes over the Moon you can
reveal it and he suffers from the effect.  You may re-take the Moon without
losing your power (per the rule, you may conceal it upon re-occupying it).
X
Also note that your Moons are challenged and occupied as Moons; i.e.,
no alliances are allowed in the challenge, you do not play a card to
defend the Moon if it is unoccupied, any player who flips your color
may challenge any other player on one of your Moons, occupancy cannot
be granted in a deal, and so on.
X
If you are playing with Moons, you get the appropriate number
of additional Moons which are treated according to the Moon rules.
X
Comment:  We haven't actually tried this one.  The above version of the
rules is based on playtesting reported by another group, and I'm not
sure I got all the details right. 
X
X
X
X
SINGULARITY:  This is the hex with five planets and a trumpet-shaped
Singularity.  The Singularity is divided into ten levels.  The disc-
shaped portion of the Singularity has no effect on play.
X
Set up by arranging your tokens as you wish on your planets.  You lose
the use of your Alien Power if you have tokens on less than three planets.
X
Whenever a planet or Moon in your system is the target of a challenge,
any tokens other than your own that are lost in the challenge go to the
Singularity instead of the Warp (this includes Zombie tokens!).  Your
own tokens go to the Warp.  The number of tokens lost determines where
the tokens are placed.  If one token is lost, it is placed in the level
labeled 1, if two are lost they go in the level labeled 2, and so on;
if five or more are lost, they go in the level labeled 5+.
X
At the start of each player's turn all tokens in the top level (labelled
X0) of the Singularity are released and go to the Warp (Zombie tokens return
to bases).  Tokens in the lower levels each move up one level (toward the
level 0).  Note that some levels are not labelled.  [ Variants:  do the
move only when your color is flipped; do the move at the start of each
challenge; tokens at the top level return to bases instead of the Warp. ]
X
As part of a deal you may move a player's tokens up any number of levels
in the Singularity, or release them to the Warp (but not to bases).
X
Mobius Tubes and Warpbreak do not affect the Singularity.  Warp-related
powers such as the Healer and Zombie do not apply to tokens lost to the
Singularity; tokens adhering to the Fungus continue to adhere in the
Singularity.
X
Comment:  We (and other groups) have tried this with a few variants, and
the above seems appropriate.  Releasing tokens to bases, or moving them
up once per challenge, cuts back on the fear factor; the idea is that
the system should act like a short-term Void and people would be reluctant
to commit a lot of tokens to the attack.
X
X
X
X
ISOLATED:  This is the hex with five planets whose background depicts only
a few scattered galaxies.
X
Set up with four tokens on each planet.  You lose the use of your Alien
Power if you have tokens on less than three planets.
X
Whenever a challenge is made against a planet or Moon in your system,
players other than yourself are restricted in placing tokens into the
Cone.  The main player may put at most two of his tokens into the Cone;
an ally (on either side) may put at most one.  You may place tokens
in the Cone normally.  This restriction applies to ALL placement of
tokens in the Cone, including Amoebic oozing, Super Parasite, etc.
X
In addition, whenever other players must return tokens to bases from the
Cone or Warp, at most one token per player may return to a base in your
system.  All other tokens must if possible return to bases outside your
system.  Only if a player has no bases outside your system may he return
more than one token to your planets.
X
Comment:  The idea is that he's WAY out there and everyone else has a
great deal of trouble getting there.  Defensively it's very good; also,
the bases that other players get in the system are very weak and can't
be reinforced rapidly, making them prime Assassin-Bully-Wrack fodder.
X
X
X
RINGWORLD:  This is the hex with a central sun encircled by a Ringworld.
The Ringworld is divided into ten segments, delineated by the light-dark
alternations and the dotted lines.  The inner ring of shadow squares is
not used for game purposes.  [ Variant: the Ringworld may be divided into
any even number of segments by changing a print option.  Rule suggestions
are not provided for these variants. ]
X
Set up by placing two tokens on each of the ten segments of the Ringworld.
XEach of the segments counts as a separate planet for game purposes; you
retain your Power as long as you have any tokens on the Ringworld.
X
When you return tokens to bases, if you have a base on the Ringworld you
may place tokens on any Ringworld segment, even if you have no base on
that segment.  This ability does not apply to other players' tokens.
X
Whenever you are defending any segment, immediately after the Cone is
pointed at the segment you may move tokens between that segment and the
two adjacent segments.  You may remove any or all of your tokens from
the challenged segment to the adjacent segments, or you may add more tokens
to the challenged segment from the adjacent segments (even if you had none
there to begin with).  You may also remove some tokens and add others,
e.g. if you are the Fungus and your tokens have different values.
X
Tokens belonging to other players may not move from segment to segment;
each separate segment counts as a different base for other players.
X
Comment:  Combines some aspects of Space Dust (ability to return anywhere,
lose power only if you lose all bases) with some of Gas Giant (the ability
to choose, in a limited fashion, the number of tokens that will defend).
END_OF_FILE
if test 9612 -ne `wc -c <'PS-examples/hex-rules'`; then
    echo shar: \"'PS-examples/hex-rules'\" unpacked with wrong size!
fi
# end of 'PS-examples/hex-rules'
fi
if test -f 'PS-examples/moons-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/moons-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/moons-ex.ps'\" \(1147 characters\)
sed "s/^X//" >'PS-examples/moons-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF MOONS.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.0	June 1991
X
X% This file illustrates the use of the moons.ps header file.  To use
X% it, concatenate moons.ps and this file, then send the result to a
X% PostScript printer.
X
X% Use Setup to get everything ready.
X
Setup
X
X% A Moon has two arguments: an array of strings and another string.
X% The array is the name of the Moon; it should be at most three
X% strings long (more won't fit, even three is a little tight).  The
X% Second string is the moon type and should be only one character;
X% the strings Immediate, Secret, and Continuing are pre-defined as
X% I, S, and C.  The fourth Moon below is of type Q (whatever that
X% might be).
X
X[ (TITAN) ] Continuing Moon
X[ (JUPITER) (XVIII) ] Immediate Moon
X[ (MOON) (BASE) (ONE) ] Secret Moon
X[ (GAMMA) (MOON) ] (Q) Moon
X
X% The above Moons will be numbered from 1 through 4.  We can change
X% that by setting Mcounter differently; thus the following Moon is
X% numbered 53.
X
X/Mcounter 53 def
X[ (LUNA) (CITY) (SEVEN) ] Secret Moon
X
X% When done with all the moons, use Finished.
X
XFinished
END_OF_FILE
if test 1147 -ne `wc -c <'PS-examples/moons-ex.ps'`; then
    echo shar: \"'PS-examples/moons-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/moons-ex.ps'
fi
if test -f 'PS-examples/power-ex.ps' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'PS-examples/power-ex.ps'\"
else
echo shar: Extracting \"'PS-examples/power-ex.ps'\" \(4704 characters\)
sed "s/^X//" >'PS-examples/power-ex.ps' <<'END_OF_FILE'
X% EXAMPLE USE OF POWERS.PS
X% Code copyrighted (C) 1991, Ken Cox, kcc@wucs1.wustl.edu
X% Distributed as Freeware
X% Version 1.1	June 1991
X
X% This file illustrates the use of the powers.ps header file.  To use
X% it, concatenate font.ps, powers.ps, and this file, then send the
X% result to a PostScript printer.
X
X
X% The remainder of this file is exactly as produced by the CE-conv
X% program, except for the comments (lines starting with %).
X
X% Start with Setup to get everything ready.
Setup
X
X% Define new origin strings, WashU and Ev2n1
StringsDict begin
X/SetWashU (Washington U) def
X/SetEv2n1 (Encounter 2.1) def
end
X
X
X% Each Power has 10 arguments.  The first 9 are all strings, the last is
X% an executable object:
X%	Name
X%	Usage, (the strings Mandatory, Optional, and Both are pre-defined)
X%	Origin (Set0, Set1, ... Set9 are pre-defined, as is SetW)
X%	Synopsis (the short power summary)
X%	Tag ("power to", "power of", etc.)
X%	Description (continues paragraph after the Tag)
X%	History
X%	Restrictions ("do not use with...", "use only with...")
X%	RestrictIcons (each letter represents a different use restriction)
X%	Artwork (executable to draw artwork)
X
X
X
X(AUCTIONEER) Mandatory SetWashU (AUCTIONS CARD FOR LUCRE) (power to auction)
X(Before the start of each player's turn, \
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.)
X(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.)
X(Use only in a game with Lucre!)
X(L) {} Power
X
X(BUSYBODY) Optional SetEv2n1 (CAN REPLACE A CHALLENGE CARD) (power to meddle)
X(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; you select which of your \
tokens are lost.)
X(The Busybodies evolved from social insects; in addition to having \
absolutely no concept of privacy, they take the notion of \252pitching in\272 \
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.)
X(Do not use in a two-player game.)
X(2) {} Power
X
X(FUGUE) Mandatory SetWashU (SWITCHES AMONG SEVERAL POWERS) (power of multiple personalities)
X(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 \
XFlare for powers in your stack, even when they are on top of the stack.)
X(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.)
X() () {} Power
X
X
X% When done, use "Finished" to force out the last page.
XFinished
END_OF_FILE
if test 4704 -ne `wc -c <'PS-examples/power-ex.ps'`; then
    echo shar: \"'PS-examples/power-ex.ps'\" unpacked with wrong size!
fi
# end of 'PS-examples/power-ex.ps'
fi
echo shar: End of shell archive.
exit 0

