; CE Powers Consolidated Archive ; Version 1.0 01/02/93 ; ; This list consolidates all powers in the CE archives into one list eliminating ; duplicate powers and names. Several additional powers have been added from the ; Net, and I had to rename several powers to avoid conflict with Mayfair and ; existing powers. The list is in alphabetical order. I tried to note the ; individual or group responsible for the Power/Wild/Super definition. But this ; information was not always available. ; ; The following Set's were used for the source field: ; ; /Set0 (Original Set) def ; /Set1 (Expansion 1) def /Set2 (Expansion 2) def /Set3 (Expansion 3) def ; /Set4 (Expansion 4) def /Set5 (Expansion 5) def /Set6 (Expansion 6) def ; /Set7 (Expansion 7) def /Set8 (Expansion 8) def /Set9 (Expansion 9) def ; ; /SetO (Eon) def ; /SetW (Washington U) def ; /SetP (Prisoners) def ; /SetS (SpaceGamer) def ; /SetE (Encounter) def ; /SetN (NonEon) def ; /SetD (Digest) def ; /SetK (Katz) def ; /SetX (Fulton) def ; /SetH (Hyatt) def ; /SetSc (N.M.U.) def A-BOMB [M:N] EXPLODES AT CRITICAL MASS You have the power to explode. Whenever you add one or more tokens of your primary color to a base causing it to have 7 or more tokens of your primary color on it, you reach critical mass. Half of your regular tokens (rounding down) immediately move one base to the right. History: Restriction: Do not use with Amoeba, Census, or Worm. 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. ABBOT [O:N:L] OFFERS REFUGE FOR LOST TOKENS You have the power to grant sanctuary. Whenever another player loses tokens you may offer for one or more Lucre to allow him to replace those tokens on a base you share with him. History: Restriction: Use only in a game with Lucre. Wild: You may declare one planet base "a holy place". It may not be attacked, nor may tokens be lost from there while you hold this card. Super: You may pay a Lucre to the box to grant your losing tokens sanctuary on one of your planet bases. ABORIGINE [M:N:F] USES FLARES AS POWERS You have the power of wildness.You use each wild Flare in your regular hand as its corresponding power. You may not use the wild Flare. If another player already has a power whose Flare you hold, he may not use it. History: Wild: When this card enters your hand, take the Flares corresponding to all of your power cards. Look through the discard pile, the deck, other players' hands (including the Miser's hoard, etc.) and finally the unused Flare deck. While holding this card, you may only use your powers as their Wild Flares, if the Flare is in your hand. Super: You may use all of your Flares as super Flares. ABYSS [M:N] FALLS THROUGH PRAW You have the power of bottomlessness. Whenever the Warp reaches critical mass and collapses into the Praw, your tokens 'fall through' and are returned to bases. History: Restriction: Use only in a game with the Praw. Wild: If you have tokens in the Warp, you can count the Warp as a planet base for the win. Super: Whenever you are entitled to make a challenge, you may elect to forego it, and instead throw any number of your tokens from bases into the Warp. ALIEN [M:N] COUNTS FOREIGN TOKENS AS ALLIES You have the power of foreignness. As a main player in a challenge, each token belonging to another player which is on a planet base or moon in your home system counts as one ally token when figuring your total. History: Wild: You may return all of your tokens from an external base to a home planet. Super: All tokens on bases that are not in their home systems are added to your total in a challenge. AMEX [O:N:L] SPENDS LUCRE ON ACCOUNT You have the power of credit. You start the game with no Lucre. As a main player in a challenge, you may buy up to 8 cards with Lucre which you borrow from the bank. You may also use Lucre from the bank to buy tokens from the Warp to bases when appropriate or if you are required to pay Lucre to another player. Keep a debit ledger to record the amount of the loan. If you ever acquire Lucre, return them to the bank an subtract them from the ledger (you may go below zero). When the loan hits each positive multiple of 40 (the first time), immediately vacate an external planet base (tokens disperse) or a home planet if you can't give up an external one. If you are required to lose Lucre due to an Edict, Flare, or Hazard card, add 8 to your ledger. A Cosmic Zap prevents you from spending Lucre, but not from losing a base. History: Restriction: Use only in a game with Lucre. Do not use with Dragon. 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. ALLOY [O:Sp12] Uses Hidden Powers You have the power of composition. Select two alien power cards at random from the pile of unused powers. You may use one of these powers during any challenge as it is normally used. The power remains hidden until you use it. Once used, return it at the end of the challenge and replace it with another so that you have two power cards again. When you are zapped, the power that you were about to use is stopped, returned, and not replaced until your other power is used. After the other power is returned, you then draw two new power cards. Redraw if you select a power that conflicts with one already in the game or that is a start of game power. Wild: You may discard any card that is an exact duplicate of one in your hand (i.e. discard all but one Attack 8, Compromise, Mobius Tubes, etc.). Flares are all unique. Super: You may draw a third alien power card at random from the unused power pile. For as long as you hold this card you have three alien powers to choose from instead of two. When you lose this card return one of your power cards to the unused power pile. ; ; Nick Sauer's adaptation of power from Spartan Magazine 12. ; Version 2.0 - November 19, 1991. ; ; Wild is the Compression Edict (Encounter V1#4). Super is Nick Sauer's. ; ALCHEMIST [M:K:L] GAINS LUCRE You have the power to make Lucre. As main player, whenever you win the challenge, you get two Lucre. Whenever you make a deal, you get one Lucre. History: Restriction: Use only in a game with Lucre. Wild: When you collect consolation cards, for every card that you don't want, you may discard it and take 1 Lucre from the bank, despite Extortionist. Super: When you win as main player, instead of taking two Lucre, you may take 1 Lucre for every token lost by your opponent and his allies. Macron tokens are worth one. ANGEL [O:S] Compromises At Will You have the power of love. As a main player in a challenge, you may always choose to compromise even if you have no compromise cards left. You select a challenge card and place it face down, normally. Your opponent turns his challenge card up before you reveal yours. If you wish to compromise, state that you are doing so and return the card that you played to your hand without revealing it. You do not have to decide whether or not to compromise until your opponent reveals his card, but if you choose not to compromise, you must use the card that you selected. History: Wild: If you play a compromise card as a main player, and should lose tokens to the Warp, your tokens instead return to other bases. You still collect consolation as usual. Super: If both you and your opponent play compromise cards (you must reveal yours) you win the challenge. Your opponent and his allies tokens go to the Warp, and no deals are made. ; ; Nick Sauer's adaptations of powers from the Space Gamer 57 and 66. ; Version 1.0 - November 19, 1991. ; Power is by Steve Jackson. ; Not playtested. ; Wild is Nick Sauer's. APOSTLE [O:S] CONVERTS TOKENS TO OWN COLOR You have the power to convert. Once each challenge, you may convert one token (of any player) to your own color. You do this by taking one of your tokens out of the Warp and replacing it with one of his. If you have no tokens in the Warp, you cannot convert. You may only convert on a planet where you already have at least one token. History: Wild: You may take one token of another player into the attack cone with you. This token must come from a planet on which you both share a base and is not considered an ally. Taking it may not strip him of a base. Super: At the start of your turn, you may convert all tokens on a planet at once, subject to normal restrictions. 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 exchange 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. ARACHNID [M:K] TRAPS LOSING TOKENS You have the power of entrapment. As main player, whenever you win the challenge, all losing tokens are trapped on the base with you. They do not count as a base for their owners and do not have their owners' powers. Other players may not move them. However, each trapped token will add one to your challenge total when you are attacked on that base. If you lose the base or this power, trapped tokens go to the Warp. History: Wild: Whenever you share a base with other players, your tokens devour theirs. Place them under your tokens. They do not have their owners' powers and do not help you in a challenge. They may only be released in the Warp when when your tokens go to the Warp. Super: Whenever you share a base with other players, those tokens are now entrapped as well. AUCTIONEER [O:E:L2] Auctions Off Cards You have the power of sale. Once per challenge, you may auction off another player's card as he attempts to play it. You take the card and bidding "in Lucre" begins among the other players. Play freezes until the bidding is over. The card goes to the highest bidder. The person who played the card needs only match the highest bid to keep it. The Lucre payment goes to you. If no one bids on the card, you must buy it for three Lucre (or as many as you have, up to three). Your payment goes to the box. Only challenge cards, kickers, and Edicts may be auctioned off. When challenge or kicker cards are auctioned, they are auctioned off before they are revealed and players must bid on them blind. History: Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: As a main player or as an ally, you may auction off your own hand, one card at a time, until either no one bids on a card or until you decide to stop. You may, if you wish, not tell exactly what you are offering and simply announce it (face down on the table) as "an Edict" or "a challenge card". Super: If no one bids for the card, keep it (free of charge) or, after looking at the card, discard it. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. AUDITOR [M:N:L] TRACKS SPENDING OF LUCRE You have the power to monitor. You collect a point every time Lucre are taken from the box by other players. In addition, you receive a point each time Lucre are returned by another player to the box or transferred from one player to another (if you are not one of the players involved). When your points reach a multiple of 10, take the top card from the deck. When it reaches a multiple of 30, receive a base on any planet. History: Restriction: Use only in a game with Lucre. Wild: Collect all Lucre from other players. Discard after use. Super: Multiples are reduced to 2 and 5. BACKSTABBER [O:N:2] SWITCHES SIDES IN COMBAT You have the power to double-cross. As an ally in a challenge in which you are not also a main player, you may switch sides after cards are played, but before they are revealed, even if you have not been invited by the other player. History: Restriction: Do not use in a 2-player game. 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. BALLAST [O:N:P2] PULLS TOKENS TO STAR DISC You have the power of gravity. Each time your color is actually flipped in the destiny pile, you may place one token from a planet or moon in your system in your Prison. Tokens placed in are out of play until you return them in a deal or you lose your power, at which time they are sent to the Warp. A Zap prevents you from taking new tokens, but tokens already in your Prison remain. History: Restriction: Do not use in a 2-player game. Wild: Put all moons in the game into your home system. Discard after use. Super: When your color is flipped, you may take all tokens of one color from a planet or moon in your home system. BANDIT [O:N:L] STEALS LUCRE FROM BANK You have the power to rob. On one challenge during your turn, instead of flipping the destiny pile, you may instead attempt to "rob the bank". No other powers, Edicts, or Flares may be used during this challenge. Play an Attack card (you may not play a Kicker), then draw from the deck until you get an Attack card, discarding others. If you did not play the higher card, you were caught, and play passes; if your card was higher, take Lucre from the bank in the amount of the difference between the two cards. This counts as a successful challenge. History: Restriction: Use only in a game with Lucre. Wild: You may "hijack an armored car". Take all Lucre going to or from the box at one time. The player(s) get nothing for them. Discard after use. Super: If your robbery is successful, it does not count as one of your two challenges. BANKER [M:N:L] STEALS LUCRE You have the power to embezzle. You are in charge of the Lucre box. Once play starts, you hand out Lucre when needed and place them in the box for other players. Every time you reach into the box to give Lucre to another player or return Lucre to the box for another player, you take one for yourself. History: Restriction: Use only in a game with Lucre. 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 [O:N:L] OFFERS EXCHANGES You have the power to dicker. Once per challenge in which you are not a main player, before cards are played, you may offer to give another player Lucre from the box in exchange for cards, a base, or a challenge. You may ask for any card or cards, the first challenge of his next turn (if you lose or fail to deal during that challenge, he forfeits his second challenge), or a base on a planet where he has tokens. You ask for the item, the other player then may set a price in Lucre. If you accept his price, pay him the required Lucre and take the item. You may make one counter offer for fewer Lucre, but if he does not agree to the revised offer, you may not accept the original terms. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. 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. BASTILLE [M:P:P] WINS OPPONENT'S PRISONERS You have the power to storm. Whenever you win a challenge as a main player, in addition to the normal challenge outcome the tokens in your opponent's Prison that belong to you and your allies are freed to their owners. You then receive the remaining tokens in your opponent's Prison and put them in your own Prison. History: The simian Bastilles have an extremely high level of species solidarity. In any conflict, they devote a part of their force to the rescue of any of their comrades that are held by the enemy -- and the seizure of other prisoners to further their aims of Cosmic dominance. Restriction: Use only in a game with prisoners. Wild: When you win a challenge as main player, all of your tokens held in your opponent's Prison are freed to your bases. Super: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent's allies. Other tokens in their Prisons remain imprisoned. This is in addition to your normal power. Wild1: When you win a challenge as main player, all of your tokens held in your opponent's Prison are freed to your bases. Super1: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent's allies. Other tokens in their Prisons remain imprisoned. This is in addition to your normal power. ; ; 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. ; PRISONER POWER ; As you might expect, Bastille is generally able to get allies when he ; wants them. He also gets a lot of prisoners by capturing those that his ; opponent holds, which is actually somewhat of a negative (people tend ; to gang up on him). BATTERY [M:E] Adds Bases To Total ; Power is by Stuart Scheinman, from Ithaca, NY. You have the power of reserves. As a main player in a challenge, you add the number of bases (including home bases) that you own and the number that each of your allies owns to your total in the challenge. History: Wild: As a main player you may add the number of your bases (including home bases) to your total in the challenge. Super: Each base of your own and your allies adds two to your total in the challenge. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Wild and Super are Nick Sauer's ; BEGGAR [O:N:L2] ASKS FOR LUCRE You have the power to leech. If you are not a main player, before cards are played, you may ask one of the two main players in a challenge for a Lucre. If he can't or won't give it to you, you may take two cards of your choice from his regular hand. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: You may add your allies' Lucre in a challenge. Super: You may ask both main players for a Lucre. BEGINNER [M:N] STARTS OVER You have the power to start over. At the start of each of your turns, you must start the game over in one of the following ways (your choice): Return your tokens to their original starting position; Discard all moons in your system (tokens on them return to bases) and draw as many new ones as you started the game with; Discard your regular hand, and draw a new one; or Discard all of your power cards, including this and any unrevealed powers, and take at random as many new powers as you started the game with. History: Wild: At the end of any player's turn, you may reshuffle the destiny pile with the destiny discard pile, and cut to determine whose turn will be next (as if just beginning the game). The order of turns will start over, beginning with that player. Discard after use. Super: You may use your power to start over on another player. Discard after use. BENEFACTOR [O:N:L] GAINS FROM GENEROSITY You have the power to bequeath. Once per challenge, you may do one of the following: -Free another player's token from the Warp, and retrieve one of yours back to a base. -Raise another player's token from the Praw to the Warp, and raise one of yours to the Warp. -Give another player a card from the deck, and draw one for yourself. -Give another player a Lucre from the box, and take one yourself. History: Restriction: Use only in a game with Lucre. 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. BETRAYER [M:K] OPPOSING TOKENS DEFECT ; Renamed from TRAITOR You have the power of treachery. As a main player, if both you and your opponent reveal attack cards and you lose, if the difference between the challenge totals is less than or equal to the number of tokens your opponent has in the challenge, including allies, you win the challenge. History: Wild: As a winning ally, you may play this card. Your side now loses and the opposition wins. You are now part of the opposition even if you were in a forced alliance. Super: As main player, if you lose a challenge by playing a compromise card, and you collect consolation, you may also collect consolation cards for as many tokens as your opponent had in the challenge, up to as many cards as he has. BLADE [M:S] PREVENTS ALLIES You have the power to divide. No one can ally with you against your will. If you are attacked, no one can ally with your attacker against your will. History: Restriction: Do not use in a game with the Crystal or the Magnet. Wild: The value of your opponent's attack card is divided by 2. Super: After cards are played but before they are revealed, you may, as a main player, declare "one on one" This divides both sides forces. The attack total for each side is divided by the number of tokens (including allies) on that side (round up). This split attack is then used to determine the challenge outcome. BLAKE [O:N:2] LUCKS OUT OPPONENT You have the power of seven. As a main player in a challenge, you may do one of the following: reduce your opponent's hand to seven cards (extras are discarded at random), reduce his Lucre to seven (extras are returned to the box), reduce his number of power cards to seven (his choice), or force him to have exactly seven tokens in the Warp and Praw combined he chooses tokens from bases until he reaches seven, or returns extras from the Warp/Praw to bases). History: Restriction: Do not use in a 2-player game. Do not use with Healer, Psycho or Zombie. Wild: If your opponent in a challenge plays an Attack 7, you win the challenge. Also, if you lose a challenge by exactly seven points, you win instead. Super: You may force your opponent in a challenge to reduce the number of his planet bases to seven, his choice. 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. BLIVIT [O:S] Replaces Opponent's Power You have the power to confuse. As a main player in a challenge, you may pick any unused alien power card and give it to your opponent. You do this as soon as you are determined to be a main player. This "substitute power" replaces your opponent's original power for the remainder of the challenge. You can not use the same substitute power more than once in a game until you have run through all of the unused powers available. Wild: If you are not involved in a challenge, just before cards are played you may send the attack cone to another system as determined by the destiny pile. The same player must be attacked in the new system. If the defending player does not have a base in the new system, another destiny disc is turned. Super: When you are the offensive main player, after allies have committed, but before cards are played, you may attack a different base in the same system. ; ; Nick Sauer's adaptations of powers from the Space Gamer 57 and 66. ; Version 1.0 - November 19, 1991. ; Power is by Steve Jackson. ; Not playtested. ; Cleaned up power language. Removed restriction from Wild. ; BLOB [M:N] ADDS FLARES You have the power to increase form. At the start of your turn, take the top card from the Flare deck and add it to your regular hand. History: 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. BOOKIE [O:E:L] Allows Bets On Challenge Outcome You have the power to place bets. In each challenge, just before cards are revealed, you may announce that you are taking bets on the challenge outcome. Any player wishing to bet gives you a Lucre (which you keep) and says which side he is betting on. After all bets are in, if one side has fewer bets placed on it then that side is the dark horse. Resolve the challenge normally. Any player who bet on the winner gets 3 Lucre from the box if the winner was the dark horse, 2 Lucre if not. If a deal is reached, all betting players get one Lucre from the box. There is no gain for any other result. A player need not bet on the side he has tokens involved in. You may bet only if no one else does, by putting one Lucre in the box and announcing the side you bet on. You get two Lucre if that side wins or one if it deals. History: Restriction: Use only in a game with Lucre! Wild: You may bet on challenges without the Bookie. Before cards are revealed pay any amount of Lucre to the box and announce the side that you have bet on. If the side that you bet on wins, take double the amount of Lucre that you placed in the box back. If they deal, take the original amount of Lucre that you placed in the box back. Super: You may bet regardless of whether others have bet or not, and you receive payment in the same manner as other players (0 to 3 Lucre, depending on the result). ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Bryan Stout, from Urbana, IL. BRAT [O:N] USES BABY-SITTERS You have the power to throw a tantrum. Once per challenge, if you have the majority of tokens on any external base, you may have a fit. You pull other players' tokens from other planet bases in the same systems to "baby-sit" until each of your tokens on external bases is matched by a token belonging to another player. A player may not voluntarily move tokens if it leaves your tokens with insufficient "baby-sitters". Also, at the start of your turn, if you have the majority of tokens in the Praw, you may take other players' tokens from the Warp to baby-sit until each of your tokens there is matched, and if you have the majority of tokens in the Warp, you may take other players' tokens from bases to baby-sit. History: Restriction: Do not use in a 2-player game. Do not use with Census or Filth. Wild: Toss two tokens (your choice) from every player (including yourself) into the Warp. Discard after use. Super: Each of your tokens on external bases requires two "baby-sitters". BRAWL [M:P:P] MUST BE GUARDED You have the power to riot. Each player who holds your tokens in his Prison must set aside an equal number of his own tokens from bases as "guards". Guard tokens may not be used in challenges, nor do they count as a base. When the number of your tokens that a player holds in his Prison increases, that player must immediately either set aside one guard for each new token or release all the new tokens to the Warp. When the number decreases, the player returns an appropriate number of guards to any of his bases (or to the Warp if he has no bases). A player holding your tokens in his Prison may release any or all of them to the Warp at the beginning of his challenge. History: The Brawls recently gained their freedom from a cruel race that had enslaved them for centuries. Any reminder of their long confinement drives the Brawls into a frenzy. Their Cosmic captors often find it simpler to dispatch their captives than to devote the resources needed to restrain them. Restriction: Use only in a game with prisoners. Wild: At the start of each player's challenge, if that player has any of your tokens in his Prison you may call "riot". That player must either put one of his tokens into the Warp or release one of your tokens from his Prison to the Warp. Super: Between challenges, you may take all of your tokens from any one player's Prison, along with all the guard tokens that player has set aside, and put them in the Warp. Wild1: Between challenges, you may call "riot" and indicate any player. That player must either put as many of his tokens from bases into the Warp as he has prisoners in his Prison, or release all of the tokens he holds in his Prison to the Warp. Super1: Between challenges, you may take all of your tokens from all Prisons, along with all the guard tokens the other players have set aside, and put them in the Warp. ; ; 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. ; PRISONER POWER ; Brawl penalizes his captors; you could compare it to the Vacuum. The ; restriction on when a captor may release Brawl tokens to the Warp is ; to prevent players from using the Brawl to rearrange tokens ("Gee, I ; took three Brawls. Guards from _these_ three bases. Now I'll release ; three Brawls, and return guards to _those_ three bases."). ; Super used to be "each token requires two guards", but that didn't ; extend well to one-shot Flares and was a little messy to implement. ; This new version ties in a little better with the "riot" idea. 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. BUILDER [O:N:L2] CONSTRUCTS BASES You have the power to build bases. When you are the offensive main player, you may forgo an attack and build a base with Lucre. Place one Lucre on any planet in the defensive system. This can be your home system. When you have 2 Lucre on a planet, return them to the box and establish a base there. Lucre that are on a planet can not be removed for any reason unless the planet is destroyed. A builder challenge is treated the same as challenging an unoccupied moon. If you lose your power or power card, Lucre on bases remain there. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game or with Machine or Will. Wild: You may pay eight Lucre to the box, and establish a base anywhere. Discard after use. Super: After building a base, return the Lucre to your star disc. 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€e; you break ties. History: The Bureaucr€e; you break ties. History: The Bureaucr€e; you break ties. History: The Bureaucr 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. CAMOUFLAGE [O:K] USES PROTECTIVE COLORATION ; Renamed from CHAMELEON You have the power of camouflage. When attacked on a base where other players have tokens, you may have all of your tokens change color to one other player who has tokens on that base. That player then becomes defensive player using his powers. He defends his own tokens as well as yours. Your tokens count for the defensive player in the challenge. You may not become an ally for either side despite Magnet unless forced to by the Glue. If the offensive player has tokens on the base where you are being attacked, you may change to his color and have the challenge cancelled. History: Wild: When attacked on a base where other players have tokens, you may count them as part of your defense but they do not go to the Warp if you lose. Super: Whenever your color comes up in the destiny pile, even by Dictator, you may change it to any color you want. CANCELLER [M:N] CANCELS GAME ELEMENTS You have the power to cancel. At the beginning of each challenge, immediately after the destiny pile is flipped, you choose one of the following game elements which will play no part in the game for that challenge: Powers, Moons (excluding tokens currently on Moons), Planets (but not tokens currently on Planets), the Warp (including tokens currently in the Warp - tokens that would go to the Warp go to bases instead), Lucre, Edicts, Flares, Kickers, Attack Cards, Compromise Cards, or Hazard Cards. You must name each of these once before you can name any of them again. Omit from this list any items from expansion sets not being used. The game element remains cancelled until a new game element to be cancelled is announced at the start of the next challenge. If you cancel hazard cards, none will be drawn if a turn begins before the next flip of the destiny pile. If a main player has no uncanceled challenge cards, it is as though he is out of challenge cards. History: Wild: While you hold this card, your turn is limited to one challenge. Super: You can use the cancelled game element, but nobody else can. CANDIDATE [O:N:L] MAKES PROMISES FOR DONATIONS You have the power to campaign. Start the game with ten extra Lucre in a "private account". These Lucre do not add to your total in challenges, and are immune to loss for any reason. At the appropriate time you may borrow Lucre from this account to buy cards or tokens. If you owe Lucre to the campaign chest, you may repay them at any time. Players may offer Lucre to your "campaign fund" in exchange for your promise to perform a later game action. They must initiate the offer, and determine the promise requested and the amount of the donation. You are not bound by any promise you make, and you need not accept the Lucre. If you get this power card from another player, you get his "campaign fund". If you draw the power once play has started, finance your campaign with ten Lucre from the box. History: Restriction: Use only in a game with Lucre. Wild: Whenever a vote is taken, you may offer one other player anything possible under normal deal conditions to vote the way you want him to. You make the initial offer, and the player may make one counter offer, which you must accept or reject. Super: The Lucre in your "private account" are added to your total in challenges in which you are a main player. CANNIBAL [M:E:2] Removes Shared Bases You have the power to devour. Whenever your color is flipped in the destiny pile, you choose one planet that you co-occupy with other players to go on an "eating frenzy". For each of your tokens on that base, you remove another player's token there to the Warp. You need not eat all of the same color tokens. If you have less tokens on the base than there are other color tokens, you eat as many as you can. History: Restriction: Do not use in a two-player game. Wild: Whenever your color is flipped in the destiny pile, you may remove to the Warp one token of any other player from a base that you share with that player. Super: You may cannibalize all planets in any one system. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Mark Gilston, from Johnson City, NY. ; Wild is Nick Sauer's modification to Matt Stone's. ; 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. CAPITALIST [O:N:L] RECEIVES PAYMENT ON EVERY TURN You have the power of income. At the start of every other player's turn, you may take your choice of a Lucre from the box, a card from the top of the deck, or a token from the Warp back to a base. History: Restriction: Use only in a game with Lucre. 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 [M:N] HALVES OPPONENT'S CARD VALUE You have the power to slice. When you are a main player in a challenge, the value of any Attack card played by your opponent is halved (rounding up). This works after all other card value manipulations as the result of cards, moons, or other powers. History: 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. CENSOR [O:E] Bans A Card Class ; Power is by Stuart Scheinman, from Ithaca, NY. You have the power to ban. Whenever you are a main player or an ally in a challenge, before cards are played, you may call out one class of cards (Edicts, Flares, Kickers, Attack Cards or Compromise Cards) that neither main player may use for the remainder of the challenge. If you ban Attack or Compromise Cards and your opponent's only remaining challenge card(s) are Attack or Compromise Cards he may use this/these card(s) by showing you that he has no other challenge cards of the opposite type in has hand. He does not have to show you the banned card(s). History: Wild: Once per challenge you may use this card to stop a player from playing any one card. The card is returned to his hand and a different card may be played instead. If the player is one of the main players, and the card stopped is the players last challenge card then he can still play it by showing all of the other players that it is his last challenge card. Super: You call out two classes of cards that cannot be used for the remainder of the challenge. You cannot ban both Attack Cards and Compromise Cards in the same challenge. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Allowed use of power as ally. Clarified power effects. ; Wild and Super are Nick Sauer's. ; CENSUS [M:N:2] CONTROLS OVERCROWDED PLANETS You have the power of population control. If, at any time, a planet which you occupy, or which lies in your home system, has more than 6 tokens on it, you must remove the extra tokens of your choice. Owners of the removed tokens must return them to other bases, if possible, or else to the Warp. If you have no alternative, you may have more than 6 tokens on one, and only one, planet. History: Restriction: Do not use in a 2-player game. 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. 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. CHEAPSKATE [O:N:L2] SPENDS LUCRE ON ACCOUNT You have the power to borrow Lucre. You start the game with no Lucre. As a main player, immediately after the defensive player is determined, you may borrow up to 4 Lucre from your opponent to spend in that challenge in exchange for IOU's. Whenever you need to pay Lucre to another player, write out an IOU for each Lucre you spend. If your opponent in a challenge holds IOU's written on previous challenges, he may demand a card of his choice from your regular hand to destroy 6 IOU's or a base to destroy 15. You must accept the terms. If you ever acquire Lucre, including at the start of your turn), you must buy back IOU's. If you have no outstanding IOU's, return them to the box. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: You are immune to the Bankruptcy Edict. Super: You need not accept the terms for destroying IOU's. 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. CLAUSTRO [O:P:P] CHOOSES WARP OVER PRISON You have the power of freedom. Whenever any of your tokens would be imprisoned, you may instead choose to send them to the Warp (or eradicate them, if your opponent is the Void). History: The cursorial Claustros run freely across the vast plains of their home world. Confinement is abhorrent to them, and they often say (in a sentiment shared by other races) "Give me liberty, or give me death!" Restriction: Use only in a game with prisoners. Wild: At the start of each of your challenges you may take one of your tokens from any player's Prison and put it into the Warp. Super: Whenever any of your tokens would be imprisoned, you may instead return them to bases. Wild1: At the start of your turn, you may take one of your tokens from each other player's Prison and put it in the Warp. If a player does not hold any of your tokens, you do nothing for that Prison. Super1: Whenever any of your tokens would be imprisoned, you may instead return them to bases. ; ; 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. ; PRISONER POWER ; Some overlap with the Brawl and Houdini. Several playtesters have ; said it's not a very interesting power -- very little strategy, since ; they always send their tokens to the Warp instead of prison. It is ; effective, since it can avoid losing tokens to Prison; but Houdini ; is generally preferable. CLEMENT [O:P:P] CAUSES CAPTURE CHALLENGE You have the power of mercy. You may convert any regular (non- capture) challenge into a capture challenge before allies are invited. This change may be overridden by the Victory or Death ruling. History: The ethically-advanced Clements are revolted by the waste and destruction of war. Their impassioned pleas for the preservation of life are generally heeded by the war-weary races of the Cosmos. Restriction: Use only in a game with prisoners. Wild: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties. Super: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. Wild1: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties. Super1: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. ; 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. ; Like SLAUGHTER and PHILOSOPHER, this power changes the challenge type, though in ; slightly different ways. ; PRISONER POWER CLERGYMAN [O:K] PRAYS FOR CARD You have the power of prayer. As main player, if you lose the challenge, you may pray for divine assistance by naming a specific card. Look through the deck. If you see that card, you may take it. You may not pray for the Clergyman flare. History: Wild: When someone wins the game, you may wish the game to continue. Everyone gets one turn. If the original winner still wins, the game is over. If there is a new winner, you may play this card again. If there is no winner, the game continues as normal. Super: As main player, instead of your normal power, you may pray for a specific card before challenge cards are played. CLOWN [M:K] DESTINY DETERMINES OFFENSIVE PLAYER You have the power to fool. Instead of the destiny pile determining the defensive system, it determines the offensive player who attacks the person whose turn it is in his home system. If one's own color is flipped, flip the destiny pile again. On your turn, the destiny pile determines the defensive system you attack as normal. On a wild destiny, the person whose turn it is picks the offensive player. History: Restriction: DO NOT USE WITH NORMAL OR MACHINE IN THE GAME Wild: After agreeing to a deal, while other players must fulfill their part, you need not follow through on your part. You do not lose tokens as a result of not making a deal. Super: You may discard your Clown power and take any power in the unused power deck. COHABITER [O:N:M] MAY CO-OCCUPY MOONS ; Renamed from LUNATIC You have the power to share moons. You may co-occupy moons. To land on an inhabited moon, as the attacker in a moon challenge (or with Moon Switch, etc.), simply move in. As the defender, you may choose to play out the challenge or let the attacker join you. Immediate moons take effect again when a new player lands, continuing moons affect all players on them and secret moons take effect when any player reveals them. If a conflict results, it favors you. A player attacking a shared moon picks one defender. You may offer cohabitation rights in a deal. Any number of players may share a moon with you, but if you leave, remaining players must make a moon challenge to determine who stays. (The last player who arrived is the attacker. If more than 2 are left, start with the last 2 players and continue until one player remains.) Effects of the disputed moon are suspended until ownership is settled. History: Restriction: Use only in a game with Moons. 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. COLLECTOR [M:E:L] Taxes Use Of Edicts You have the power to tax edicts. Whenever another player plays an Edict, he must pay you a Lucre. If he cannot pay you, he may not play the Edict. A player need not pay you in order to Cosmic Zap this power. History: Restriction: Use only in a game with Lucre! Wild: You may discard any Edict(s) in your hand and collect two Lucre for each one discarded. This does not count as having played the Edict(s). Super: Whenever another player plays an Edict, he must pay you two Lucre. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Wild is Nick Sauer's. ; COLONIST [M:N] ADDS TOKENS IN SYSTEM OF ATTACK You have the power to reinforce. Whenever you are a main player in a challenge in a system where you have at least one planet base, all of your tokens on planet bases in that system are added to your total in the challenge. However, they are not considered as allies for consolation or rewards and they do not go to the Warp if you lose the challenge. History: 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. COLOSSUS [M:N:N] USES EXTRA POWERS You have the power of extra power. Start the game with one extra power card for each other player in the game. At the end of each challenge in which you were a main player, you must discard one of the extra power cards. When you have run out of extra powers, draw new ones at the beginning of your next turn. History: Restriction: Use only in a multiple power game Wild: Force all players (including yourself) to exchange one Alien power card for a new one taken at random. Discard after use. Super: You need not discard a power card after you are involved in a challenge. COMMANDO [O:N:L2] FREES IMPRISONED TOKENS FOR A FEE You have the power to rescue. In any challenge in which you are not a main player, another player may offer you one or more Lucre to free his tokens from the Warp, Praw, or another player's star disc. If you accept the Lucre, play is suspended while you lead your rescue mission. Your tokens in the Warp, Praw or on the star disc are treated as offensive tokens, while tokens belonging to your client are your allies; tokens belonging to other players are considered defensive allies. You and your opponent play cards normally (draw from the deck until you get a challenge card to determine a card for the Warp or Praw). You must play an attack card. If you win the challenge, your tokens and your client's tokens are freed to bases. If you lose, owners of "defensive ally" tokens collect defensive rewards. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. Wild: Free all tokens from the Warp. Players return them to bases. Discard after use. Super: Other players' tokens do not count against you, nor do those players collect rewards if your rescue is unsuccessful. COMPACTOR [O:N] GIVES AWAY DUPLICATES You have the power to compress. As a main player in a challenge, before you play your card, you may give your opponent any or all duplicate challenge cards from your regular hand. History: 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. CONCESSION [O:P:P] COMPROMISE RELEASES PRISONERS You have the power of good faith. In any challenge, any time before cards are revealed you may call "gesture". When you do this, if either main player reveals a Compromise card, after the outcome is determined that player receives all of his tokens that are held in his opponent's Prison (including tokens acquired during the challenge). Your power also applies if both players play Compromise cards, in which case they try to make a deal before the prisoners are freed. Players under Emotion Control are treated as having revealed Compromise cards. History: The benign Concessions are always looking for ways to increase harmony and understanding. When any of their Cosmic opponents offers to negotiate, they release that Alien's prisoners as a gesture of good faith. Other species, shamed by the magnanimous Concession, match their generosity. Restriction: Use only in a game with prisoners. Wild: Whenever either main player in any challenge exposes a Compromise card, you may free one of your tokens that is held in his opponent's Prison. Return it to your base. Super: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare. Wild1: Whenever either main player in any challenge exposes a Compromise card, you may free all of your tokens that are held in his opponent's Prison. Return them to your bases. Super1: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare. ; ; 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. ; PRISONER POWER ; When Concession calls for a gesture, a player can play a Compromise ; and get back his prisoners but risks losing the challenge. This leads ; to some very interesting mind games. In particular, note that when ; Concession acts in a capture challenge, the offensive player can ; (ab)use this with especially nasty results; by deliberately losing ; with a Compromise, he gets back the tokens he lost in the challenge, ; gets his other tokens from the opponent's Prison, gets consolation, ; AND causes his allies' tokens to be imprisoned. ; The defensive player can do much the same thing, but of course he may ; lose a base. ; The power is quite effective at reducing the strength of Prisoner-using ; powers such as the Enthrall, Inquisitor, and Outrage. COMPUTER [O:E:2] Processes Players' Hands You have the power to process. As a main player, at the beginning of the challenge, you may make all other players give you their regular hands which you may look at and then must separate into two piles of challenge and non-challenge cards. Both stacks are then placed face down and shuffled separately. Starting with yourself, deal out whichever stack you prefer and continue dealing until you run out of cards. Begin dealing with the other stack from where you left off with the first one. Play then continues. History: Restriction: Do not use in a two-player game. Wild: Once per challenge each player gives you one Attack card from their regular hand. If any players do not have Attack cards they give you a Compromise card instead (if they have neither they do not give you anything). After looking at the cards you may redistribute them as you wish (no more than one card per player). Super: You may arrange the two stacks as you wish, but must deal them out in the usual way. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; Power is from Dr. Robert Destro, from Willingboro, NJ. ; Wild is Nick Sauer's modification to Dr. Destro's. ; CONJURER [O:N] TRADES CARDS FOR TOKENS You have the power to resurrect. On each challenge in which you are a main player, you may discard cards from your regular hand and retrieve your tokens from the Praw to the Warp and/or from the Warp to bases in the following manner: One token per Attack card, 2 tokens per Edict, 5 tokens per Wild Flare, and all tokens for a Super Flare. History: Wild: When this card enters your hand, discard a Flare (other than this one, unless you have not other), an Edict, and an Attack card (if possible), and retrieve up to 5 of your tokens from the Warp to bases. Super: You may discard Compromise cards, and retrieve one token from the Warp to bases for each. 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 millennia 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. CONSCRIPTOR [O:N:2] RECRUITS DEFENSIVE ALLIES You have the power to draft. If you are attacked on a base that is occupied by other players, after cards are down but before they are revealed, you may force tokens on the defensive planet to become defensive allies. You may draft up to 4 tokens from any one player there in addition to those already allied on either side in the challenge. You may not draft your opponent's tokens, although you may draft tokens belonging to his allies. If you lose the challenge, drafted tokens go to the Warp. If you win the challenge, they remain on the base and players collect defensive rewards. If you must deal, tokens remain on the base. History: Restriction: Do not use in a 2-player game. 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). CONSPIRATOR [O:E] Selects Secret Ally You have the power of conspiracy. As a main player in a challenge, before allies are called for you may write down in secret the name of one player other than your opponent to be your "secret" ally. Before cards are played you reveal who your secret ally is. If he is allied with you, then all of his tokens on the cone are considered to be worth double and you may count his Lucre (if available) as part of your challenge total. If he is allied against you, then his tokens do not count (but do remain on the cone) in the challenge, and you may randomly take one card from his regular hand. You may use this card in the challenge, if appropriate. If your secret ally did not ally at all, then there is no effect on the challenge or that player. History: Restriction: Do not use in a four-player (or less) game. Wild: As long as this card is in your hand, you must play Compromise cards whenever possible. Super: You may use your secret ally's power in the challenge, if appropriate. ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; Power is from Dr. Robert Destro, from Willingboro, NJ. ; ; Toned power down by not allowing to look at secret ally's hand to draw a ; card (giving it the Mind's power) and, not allowing it to force the secret ; ally to lose a turn (giving it the Medusa's power). Wild is Nick Sauer's. ; CONTROLLER [O:N] REDUCES OPPONENT'S HAND You have the power to weaken. As a main player in a challenge, before cards are played, you may discard a card at random from your opponent's regular hand for each external base he has. If he is the attacker and he runs out of challenge cards, his turn ends. If he runs out of playable cards as the defender, he must draw from the deck until he gets a challenge card to play. He must immediately discard any other cards he picks up without using them. History: 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 [M:N:L] SETS ATTACK LIMITS You have the power to be bribed. At the start of the game, declare an attack limit (similar to a speed limit.) You are to enforce the law, but can be bought off. If another player reveals an Attack card above your limit, he must pay you a Lucre. If a player can not pay you and has no other playable card, it is as if he were out of challenge cards. If you play a card above your limit and win the challenge, you must pay the loser a Lucre. You must also have Lucre to play a card above the limit. History: Restriction: Do not use with Demon or Sorcerer. Use only in a game with Lucre. Wild: You may discard all of your Compromise Cards and take a Lucre from the boƒmpromise Cards and take a Lucre from theƒmpromise Cards and take a Lucre from thex for each. Discard after use. Super: You need not have or pay Lucre to play a card above the limit. COPYCAT [O:K] RETURNS TOKENS FOR POWER USE You have the power to imitate. If you win as main player and are not allied with Fungus, you capture all losing tokens. In future challenges, you need not be main player, you may return one captured token to its owner, allowing you to use any or all of his powers. Players may still use their own powers, but in case of conflict, you prevail. Human tokens follow the Human power. History: Wild: When any other player plays an Edict or Wild Flare, if possible, you may proceed as if you had also played it. Use this flare for only one Edict or Wild Flare per challenge. In case of conflict, the original prevails. Super: Players may not use their powers when you imitate them. COUCH POTATO [O:N:L2] CHANGES CHANNELS You have the power of remote control. When you are the attacker in a challenge, after cards are played, but before they are revealed, you may pay a Lucre to the box to "change channels." You move the cone to the corresponding base one system to the right or left. Unless you end up in your home system, the new defensive player is the system owner. In your home system, choose the defender from players with tokens on the new defensive base. If the new defensive player is allied in the challenge, his ally tokens must return to bases. If there are no tokens on a base that you switch to in your home system, there is no defensive player. (The defensive total is the card total plus defensive allies.) Otherwise the challenge is resolved normally with the new defensive player. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game or with Decoy, Deuce, Doubleheader, Knight, or Procrastinator. Wild: You may "change channels" causing all powers, hands, and Lucre to shift one position to the right or left. This card may be used only once per turn. Super: As the defensive player, you may pay a Lucre to the box to "change channels". Move the cone one system to the left or right, and proceed normally as per your power. COUNT [M:E] Totals Attack Cards You have the power to count. Keep a running total of the sum of the values of all Attack Cards played. When the total passes a multiple of 25, take the top card from the deck. When it passes a multiple of 200, take a base on any system. History: Restriction: Do not use in a game with Plant or Insect. 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. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Changed totals to Matt Stone's updated totals in Non-Eon set. ; COUNTERFEITER [O:N:L] TURNS ATTACK CARDS INTO MONEY You have the power to print Lucre. At the start of each of your turns, you may discard an Attack card with a value of 6 or less, and take that number of Lucre from the box. History: Restriction: Use only in a game with 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. CRAMDEN [O:N:M] GAINS POWER ON MOONS You have the power on the moon. At the start of the game, place a Flare face down under each moon in the game. When you land on a non-secret moon, turn the Flare face up. If the moon is secret, you may keep the power secret as well. You may reveal them independently. As long as you occupy that moon, you may use the power that corresponds to the Flare. If a new moon enters the game, place a Flare face down under it. If you get this power after play has begun, place a Flare face down under each moon in the game, then reveal any that correspond to moons that you occupy. History: Restriction: Use only in a game with Moons. Wild: Draw a Flare from the Flare deck for each moon you occupy. While you occupy a moon, you may use the wild Flare associated with it. If you land on a moon after this card is in your hand, draw a Flare for it. Super: You may use the Super Flare of each of your moon powers. CRAVEN [O:E] May Retreat From A Challenge You have the power of retreat. If you are a main player in a challenge you may, at any time before cards are revealed, end the challenge. If you are the main offensive player, you and all allies return to any of your respective bases. If you are the main defensive player, you evacuate the base and you and your allies return to any of your respective bases. The main offensive player and his allies take the base. Any challenge cards played are discarded. You may avoid the consequences of an Edict (including a Cosmic Zap) or a Flare by ending the challenge just after the card is played. Note that a Cosmic Zap will stop you from ending a challenge if played just after you tried to end it. The Edict is discarded even though you avoided its effect. If you end the challenge, you are considered to have won it even though you may have just lost a base. Also, as an ally you may pull completely out of a challenge any time before challenge cards are revealed. This will not, however, allow you to avoid the consequences of an Edict or a Flare. History: The incredible violence of the Craven homeworld inculcated a hyper-developed sense of self-preservation in the race. Whenever the Craven 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 Craven 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 end the challenge just after challenge cards are revealed. If you are an ally, you may pull out of the challenge just after challenge cards are revealed. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. ; History and Wild taken from CLUCK ; 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. CRESCENDO [M:N] COLLECTS POWERS ; Renamed from WIZARD You have the power to accumulate. Whenever you lose a challenge as a main player or ally, draw a new power. Powers accumulate until you gain an external base, when you must discard them. History: Wild: If you lose a challenge as a main player or ally, take the top Flare from the Flare Deck. Super: You do not need to discard accumulated powers. CRIPPLE [M:N:2] PUTS OPPONENT AT DISADVANTAGE You have the power to handicap. When you are one of the two main players in a challenge, your opponent may not use any Edicts or Flares. However, he may use an Edict or Flare to stop this power. History: Restriction: Do not use in a 2-player game. 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 [O:N:N] TURNS POWERS INTO SUPER POWERS You have the power to evolve. Once per challenge, before cards are played, you may cause one power to evolve into its super power. For the duration of the challenge, that power can only be used as the super. You must evolve one power from each player (including yourself) who has not lost the use of his powers before you can evolve the same player again. History: Restriction: Use only in a multiple power game. 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 [O:N:2] REDEALS CARDS You have the power to redeal. As a main player, once per challenge you may call for a redeal. Any time before cards are played, collect everyone's regular hands, shuffle the cards, and redeal them. Each player retains the same number of cards he started with. History: Restriction: Do not use in a 2-player game. 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. DEBTOR [O:E:L] Spends Lucre On Account You have the power to owe. Once you are out of Lucre you may write IOU's. As a main player, immediately after the defensive player is determined, you may borrow up to 4 Lucre from your opponent, to spend in that challenge, in exchange for one IOU for each Lucre so borrowed. Whenever you need to pay Lucre to another player, write out an IOU for each Lucre you should pay him. If your opponent in a challenge holds IOU's written on previous challenges, he may demand a card of his choice from your regular hand to destroy six IOU's or a base to destroy 15. You must accept the terms. Whenever you acquire Lucre, you must use it to immediately buy back IOU's. If you have no outstanding IOU's you may keep it. History: Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: You need not pay taxes or fees of Lucre or tokens. Super: You need not accept the terms for destroying IOU's. ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Not playtested ; Changed power to let it start with four Lucre. Wild is Wild Collector. ; DECOY [M:N] MAKES FAKE CHALLENGE You have the power to feint. When you attack another player, point the cone between two planets where you can make a legal challenge. The defender must defend each base with a separate challenge card. (If he has only 1 card, it is as if he is out of challenge cards.) Defensive allies may join only one of the attacks. If you attack your own system, you may challenge two different players if they are on adjacent planets. After cards are played, but before they are revealed, you decide which is the actual challenge. All allies on the other challenge return to bases, and the defender returns the other card to his regular hand. History: Restriction: Do not use with Chronos, Demon, Sorcerer, or Wrack. 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 [O:N] DECIDES WHERE TO DEFEND You have the power to divert. When you are the defensive player, you may make the offensive player attack you on any planet base in any system, so long as you have tokens there. History: Restriction: Do not use with Decoy or Doubleheader. 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. DEMIGOD [M:N:2] DEMANDS RITUAL You have the power to demand sacrifice. In order for any other player (main or ally) to win a challenge in which you are not involved, he must sacrifice a token of your choice to the Warp. The decision to sacrifice is made after cards are played but before they are revealed. The attacker decides first, then offensive allies, then the defender and his allies. When the outcome is determined, if all players on the winning side have not sacrificed a token to you, all tokens involved in the challenge are lost to the Warp. History: Restriction: Do not use in a 2-player game. Wild: If a player fails to deal with you, sacrifice two of his tokens (your choice) to the Warp. This is in addition to the tokens lost normally. Super: Players must sacrifice two tokens to you. 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 superacids 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 battle, 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. DEPOSITOR [O:N:L] PUTS LUCRE IN THE BANK You have the power of savings. At the end of your turn, you may take up to eight Lucre from your star disc and place them aside. Just before your next turn, retrieve the Lucre to your star disc along with an equal number from the box as interest. While deposited, Lucre can not be lost for any reason. You may choose to return them to your star disc prior to your next turn in order to spend them or to add to your total in a challenge. However, if you withdraw the Lucre early, you immediately pay half of them to the box (rounding up) as a penalty. After the challenge in which you have used them, you may replace any unspent Lucre in your "bank" and collect the appropriate interest at the start of your next turn. Once you have made a deposit, you collect interest or pay a penalty even if you lose your power prior to your withdrawal. A Cosmic Zap prevents you from making a deposit - not from collecting interest or paying a penalty. History: Restriction: Use only in a game with Lucre. Wild: Take one Lucre from the box each time your color is actually flipped in the destiny pile. Super: You may withdraw your Lucre early without paying the penalty. DESPOT [O:N] PLAYS EDICTS AS CHALLENGE CARDS You have the power to decree. In a challenge, you may play an Edict and declare it to be the challenge card of your choice. If you are Cosmic Zapped, return the Edict to your hand and play a challenge card normally. History: Restriction: Do not use with Demon, Gambler, or Sorcerer. 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. DESTINY [M:N:2] CHANGES COURSE OF ATTACK You have the power to alter attacks. At the start of the game shuffle an extra set of destiny discs into the destiny pile. When another player actually flips this color, you attack him. This counts as his challenge. If it is his first challenge and you win or make a deal, he may take a second challenge. If you flip the extra color, choose another player to attack you. This counts as your challenge. The extra color, once flipped, may not be altered by any other power or Flare. History: Restriction: Do not use in a 2-player game. Wild: If you actually flip your own color in the destiny pile, you may take the star disc. Later on, between challenges you may put it back into the destiny pile in exchange for one challenge anywhere. Discard after use. Super: If you actually flip the extra color, you may flip again. DESTROYER [O:N:2] STOPS A POWER You have the power to zap. Immediately after the defensive player in a challenge is determined, you may specify one power that can not be used during that challenge. The power is treated as if it had been Cosmic Zapped. You may not stop the same power on successive challenges. History: Restriction: Do not use in a 2-player game. 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. DEVIL [O:E:L2] Offers Guarantee Of Future Victory You have the power of evil. After a player has gained his second foreign base, you may offer to guarantee a future victory sometime before the end of his next turn. He may refuse your offer by paying you two Lucre, otherwise he must accept. If he accepts, you can declare him the winner in a challenge after allies are committed but before cards are played. Your declaration is the official result of that challenge. If you allow him to win a challenge, you get a base on one of his home planets. If for some reason you do not or cannot fulfill your guarantee, you must give your opponent all of your Lucre or a base in your home system if you have no Lucre. You may be zapped when making the offer or attempting to fulfill it, but in the later case you can still fulfill the offer in a later challenge. Once you fulfill your offer (or fail to do so) you may offer the same player a similar guarantee the next time he gains a foreign base. History: Restriction: Use only in a game with Lucre! Do not use in a two-player game. Do not use in a game with Wrack. Wild: Whenever another player gains a second (or higher) base they must pay you 1 Lucre or give you a base also. Super: Your guarantee with a player remains open as long as you have this card and your power, not just until the end of his turn. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; Power is from Dr. Robert Destro, from Willingboro, NJ. ; Power and Wild are Nick Sauer's modifications to Dr. Destro's. ; ; 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. DIVIDER [M:K:2] FORCES OTHERS TO CHOOSE SIDES ; Renamed from PARANOID You have the power to fear others. As main player, all players who can be an ally must be an ally. If, as a result, no player is your ally, then there may not be any allies and all their tokens return to bases, despite Parasite or Friendly. Glue and Magnet prevail. History: Restriction: DO NOT USE IN A TWO PLAYER GAME. Wild: As a losing defensive player, all of your opponent's allies must each lose two tokens to the Warp. Super: As main player, all players who can ally must be your ally. DIVISOR [M:N] REDUCES TOKEN VALUE You have the power to reduce. In a challenge, the value of the tokens on your opponent's side is divided by the value of the tokens on your side before being added to his card multiplied if he is the Virus). For consolation and rewards, tokens have full value. History: 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. 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. DOUBLEHEADER [O:N] ATTACKS TWO ADJACENT PLANETS You have the power of double attack. On each of your challenges, you may attack two adjacent planets. Place 1-4 tokens in the right and left sides of the cone (these numbers need not be equal.) Allies may join either attack, but not both. You and your opponent each play one card which counts for both challenges. If you win both attacks, you get a second double challenge. If you lose one or both, your turn ends. You may attack two adjacent planets in your home system if you challenge the same player on both. History: Restriction: Do not use with Decoy, Demon or Judge. 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. DOUBLER [O:N] COUNTS TWICE You have the power to double. On each challenge, before cards are revealed, you may choose to double the value of Attack cards, tokens or Lucre. In calculating totals in this challenge, all designated items played by all players count double for the purpose of calculating the total only. History: Restriction: Do not use with Cop. Wild: You may take one Lucre from the box for each Lucre you currently have, thus doubling your number. Discard after use. Super: You may decide what to double after cards are revealed. DREAD [M:S] Removes Opponent's Tokens And Gains Bases ; Renamed from BERSERKER You have the power of fear. As a main player in a challenge, when you point the cone at a planet, one defending token on that planet goes to the Warp before allies are called for. If there was only one defending token on that planet you win the challenge immediately. Wild: As a main player in a challenge, you may remove one token of each of your opponent's allies from the cone and send it to the Warp. Super: You may send two defending tokens to the Warp when you point the cone. ; ; Nick Sauer's adaptations of powers from the Space Gamer 57 and 66. ; Version 1.0 - November 19, 1991. ; Power is by Steve Jackson. ; Cleaned up power language. Super is Nick Sauer's. ; DUELIST [O:N:2] CHALLENGES FOR CHALLENGES You have the power to clash. Whenever another player decides to take the second challenge of his turn, you may challenge him to a duel. If he does not accept, you get his second challenge. If he accepts the invitation, play out a challenge without any tokens. No other player may interfere in the duel in any way. If you win the duel, or make a deal, you continue the player's turn (if he is the Machine, his turn will end after your challenge, if you are also the Machine, your turn may continue. At the conclusion of this turn, play reverts to normal order.) As part of a deal during the duel, you may allow the player to keep the challenge. If you lose the duel or fail to deal, your next turn is limited to one challenge. If you lose two duels before your next turn, you lose that turn, and may not call for another duel until the turn is actually lost. History: Restriction: Do not use in a 2-player game. Wild: You may force any two players (including yourself) to fight a duel. They must play a challenge without tokens or allies. The winner gets this card. If players deal or fail to deal, keep this card. Use only once per challenge. Super: You pay no penalty if you lose the duel. DUNGEONMASTER [O:N:2] FORCES OTHERS TO TRY TO DEAL You have the power to control. As a main player, any time before cards are played, you may force two other players to try to deal. If a deal is not made and one of the players is the attacker, play passes. Otherwise play resumes from the point at which it was suspended. Players who do not deal must each lose 3 tokens to the Warp. History: Restriction: Do not use in a 2-player game. 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. DUPLICATOR [O:E:2] Repeats Challenges You have the power to copy. If you are not a main player or an ally in a challenge won by the defender, you may repeat the challenge. You replace the original attacker, placing the same number of tokens in the cone as he had in the original challenge. Allies must ally again on the same sides with the same number of tokens. (If they have fewer tokens available during the Duplicator challenge, they must commit as many as they have.) After this challenge, the normal order of play resumes. Results of this challenge are in addition to the results of the original challenge. History: Restriction: Do not use in a two-player game. Do not use in a game with Gemini or Zealot. Wild: Once per challenge, you may repeat the effect of an Edict that was just played by another player. Super: You may copy challenges that you make as the main offensive player. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Wild is Nick Sauer's modification to Matt Stone's. ; ECONOMIST [M:K] INCREASES LUCRE PRICE You have the power of financial security. On each of your turns, for whatever requires Lucre, including powers, its price increases by one for all other players. You only have to pay the regular price. History: Wild: You may have all players' Lucre, including yours, to be found counterfeit. Everyone must discard all their Lucre. Use once and discard. Super: You may allow players to spend their Lucre at the regular price, but you get the Lucre, even if they would normally give it to someone else. EINSTEIN [O:N] PLAYS OUT OF SEQUENCE You have the power to bend time. You are not bound by the normal timing rules for game actions. You may place tokens in the cone out of order (although you may not ally after cards are revealed), buy cards at any time during a challenge in which you are a main player (no more than 4 per challenge) unless specifically prevented by a power or Flare, play Edicts whenever you want, and play Flares and use other powers at any time before cards are revealed in a challenge. You may not take a turn or challenge out of sequence, and all other conditions for using a card or power must be met (e.g. you must still win a challenge to play Wild Vulch, or you must be the defensive player to use the Raider or the Medium.) History: 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. EMPIRE [M:Sp12] Uses Two System Hexes You have the power of dominion. At the start of the game, you get two system hexes, two sets of tokens, and operate with a hand of 14 cards. Each color gets its own turn (put all six destiny discs in the destiny pile). You need three more foreign bases than normal (usually eight) to win the game. You can not put more than four tokens in the cone, but you may mix colors. If, during one of your system's turns, you flip your other system's color in the destiny pile you may discard it and flip another destiny disc, or attack another player in that system. When one of your systems loses enough bases to make you lose your power, that half of the empire falls. You can not take that system's turn or use its tokens as offensive player until you regain a base in that system. During this time, your hand is reduced to seven cards. If you have more than seven cards in your hand when this happens, discard enough cards to bring your hand down to seven cards, immediately. The other half of the empire cannot fall during this time, and you still need the higher number of foreign bases to win. If your power is zapped the player who played the Cosmic Zap decides which half of your empire falls for that challenge. Restriction: Do not use in a six-player game. Do not use in a game with the Changeling, Insect or Plant. Wild: If you win a challenge as the main defensive player, you may remove the destiny disc that your opponent flipped from the destiny pile and the game. Super: Neither half of your empire can fall due to loss of bases. ; Nick Sauer's adaptation of power from Spartan Magazine 12. ; Version 2.0 - November 19, 1991. ; ; Wild is Mike Arm's. Super is Nick Sauer's. ; EMPLOYEE [M:N:L2] SEEKS EMPLOYMENT AS ALLY You have the power to be hired. If you are invited to ally on both sides of a challenge, the two main players must bid for your services. You must ally (if possible) with the player who offers you the most Lucre. If bids are equal, you may choose to ally with either player, or refuse the Lucre and not ally at all. If your side wins the challenge, your "boss" gets defensive rewards (one for each Lucre he spent on you). If your side loses the challenge, collect one Lucre from the box as "workman's compensation" for each token you lost. If you are not invited to ally by either side in a challenge in which you may ally, collect one Lucre from the box as "unemployment compensation." History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. Wild: You may be hired for Lucre to ally on either side of a contested non- planet challenge. If your side wins the challenge, you get defensive rewards (even if you allied offensively). Super: You may take the Lucre and refuse to ally. Your "boss" still gets rewards if his side wins. ENFORCER [O:N:2] FORCES GAME ACTIONS You have the power of muscle. Once per challenge, you may force another player to perform one of the following game actions. You may tell him to play a certain Edict or Flare, buy cards, ask for allies, take a second challenge, or attack his home system if possible when he flips his own color in the destiny pile. You may not specify how the player must execute the action (e.g. you can force him to take allies, but not specific ones, or you can force him to play a Cosmic Zap, but he chooses who to play it on.) If a player can not perform the action you demand, you may not make him do another (e.g. he has no Cosmic Zap.) History: Restriction: Do not use in a 2-player game. 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. ENSLAVER [O:N:2] TAKES SLAVE TOKENS You have the power of enslavement. When you win a challenge as the attacker, you may take all losing tokens to your star disc as slaves. Tokens in your "slave pen" add to your totals in any normal challenge in which you are a main player. Also on each challenge, you may use one power belonging to each player who has tokens in your slave pen. He may not also use that power. When a player with tokens in your slave pen flips your color in the destiny pile, he may lead a slave revolt. He points the cone at your star disc and the challenge proceeds normally with all slave tokens counting for his side. During the revolt, you may not use any enslaved player's power. If he wins the challenge, all of his slave tokens and those of his allies are freed to bases. If you win the challenge, attacking tokens and their allies are enslaved. Winning defensive allies get rewards normally, and losing defensive allies go to the Warp. History: Restriction: Do not use in a 2-player game. Wild: You may hold a "slave auction". Auction off tokens held on your star disc one at a time until no one bids. Bids are made in Lucre, if a player buys his own token, he returns it to a base; if he buys another player's, he places the token on his star disc. Super: Only the attacker's slave tokens count toward his side during a "slave revolt". Other slave. ENTERPRISE [O:N] WARPS TO NEW SYSTEM You have the power to warp. As the offensive player, after you have flipped the destiny pile, you may warp to a different system. To do this, discard an Attack card. Then, starting from the middle planet in the determined system, move the cone clockwise a number of planets equal to the value of the discarded card. The planet where the cone lands becomes the planet you must attack, and the owner of the system is now the defensive player. If you want to warp the cone to your home system, there must be a legitimate attack on the planet where the cone lands. If more than one challenge is possible there, you choose the defensive player. History: Restriction: Do not use with Doubleheader, Decoy or Siren. 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. ENTHRALL [M:P:P] ADDS PRISONERS TO TOTAL You have the power to brainwash. As a main player or ally, you add the number of tokens in your Prison to your side'smber of tokens in your Prison to your sidmber of tokens in your Prison to your sid total. History: The Enthralls are ruled by a dictatorship which uses advanced techniques of brainwashing -- sensory deprivation, drugs, television advertising -- to utterly control all behavior. Using the same hideous techniques, they turn captured prisoners into mindless machines that battle their former comrades and advance the Enthralls' sinister plans for Cosmic control. Restriction: Use only in a game with prisoners. Wild: As a main player, add the number of your opponent's tokens that you hold in your Prison to your total. Super: As a main player or ally, add double the number of tokens in your Prison to your total. Wild1: As a main player, add the number of your opponent's tokens that you hold in your Prison to your total. Super1: As a main player or ally, add double the number of tokens in your Prison to your total. ; ; 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. ; PRISONER POWER ; Enthrall is somewhat like the Warpish. He doesn't give up prisoners ; voluntarily. On the other hand, he's an obvious target for a Jailbreak ; Ruling, and suffers the usual problems when he faces Anti-Matter, ; Judge, or Loser. He's also a popular ally. ; Note the section in the rules on counting prisoners. 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 non-corporeal 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. EQUALIZER [O:N:2] BALANCES ALLIES You have the power to even the odds. As a main player or ally in a challenge, after allies are committed, you may force one other player who has voluntarily allied in the challenge to commit an equal number of tokens to the other side. History: Restriction: Do not use in a 2-player game or with Delegator Wild: As a main player in a challenge, you may choose to have the outcome decided as if you had the same number of tokens on your side as your opponent. Super: Equalized allies get nothing if they win, and must return to bases. EVADER [O:S] EVADES CHALLENGES ; Renamed from TELEPORT You have the power to evade. You never have to accept a challenge. Instead, you can declare that you are "evading", and your opponent must turn over another disk. The price for this evasion, though, is the loss of one token to the Warp. This token comes from the planet that was attacked. History: Restriction: Do not use in a game with the Dictator or the Will. Wild: If you are challenged on a planet which has other player's bases, you may make your challenger attack one of the others (his choice) by discarding a card. Super: When you evade, rather than a token going to the Warp, it goes to the system to which your opponent was sent. If you do not have a base in this system, than the token is lost to the Warp. EXCHANGER [M:N:LN] EXCHANGES POWER CARDS You have the power to swap powers. When you are a main player in a challenge, as soon as the defensive player is determined, take a power card from your opponent. This power is now yours. At the end of the challenge, give him a different power card (which may be this one). In each case, you choose the card. He may pay you a Lucre to choose the power card at the beginning of or end of the challenge, but not both. If you take a power, you must give one back, even if Cosmic Zapped. History: Restriction: Use only in a game with Lucre. Use only in a multiple power game. Wild: Give this card to another in exchange for the Flare of his choice from his regular hand. If he has no Flares, take his entire regular hand. Use only once per challenge. Super: You may refuse to accept the Lucre, and choose both powers yourself. EXPONENT [M:N] RECEIVES TEN CARD HAND You have the power of ten. The normal size of your regular hand is 10 cards. Whenever you are entitled to a new hand, you draw 10 cards. When you are down to 3 or fewer cards, you may choose to discard them (as if you were out of challenge cards) and draw a new 10 card hand as per normal rules. History: 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. FATE [O:N] CALLS FOR PREDETERMINED OUTCOME You have the power of destiny. As a main player in a challenge, before cards are played, you may call for divine intervention. The offensive player must draw cards from the top of the deck until he gets a challenge card which he must play (non-challenge cards are immediately discarded), then the defensive player must do the same. The challenge outcome is determined normally with both players having played the card they drew. (Deuce still plays his second card normally, as does the player opposing Decoy. With Knight or Multiple, players alternate each time they draw a playable card until all cards are played. History: Restriction: Do not use with Doppleganger, Laser, Oracle, or Procrastinator. Wild: When you must play a challenge card, you may elect to play it from the deck. Draw cards from the deck until you get a challenge card to play. Discard any non-Challenge cards you draw immediately. Super: You may keep any non-Challenge cards you draw. FEDERALIST [M:E:2] Allies Play Challenge Cards You have the power of representation. Whenever you are a main player, all allies involved in the challenge each play a challenge card. If any allies lack challenge cards, then they do not play a card if they are an offensive ally or they discard any remaining cards and draw a new hand if they are a defensive ally. After all allies have played cards, you then look at the cards that you and your allies played and choose one to represent your side. Without looking you choose one card from those played by your opponent and his allies to represent his side. Cards not chosen are returned to the original owners hands, and the challenge is concluded normally using the cards chosen. Your opponent may look at the card chosen for his side and use powers or flares on it if appropriate. History: Restriction: Do not use in a two-player game. Do not use in a game with Insect or Oracle. Wild: Whenever you must lose a group of tokens to the Warp from one immediate cause, you only need to lose one token as a representative of the group. The remaining tokens stay on or return to bases. Super: You may look at each of the opposing side's cards before deciding which to choose. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Bryan Stout, from Urbana, IL. FEINT [O:E] Challenges One Of Two Bases You have the power to mislead. As the main offensive player in a challenge, you may point the cone between two adjacent planets where you may make a legal challenge. The defensive player must defend each of the attacked bases with the tokens on the base and a separate challenge card. If the defensive player has only one challenge card left it is as if he is out of challenge cards. Allies may join either side of either or both challenges but, may only commit a maximum of four tokens total to both challenges. Allies tokens should be put on the right or left side of the cone to clearly show which challenge each set of tokens is involved in. After both possible challenge outcomes are revealed, you choose which of the two is to be considered the actual challenge. The defender must discard both of his challenge cards. If you make a challenge in your own system you may challenge two separate defenders provided they are on adjacent planets. History: Wild: As a main player you do not have to point the cone until after alliances have been made. Super: The two planets you attack need not be adjacent. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from Mark Gilston, from Johnson City, NY. ; Power language was cleaned up. ; FELINE [M:P:P] CAPTURES LOSING OPPONENT You have the power to capture. When you win any challenge as main player, you seize the tokens that your opponent lost in the challenge (including Zombie tokens). Immediately propose any legal deal in which you return the tokens in exchange for random cards, Lucre, other prisoners, and/or a base. If your opponent accepts the deal, he gets the tokens back and may put them on any of his bases. If he refuses, put the tokens in your Prison. The tokens of his allies go to the Warp or your Prison depending on the challenge type; you do not deal with the allies. You must propose a deal, and your opponent must respond, even if one of you is Silenced. History: The carnivorous ancestors of the Felines captured their prey alive, taking delight in its helpless struggles. Modern Felines use the same techniques in battle, seizing their losing opponents and using them as pawns in deadly games of power politics. Restriction: Use only in a game with prisoners. Wild: When you are not a main player, if the main players fail to deal you may seize the tokens that they lose as penalty. Dictate a new deal for the two players. If they agree to the deal, they get their tokens back; otherwise put the tokens in your Prison. Super: When you win a challenge as main player, you capture your opponent and all his allies. Deal with each in turn, clockwise starting with your opponent; return or imprison each player's tokens separately. You must complete each deal before continuing with the next. Wild1: When you are not a main player, if the main players fail to deal you may seize the tokens that they lose as penalty and put them in your Prison. Super1: When you win a challenge as main player, you capture your opponent and all his allies. Propose separate deals to each player. Each player writes down (without consulting with the others) whether or not he accepts the deal, and all answers are revealed and implemented simultaneously. ; 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. ; PRISONER POWER ; Feline always gets prisoners when he wins. The big benefit is the extra ; deal; under the right circumstances (a token-poor opponent, for example) ; Feline could get two bases in a challenge. ; The one-shot Super is fun and can lead to Prisoner's Dilemma situations, ; e.g., Feline offers to each of three players their tokens for a base; ; if only one accepts, that player comes out ahead of the others, but if ; all four accept... FELIX [O:N:2] STRAIGHTENS UP You have the power to clean up. Once per turn you may do one of the following: reshuffle the discard pile into the deck, reshuffle the destiny discard pile into the destiny pile, reshuffle the hazard discard pile into the hazard deck, remove all tokens of all players from the Warp or Praw (your choice) to the bases of your choice or replace all tokens which must return to bases during a challenge on the bases of your choice. History: Restriction: Do not use in a 2-player game. Wild: Regardless of any other game rule, you may cause any fractional number to be rounded up or down. Super: Take one start disc belonging to each player, shuffle them and deal one to each player. The color each player receives determines his new hex. Discard after use. FINANCIER [O:N:L] USES OTHER PLAYER'S LUCRE BUT PAYS INTEREST You have the power to pay interest. At the start of your turn, other players may make a deposit in the bank by giving you up to four Lucre, which you keep. At the end of your turn, you must give them twice the amount of Lucre they gave you, taken from the box. If you lose your power during your turn, you must still pay off for deposits already made. History: Restriction: Use only in a game with Lucre. 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. FISHER [O:S:2] SNARE CARDS ; Power is by Jeffrey Field You have the power to net. At the start of your challenge, you may ask a player for a type of card (edict, flare, kicker, Edict Zap, attack, or compromise.) He must then show you all such cards in his hand. You then choose one of these cards for your own. When asking for attack cards, you must specify a numeric range with a spread of no greater than five (i.e., "Attack cards from 11 to 16") History: Restriction: Do not use in a two player game. Wild: At the start of your challenge, you may draw a card from the hand of any one player. Super: At the start of your turn, you may reveal the top card of the deck. Each player must then give you one card from his hand of the same type. If you reveal an attack card, specify a range of 5 in which that card fits. The revealed card is then discarded, unused. FIXER [O:N:L2] BUYS CHALLENGE OUTCOME You have the power to fix challenges. When you are not a main player in a challenge, after cards are revealed, you may spend Lucre to affect the result of the challenge. Each Lucre spent allows you to add four to the total of your choice of sides. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: If you lose a challenge as an ally, you may declare that the challenge was "fixed" and return your tokens to bases. Super: Each Lucre you use to fix the challenge adds eight (8) points to your chosen side. 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. FOG [M:S] CONCEALS TOKENS IN CHALLENGE You have the power to conceal. When you are the defender in a challenge, your enemies cannot see how many tokens you or your allies are placing for defense - they must decide blind. Your power also operates if you ally with the defender in a challenge. History: Wild: You need not abide revealing powers, such as the Mind, the Finder edict, or the Moonburst moon (#62). Super: Your power to conceal applies when you are attacking as well as defending. FORGER [O:N] PLAYS DUPLICATE CARDS You have the power to forge. On each challenge in which you are one of the two main players, if you have than one of any value Attack card, you may play as many of them as you want. The set of cards is treated as if it were one Attack card of the total value. All played cards must be discarded after the challenge. Filch or Clone may take the played cards, but must take them all). History: Restriction: Do not use with Knight or Multiple. 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. FREAK [M:N] OPPONENT PLAYS LOWEST CARD You have the power of low. Your opponent in a challenge must play his lowest Attack card if possible. (Miser chooses which hand to play from, but must play his lowest card in that hand. Warmonger may choose to play the lowest card in his hand, or fire his lowest missile. Knight must play his lowest remaining card each round. Multiple must play his lowest cards. Forger may play multiple copies of his lowest card.) History: 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 [O:N] PREVENTS ACTIVITY ON BASE You have the power to suspend. On each challenge, immediately after the defensive system is determined, you may freeze one planet or moon. No action of any type may involve that base or any tokens on it for the rest of the challenge. You may not freeze the same planet or moon on successive challenges. Continuous moons which are frozen are not in effect for the challenge. History: 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. 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. GAOLER [O:P:PL] KEEPS OTHERS' PRISONERS You have the power to confine. Whenever any player acquires new prisoners (but not when they are transferred from one Prison to another), you may demand all tokens other than your own. The player can either give you the tokens, which you then place in your own Prison, or pay you one Lucre and keep the prisoners. History: Horrified at the barbaric conditions in Cosmic prisons (especially those of the Wrack), the Gaolers resolved to ameliorate the situation. They have constructed large, sanitary facilities where prisoners are maintained in comfort. The Gaolers now present their Prisons as a useful and humane service for which all Aliens should be grateful. Restriction: Use only in a game with prisoners and Lucre! Wild: At the start of each of your turns, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison. Super: When you use your power, you may refuse to take Lucre and instead take the prisoners. Wild1: At the start of your turn, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison. Super1: When you use your power, you may refuse to take Lucre and instead take the prisoners. ; 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. ; PRISONER POWER ; Gaoler is the Extortionist of prisoners. The payoff was originally two ; Lucre but that turned out to be too many (at least with Eon Lucre rules); ; I also dropped his ability to demand his own tokens. Like Concession, ; good for cutting down other Prisoner powers. GEMINI [O:E] Attacks Two Adjacent Planets You have the power of double attack. You may attack two bases during each of your challenges. These bases must be adjacent and must both have tokens from your opponent inhabiting them. Point the cone between the two planets and continue the challenge normally except that you may place up to double the allowed number of tokens into the cone. Allies are still limited to one to four. The defensive player adds the tokens on both planets to his total. If you win, you and your allies take both bases (or, if you wish, just one) and defensive tokens on both bases (and the cone) go to the Warp. Your allies may take both bases even if you take just one. Planets which have no tokens on them may be attacked as one of two challenged home bases (or, if two adjacent planets are empty, both may be attacked). History: Wild: As a main player in a challenge, you may double the value of any attack card you play. You must announce that you intend to do this before cards are played. Super: You may always attack 2 bases, whether or not a player has tokens on both. The two bases must still be adjacent. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. ; Made power optional as per Matt Stone's Doubleheader. ; ; Changed Wild to Matt's Doubleheader Wild, because original was an ; improved Deuce Wild. Added last sentence to Wild to tone it down a ; little. ; GENE [M:N:N] INHERITS POWERS You have the power of heredity. When you are a main player in a challenge and you win or make a deal, you take one of your opponent's power cards (his choice) and use it as your own from then on. If you lose a challenge, or fail to deal, you must give this power card to your opponent. History: Itself only a mechanism of heredity, the Gene envies those beings which have achieved independent existence. It spitefully steals away abilities, even knowing it must inevitably pass them on to a new recipient. Restriction: Use only in a Multiple Power Game. 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. GENEVA [B:P:P] SALVAGES AND CHANGES RULINGS You have the power of rulings. Whenever any other player plays or discards a Prisoner Ruling, you take it for your own hand. In addition, whenever you play a Prisoner Ruling, you may change it into any Ruling you name. After you play a Ruling, you must discard it. History: Feared by other races, the Geneva have in the past performed acts which implied near-omnipotent abilities. If they ever used even the tiniest part of their power, they could instantly seize control of the Cosmos; but for their own inscrutable reasons they only act in a few rare circumstances. Perhaps the Geneva view other races as children, whose behavior must be overseen until they mature. Restriction: Use only in a game with prisoners. Wild: You may use this Flare as any Prisoner Ruling you name. Discard after use (if Geneva is in the game, he does not pick it up). Super: You may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge. Wild1: You may use this Flare as any Prisoner Ruling you name. If Geneva is in the game, he does not pick this Flare up after you discard it. Super1: From the time you play this Flare until the destiny pile is next shuffled, you may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge. ; 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. ; PRISONER POWER ; The deadly Vulch-Mesmer! But he's not really that strong: there aren't ; many Rulings in the deck, and they don't affect anything other than ; prisoners. From playtesting, he tends to generate General Amnesty ; and Jailbreak rulings to free his own tokens, and Victory or Death ; rulings to prevent them from being captured. GOBLIN [M:N:H] DETERMINES HAZARDS You have the power of mischief. Whenever another player must take a Hazard card, you look at it first. If you desire, you may discard it and make him draw the next one instead. This card takes effect if possible. History: Restriction: Use only in a game with Hazard cards. 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. GHOUL [M:S] Gains Rewards For Others' Dead ; Power is by Jeffrey Field You have the power to plunder. Whenever you are a main player in a challenge, and your side wins, you gain a reward for each token (from either side) that went to the Warp (or Void) during the challenge. The reward is either a token from the Warp, a card from the deck, or a Lucre (if available) from the box. You gain one such reward for each token lost during the entire duration of the challenge, regardless of how the token was lost to the Warp. Wild: If you are the main offensive player, and you win the challenge, you may take one card from your opponent's regular hand for each token you had in the challenge. Super: You may use your power to plunder as an ally in a challenge. ; ; Cleaned up language on power. Made power useable only as a main player. ; Super is Nick Sauer's. ; GLITCH [O:E] Takes Back Own Action You have the power of indecisiveness. Once during each challenge you may take back or change one game action that you have just taken, e.g. playing a particular card, pointing the cone at a specific target, number of tokens committed as main player or ally, etc. Other players can not rescind their actions which were a direct result of your negated action. For example, if you played a Cosmic Zap and another player Un-zapped it, you could take back the Cosmic Zap and the Un-zap would remain played, but you could not use the Cosmic Zap until the next challenge. History: Wild: As a main player in a challenge, you may play two challenge cards face down. When challenge cards are revealed, you show one of the two cards that you played (your choice). After challenge cards are revealed, including your first card, you may elect to use your second card instead of the first card you revealed. You may retain unrevealed cards at the end of the challenge. Super: You may allow another player to take back or change a game action instead of yourself. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Mark Gilston, from Johnson City, NY. ; Wild is Mayfair's original Wild Oracle. ; GLUE [M:K] TAKES OTHERS' TOKENS ALONG You have the power to stick. From any place where you move tokens where other players have tokens, you must take with you as possible one player's token for each of your tokens you move. It travels with you, including out of the Warp. If it causes a player to ally with you, he must despite Force Field Edict or Magnet. Such a player may put in more tokens but may not take any out, including Amoeba. A player may be an ally against himself. You may not glue Zombie into the Warp or with the Filth anytime. History: Wild: For every token another player moves from where you have tokens, including Warp, you may move a token with them, except the Filth. You may be an ally against yourself. Super: One of your tokens may stick to as many other tokens as you want, not necessarily of one player. You may deal to glue tokens out of the Warp. 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. GOLEM [O:E:M] Adds Moons You have the power over moons. At the start of each of your turns, you may add a moon to your system from those not in the game. You may then occupy it in addition to your normal challenges. History: Restriction: Use only in a game with 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. ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; GREMLIN [O:N:L] EXCHANGES CARDS You have the power of malice. As a main player, you may take two cards at random from your opponent's regular hand and exchange them with any two cards from the discard pile. He may pay you a Lucre to make you pick the cards at random. History: Restriction: Use only in a game with Lucre. Wild: Take a Safety card from another player. Discard after use. Super: You may refuse the Lucre. 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. GUARDIAN [M:N:LM] TAXES MOONS You have the power to tax moons. In order for another player to land on a moon, he must pay you a Lucre. If he can't pay you, he may offer you a card. After he shows you the card, you may take i€After he shows you the card, you may tak€After he shows you the card, you may takt and let him land on the moon, or refuse the card and force him to attack elsewhere. A player with no Lucre may not attack an occupied moon. History: Restriction: Use only in a game with Lucre and 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 [O:N] TRIES TO REGAIN LOST BASES You have the power to fight back. Immediately after you lose a home base in a challenge, you may attack it to try to win it back. No allies are allowed in the counterattack and you must challenge all tokens that were on the cone in the original attack. You choose the player who must defend from among those with tokens involved. Play is suspended while this attack takes place. The base is not considered won or lost until after you have had the chance to take it back. History: Restriction: Do not use with Filth. 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. HALFLING [O:N] ALTERS HANDS You have the power to cause trouble. When you are the main player in a challenge, before cards are played, You may take half of your opponent's regular hand (rounding down) along with an equal number of cards from the deck. After looking at the two sets of cards, give one back to your opponent, and discard the other. History: Wild: You may discard half your regular hand (including this card). Round up. Super: You may keep one pile and discard the other. HAUNT [M:N:2] HAUNTS PLANETS ; Renamed from WRAITH You have the power to pervade. At the start of the game, you get one special token for each other player in the game. Each extra token haunts a planet in another player's system. Write down the locations of the haunted planets. When another player establishes an external base on a planet with a hidden token, the Wraith comes out of hiding, and establishes a base there. A Wraith token may not be moved off the planet for any reason (including Terrorist bombs or Filth), and may only be attacked by the player in whose system it resides. If you lose this challenge, the token is exorcised and goes back into hiding. If all Wraith tokens have been revealed (even if they have been exorcised), you may haunt another planet. If you lose your power, revealed Wraith tokens remain out, but do not count (although they can still be exorcised.) If you receive this power after play has begun, write down the location of your tokens as if starting the game. History: Restriction: Do not use in a 2-player game. 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. HENDERSON [O:N] ATTEMPTS TO GAIN EXTRA BASES You have the power to steal bases. Whenever you gain a base on a planet as the direct result of winning a challenge, you may attempt to steal another base. Point the cone at the next planet counterclockwise from the one where you just gained a base, and challenge the player in whose system that planet resides. No allies are allowed in the steal attempt. If you fail to win the extra challenge, you are "picked off", and all tokens on the original base you gained go to the Warp. If you succeed, you may try to steal another base, and so on, but if you are "picked off" at any time, tokens on the original base, and all of those you have stolen on this sequence go to the Warp. Steal attempts take place in addition to your normal challenge. History: 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". HIRED GUN [O:K] HAVE TOKENS WILL TRAVEL ; Renamed from MERCENARY You have the power to fight for others. When not a main player, the offensive player may offer to hire you. You are not obligated to accept hiring. You now become the offensive player and proceed as such. Your employer may no longer be involved in the challenge. If you win, you and your allies get the base as normal, and your employer also gets the base. If you deal, your employer gets nothing. If you lose or fail to deal, your employer must pay you 1 Lucre for every token you lost or would have lost to the Warp. If he doesn't have enough, whenever he gets Lucre he must pay off his debt before he can hire you again. He must pay off the debt even if you lose this power before hand. You may not purposely lose or fail to deal, except by Wrack. You may get paid for tokens lost to the Warp other than as a result of playing challenge cards, including powers. History: Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN A TWO PLAYER GAME. Wild: For a Lucre each, a player may buy the use of any other flare in your hand which he may play on any player except you. However, if such a flare gets zapped, it's discarded as normal. Super: You may demand your Lucre per token even if you win the challenge. HOARD [M:N] STARTS WITH 40 TOKENS You have the power of strength. You start the game with two sets of tokens. Place 4 tokens of each color on your home bases. Place only one set of star discs in the destiny pile. This is your primary color. While you have your power, both sets of tokens are treated normally, but when you lose the use of your power (except to another player), tokens of your second color remain where they are and do not count in challenges or for determining your number of bases. They can not be retrieved from the Warp, but do go to the Warp along with any tokens of your primary color if they are on a base that is lost. If another player gets this power card, all of your Hoard tokens are removed from bases, and he places them on his. (Tokens that are in the Warp stay there). If you get this power card after play has begun (except from another player), take 20 extra tokens and place them on your bases. History: Restriction: Do not use with Insect, Mentor or Plant. 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 [M:N:H] COLLECTS LOST ITEMS You have the power of reclamation. You collect all cards discarded by other players as the result of Hazard cards, and add them to your regular hand. (You collect Edicts and Flares even if the Vulch is in the game.) In addition, you take any power cards that are discarded by other players as a result of Hazard cards and add them to your own. Finally, any tokens which should be lost to the Warp by other players because of a Hazard card go to your star disc instead. At the start of any challenge in which you have tokens belonging to your opponent, you may try to deal for them in addition to the challenge. History: Restriction: Use only in a game with Hazard cards. 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. HOUDINI [M:P:P] ESCAPES FROM PRISONS You have the power to escape. At the start of each challenge in which you are the offensive player, remove all of your tokens from other players' Prisons and return them to your bases. History: Able to convert themselves from matter to energy and back at will, the Houdinis are difficult to catch and harder to keep. More than one of their Cosmic adversaries has confidently sealed Houdini prisoners into a special prison, only to find it empty when they next looked. Restriction: Use only in a game with prisoners. Wild: Whenever any player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases. Super: For each Prison from which you escape at the beginning of your challenge, take one token of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison. Wild1: When a player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases. Super1: For each Prison from which you escape at the beginning of your challenge, take two tokens of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison. ; 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. ; PRISONER POWER ; And now the Zombie. The delay between capture and escape means that ; prisoner-using powers will have a chance to exploit him, but not much ; of a chance. HOUND [O:N:L] TAKES CARDS FOR USE OF POWER You have the power to pester. For each power your direct opponent in a challenge uses, you may take the card of your choice from his regular hand. If he chooses, he may pay you a Lucre and choose the card himself. History: Restriction: Use only in a game with Lucre. 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. HUMAN [M:K] ONLY HUMAN You have the power of inferiority. You may not have any multiple powers. You can never lose this power for any reason, including other powers. You may not deal with other players unless it's by Edict, Flare, or their power. Discard all compromise cards you get. Any of your tokens that are lost to the Warp are instead captured by the player who caused them to be lost. Whenever you win a challenge as main player, you get back all of your tokens that he has. The Void eradicates your tokens. If all of your tokens are captured, you are out of the game. Insect and Queen may not use this power. You may not be an ally or have any allies except with Normal. During the game, all players except Normal may laugh at you, even if silenced by the Silencer. However, if you win the game, you do not have to clean up, and you may laugh at everyone else as they clean up themselves. Any player who plays a compromise card against you may not collect consolation cards. History: Wild: While being laughed at for using a human flare, you may cancel a deal made by other players, except Wrack, and cause each of them to lose three tokens to the Warp. Super: You may get back all of your tokens now from wherever they are: Warp, Praw, Void, Fungus, Prison, etc. You may have allies and may also be one. You may no longer be laughed at. You forever have this card. You may never lose it for any reason, including by other powers. However, you may not use this card again to get back you tokens. HYPNOTIST [M:N:2] CHANGES ORDER OF PLAY You have the power to suggest. When you win a challenge (including a Timegash challenge) as the defensive player, play immediately passes to you. At the end of your turn, you decide whether play passes to the right or the left. History: Restriction: Do not use in a 2-player game. 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 [O:N:2] ALLIES ON BOTH SIDES IN CHALLENGE You have the power to hedge. When you are not a main player in a challenge, if either main player invites you to ally, you may ally on both sides of the challenge regardless of whether the other player invites you. You may ally with up to 4 tokens on each side, and tokens are treated as normal offensive and defensive allies. History: Restriction: Do not use in a 2-player game or with Delegator. 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 [O:N:2] EXCHANGES ALLIES You have the power to swap. As the main player in a challenge, after cards are played, but before they are revealed, you may call out "exchange." All offensive allies must then move to the defensive end of the cone, and defensive allies are placed in the offensive end of the cone. Total are then figured normally. History: Restriction: Do not use in a 2-player game or with Delegator, Federalist, Ghost, Patriot or Traitor. 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 [M:N] ASSIMILATES WITH OPPONENT You have the power of assimilation. When you are the winning offensive player in a planet challenge, your opponent's tokens remain on the base. Likewise, as a losing defensive player, your tokens remain on the base. You still receive consolation, if appropriate. History: Restriction: Do not use with Filth. 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 [O:N] GIVES AND TAKES COMPROMISES You have the power of vice. As a main player in a challenge, you may either give away any or all of your Compromise cards from your regular hand to other players, or collect all of their Compromise cards from their regular hands and put them into yours. History: 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. IMPERIALIST [O:N:2N] EXPANDS HOME SYSTEM You have the power to annex. At the beginning of your turn, you may declare one planet base in another player's system to be part of your home system. This planet is counted as an external base for the player whose system it is in if he has tokens there. You may relinquish an annexed base at any time except when it is under attack. You may not annex more than one base per system. If you lose your power except to a Zap, annexed bases are returned to their owners. Also, your external bases count as home bases for the purpose of keeping your power. History: Restriction: Do not use in a 2-player game. Use only in a multiple power game. Wild: You may place this card next to your home system and treat it as an occupied home base. This "base" may be attacked, but you defend with a token value of zero. If this card is zapped, tokens on the "base" go to the Warp. Super: You may place a token on one planet you annex. Discard after use. 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 millennia 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 rip-off, but not quite as ; painful. INQUISITOR [M:P:P] GAINS INFORMATION FROM PRISONERS You have the power to interrogate. As a main player in a challenge, after allies commit but before cards are played you draw one card from your opponent's hand for each of his tokens that you hold in your Prison. Look at the cards, then return them to your opponent. Further, if any of the cards you draw are Challenge cards, your opponent must play one of those cards in the challenge if he can. History: During millennia of tribal warfare the Inquisitors developed highly effective techniques (mostly involving small bits of hot metal) for wringing battle plans from captured warriors. United now in a quest for Cosmic rule, the Inquisitors continue to use their skills to glean information from their adversaries. Restriction: Use only in a game with prisoners. Wild: As main player in a challenge, if you hold tokens belonging to your opponent on your Prison after the prisoner exchange, you may ask him if he holds a specific card (e.g., Attack 10, Wild Plant, Mobius Tubes). He must answer truthfully. Super: You may use your power once per challenge, looking at cards taken from either main player whose tokens you hold in your Prison; if you draw any Challenge cards, he must (if able) play one of those cards. You may not tell other players the values of the cards you pick. Wild1: As main player in a challenge, if you hold tokens belonging to your opponent in your Prison after the prisoner exchange, you may look at his entire hand before cards are played. Super1: When you use your power, if you draw more than one Challenge card from your opponent you may select any one of the Challenge cards that you drew. Your opponent must play that card in the challenge if he can. ; 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. ; PRISONER POWER ; An information power. Inquisitor basically has two ways to go: get a ; lot of prisoners and try to be a Mind, or keep exactly one prisoner of ; each color and be a sort of Laser/Oracle. The latter has proven to be ; the better strategy since (unless he gets a lot of prisoners, which ; makes everyone his enemy) he doesn't make a good Mind. ; We briefly experimented with changing the timing to "anytime before ; cards are played", but that seemed to make him too strong (using the ; Laser/Oracle approach). This way, he has to decide on allies before ; getting an idea of what his opponent will play. INTEGRAL [O:N] ROUNDS OFF CARDS ; Renamed from QUANTUM You have the power to round off. As a main player in a challenge, after cards are played but before they are revealed, you may call "Round off." You then declare whether the value of any Attack cards played will be rounded up or down to the nearest multiple of 10. When the cards are revealed, determine the outcome of the challenge with the new values. A card that is already a multiple of 10 remains unchanged. History: Wild: When you are a main player, you may round the number of your opponent's tokens down to the nearest multiple of five before determining his total. Consolation or rewards are figured normally. Super: You may use your power to round off as an ally. INVADER [O:N] LANDS ON VACANT BASES You have the power to overrun. Whenever a planet base in any system becomes vacant, regardless of the reason, you may place a token on it. History: Restriction: Do not use with Filth. 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 [O:N:L] BUYS ATTACK POINTS You have the power to spend wisely. As a main player in a challenge, you may use your Lucre to increase your value. You may buy points, two points per Lucre, in addition to cards and tokens, but you may spend no more than 4 Lucre per challenge. Keep a running total of the points you have bought and in each challenge you add the points you have accumulated to your total. History: Restriction: Use only in a game with Lucre. 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. JAMMER [M:E] Temporarily Reduces Hand You have the power to disrupt. As a main player in a challenge, you immediately draw half (rounding down) of the cards from your opponent's regular hand. You do not look at these cards, and they cannot be used by your opponent during the remainder of the challenge. If you are the main defensive player and the offensive player runs out of challenge cards his turn ends. If you are the main offensive player and the defensive player runs out of challenge cards, he draws new cards from the deck one at a time until he draws a challenge card, which he must play. After the challenge, he retrieves the cards which you "disrupted" away. History: Wild: As a main player in a challenge, you may remove 3 tokens from the cone after cards are played, but before they are revealed. They are returned to bases if possible, or else go to the Warp. You can not remove your own tokens. Super: Cards lost to your disruption power are added to your hand. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from the White Plains Encounter Group, from White Plains, NY. ; Wild is Matt Stone's. ; JANUS [M:N:L] LUCRE WORTH 4 You have the power of value. You receive 4 tokens or cards for each Lucre you spend. However you may not buy more than 4 cards per challenge. History: Restriction: Use only in a game with Lucre. Wild: Take 5 Lucre from the box. Discard after use. Super: You may spend up to 4 Lucre at a time. JINX [O:N] CAUSES CARD TO CHANGE INTO ATTACK 13 You have the power of bad luck. As a main player in a challenge, after cards are played but before they are revealed, you may call out "Jinx." You then choose one of the played cards your choice) to become an Attack 13 when it is revealed. History: Restriction: Do not use with Cop or Gambler. Wild: If you win a challenge by playing an Attack 13, you may take one additional base anywhere. Super: When you play an Attack 13, you automatically win the challenge. KHAN [O:N:L2] REVENGES ON WINNING OPPONENT You have the power of wrath. If, as a main player, you play an Attack card and lose the challenge, send one of your opponent's tokens to the Warp (your choice), and he must pay you a Lucre. If he has no Lucre, take the card of your choice from his regular hand. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: If another player establishes an external base, he must let you join him there or return his tokens to other bases. Super: You may take revenge against your opponent's allies as well. KAMIKAZE [O:N:2] SACRIFICES SELF TO DESTROY OTHERS You have the power to self-destruct. As a main player with tokens at stake in a challenge, after cards are played, but before they are revealed, you may declare the attack to be a suicide mission. The cards are discarded, and all of your tokens and your opponent's tokens go to the Warp. Both you and your opponent are considered to have lost the challenge. However, all allies are considered to have won the challenge; all offensive allies gain the base, and all defensive allies return to bases and collect rewards. History: Restriction: Do not use in a 2-player game. 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. KNIGHT [O:N] CALLS FOR DUEL OF CHALLENGES You have the power to duel. As a main player, immediately before cards are played, you may call for a duel of cards. Declare how long it will last, from 2 to 5 rounds. (You must have enough challenge cards in your regular hand to complete the duel.) For each round, you and your opponent each play a card (cards if Procrastinator and the outcome is determined before the next round begins. If your opponent runs out of challenge cards, on each remaining round he draws from the deck until he gets a playable card, discarding non-challenge cards. The player winning the most rounds wins the challenge. (Defender wins a tie.) A round resulting in a compromise/ compromise situation is a draw. The loser of the duel takes consolation if he played a Compromise on any round he loses. Emotion Control turns all rounds into draws; a deal must be made.) At the end of the duel, all played cards are discarded. History: Restriction: Do not use with Chronos, Decoy, Demon, Deuce, Doppleganger, Federalist, Insect or Multiple. 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. KNIFE [O:P:P] GETS CARDS FOR PRISONERS You have the power of sacrifice. As a main player in a challenge, any time before cards are played you may put any of the tokens in your Prison into the Warp and draw one card from the deck for each. The cards you obtain in this way do not reduce the number you may buy with Lucre. The cards are not subject to the Extortionist (you "officially" obtain them one at a time). History: Backward and savage by Cosmic standards, the Knives hold bloody rituals in which captured prisoners are sacrificed to their goddess of battle. Other races would scoff at their beliefs -- except they seem to work. Restriction: Use only in a game with prisoners. Wild: When you must propose a prisoner exchange, show your opponent this card and propose any exchange in which you give him (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"). He must accept the proposal. Super: When you sacrifice a token, you may randomly draw a card from its owner's hand instead of from the deck. Wild1: When you must propose a prisoner exchange, propose any exchange in which you give your opponent (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"). He must accept the proposal. Super1: For each token you sacrifice during the current challenge, you may either draw a card from the deck or a random card from the hand of the token's owner. ; 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. ; PRISONER POWER ; This one wants to take lots of prisoners, but he puts them back into ; circulation (or at least the Warp) fast; most players simply exchange ; all their prisoners for cards at the earliest opportunity, though there ; are cases where a little more strategy is in order. It's also really ; fun to role-play this one. 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. KRYPTON [O:E:F] Uses Flares As Super Flares You have the power super. You may use the Super Flare ability of any Flare you hold, if either of the following conditions exist. First, if the Super Flare explanation is self-contained (i.e. it can be used without using that alien's normal power) you may use the Super ability as stated. Second, if the Super ability is an extension of that aliens normal power to different circumstances (e.g. as an ally, against different players, at a different time of the challenge) you may use that alien power in the alternate manner, but not in the normal way the power is used. You cannot use a Flare's Wild and Super powers both during the same challenge. History: Restriction: Use only in a game with Flares! Wild: You may play this card as if it were your power's Wild Flare, even if you still have your power. Super: At the start of each of your turns you can draw a card at random from the unused Flares and add it to your hand. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Bryan Stout, from Urbana, IL. KRYSLER [O:N:2] BORROWS BUT GIVES BACK CARDS You have the power of good credit. As a main player in a challenge, you may borrow one card from another player (the "Lender") by asking one yes/no question. If he can, the Lender must give you a card satisfying the condition, otherwise he gives you any card (if he has one) from his regular hand. The question may be about a specific card (i.e.,. "Can I have an Emotion Control Edict?") or a general question ("Can I have an Attack card above 15?"). The borrowed card is not considered to be part of your regular hand, and is immune to loss, although if it is your only challenge card, it is as though you are out of challenge cards. At the end of the challenge, the card is returned to the Lender (even if you have used it.) If you do not use the card, it is not revealed to other players. History: Restriction: Do not use in a 2-player game. Wild: As a main player, you may borrow the top Flare from the Flare deck. At the end of the challenge, whether you have used it or not set it aside. Super: You may discard the card instead of returning it. LANDLORD [M:W:L] 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 three bases in your system still pays only one Lucre. If the player cannot pay you, he must remove all of his tokens from your planets and return them to other bases, or to the Warp if he has no bases. Restriction: Use only in a game with Lucre! Wild: As a losing defensive main 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 base. A player may pay only part of the rent and remove some of the bases (a player with three bases could pay you two Lucre and remove one of his bases). ; Nick Sauer's adaptation of power from the Ken Cox set which did not make it into ; Encounter V2#1. Version 0.1 - November 19, 1991. ; Fair. Gets rich, and sometimes manages to catch a player short and ; cause him to lose some bases. Also called BONIFACE. ; LAWYER [O:E:L2] Charges To Help Make Deals You have the power to regulate. Whenever other players must try to deal, they each pay you a Lucre. You work with them to help them come to an agreement. If a player can not pay you, you may forbid him from dealing (other players involved must still pay you) or you may try to deal instead of him. If you choose to deal, and can not successfully negotiate a deal for yourself with the other players involved, the player who could not pay you loses three tokens to the Warp instead of you. If none of the players can pay you, you decide whether they will deal or not, and exactly what the terms of the deal will be. History: Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: If you pay a player who is involved in a deal two Lucre, you replace that player in the deal. You make the terms with the other player(s), and gain any benefits or lose three tokens to the Warp if no deal is reached. Super: Even if you are paid, all deals must have your approval or the players involved are considered to have failed to deal. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Mark Gilston, from Johnson City, NY. ; Removed last few lines of text from the power. ; 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 doƒken. If you choose a card penalty and heƒken. If you choose a card penalty and hees 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). LENDER [O:W:L] Loans Lucre ; Renamed from FINANCIER You have the power to loan. Between challenges, any other 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 repaid. 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 until he pays you. A player with outstanding loans cannot win the game (Schizoid has no effect on 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 token in the Warp for each Lucre he has borrowed. The loan is then considered repaid. ; Nick Sauer's adaptation of power from the Ken Cox set which did not make it into ; Encounter V2#1. ; None of these have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; ; Good. In one game one player went nuts, and borrowed lots of Lucre at ; high interest; he never got it all paid 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. 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. LETTERMAN [M:N] SPELLS DOOM You have the power of letters. Once per challenge, immediately after the destiny pile is flipped, you name a letter of the alphabet. No Power, Flare, or Edict whose name contains that letter may be used until the destiny pile is flipped in the next challenge. All 26 letters must be named before a letter is reused. The Letterman power is immune from this power and must be zapped at the time the letter is declared. History: Wild: Once per turn, you may exchange one of your power cards for another power card beginning with the same letter of the alphabet. This power card must have been in the game, or currently be in the game. Super: You may use powers, Flares, and Edicts containing the forbidden letter. 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. LITTERBUG [O:N] DISCARDS CARDS You have the power to dispose. As a main player, you may discard exactly one card from your regular hand for every token that you have in the challenge. History: 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. LOANSHARK [O:N:2] LENDS CARDS TO OTHERS You have the power to lend. On any challenge in which you are not a main player, you may give one of the main players an Attack card from your regular hand. At the start of your next turn (after you have drawn a new hand if necessary), each player to whom you have loaned a card must repay you with a higher Attack card than you gave him. If a player can't repay an Attack card, he must give you an Edict or a Flare. If he has no Edicts or Flares, he must give you a base. You may loan only one card to each other player between each of your turns. History: Restriction: Do not use in a 2-player game. Wild: You may offer to lend another player the use of a wild Flare from your hand for one challenge, in exchange for one or more Lucre. Super: You may lend a higher card to a player you have already lent to, and he must pay you back for it instead of the first. LOONY [M:N:M] PLACES MOONS ON EACH PLANET You have the power of planet moons. At the start of the game, place a moon face down on every planet. No player may look at them.) Before the first turn of the game, look at the planet moons you "occupy" and reveal non-secret ones. You may reveal secret planet moons you "occupy" at any time. Immediate planet moons take effect in the order of your choice, then continuing ones. Whenever you land tokens on a planet, the planet moon takes effect as if you occupied it. You may replace one planet moon per system. Planet moons are not normal moons (they are not affected by Lunar Zaps, Vanish, Moon Win, etc. and have no effect if you lose your power). A Zap stops an immediate planet moon, or consequences of a continuing one for that challenge only. If you get this power from another player, look at unrevealed moons on planets you "occupy", and reveal non-secret ones as if starting the game. History: Restriction: Use only in a game with 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. 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. LUCRE [M:K:L] USES LUCRE AS TOKENS You have the power of living money. Any Lucre that you get count as tokens in every way. Put them on your bases. You may use the Lucre tokens as regular Lucre, including as part of your challenge total. Whenever you lose control of the Lucre tokens, they become Lucre for the new owner, i.e. Fungus. You control them in the Warp even if Warpish is in the game, but Warpish may count them. If you lose this power, retrieve all your Lucre, including the Warp, despite Super Warpish. If you get this power back, return the Lucre to your bases. You are immune to Crash Edicts. History: Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN GAMES WITH THE PIRATE. Wild: At the start of your turn, you may take 1 Lucre from the bank for every token you have in the Warp. Super: No other player may spend their Lucre on anything. LUCRETIA [M:N:L2] WINS LUCRE IN CHALLENGE You have the power over Lucre. When you are a main player in a challenge, your opponent may not spend his Lucre to buy cards or tokens from the Warp. If you win the challenge, you take all of his Lucre. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. 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. LUNATIC [M:E:M] Doubles Attack Total When Occupying Moon ; Power is by John C. McKevitt, from Philadelphia, PA. You have the power of the moon. Whenever you are a main player in a challenge, and you occupy a moon in the system where the challenge is occurring, your attack total (card plus tokens) is doubled. History: Restriction: Use only in a game with moons! Wild: As a main player in a moon challenge, your tokens are each worth two for that challenge (except for taking consolation). Super: If you occupy a moon in the system where the challenge is occurring, your attack total is tripled. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number 4. ; Version 1.0 - November 19, 1991. ; Wild and Super are Nick Sauer's. MAGICIAN [O:N:N] CHANGES OPPONENT'S POWER You have the power to transform. As a main player in a challenge, you may exchange one of your opponent's power cards with one taken at random from those not in the game. History: Restriction: Use only in a multiple power game. Wild: When this card enters your hand, draw a new power card(s) at random to replace yours. Super: You choose the replacement power. LYCANTHROPE [O:E:M] Exchanges Moons You have the power of lunar change. Whenever you occupy a moon, before it takes effect, you may draw another moon, look at it, and place it face down beneath the moon you are occupying. On any subsequent challenge while you occupy the moon, you may flip it over, discarding the top moon and occupying the one underneath. Once this moon has been flipped you may repeat the process. If you vacate a moon with another underneath, the top moon is discarded and the bottom moon is now treated as if it were the original and had never been occupied. History: Restriction: Use only in a game with moons! Wild: You may replace any moon in the game for a new randomly drawn moon. Any tokens currently occupying the moon must return to bases. Super: You may change a moon occupied by another player to one randomly drawn from the unused moons. You may do this, once per challenge, instead of changing your own moon. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from Mark Gilston, from Johnson City, NY. ; ; MAILMAN [O:N:L2] DELIVERS MAIL You have the power to deliver. On any challenge, another player may pay you a Lucre to mail a card of his choice from his regular hand to any player (including himself or you). He may pay 2 Lucre to mail 2 or 3 cards, 3 Lucre for 4, 5, or 6 cards, or 4 Lucre for more than 6 cards. You take the Lucre and without looking at them, place the cards face down in the "post office." When a player's color is actually flipped in the destiny pile, or at the start of his turn (before he gets a new hand), if he has any mail in the post office, deliver the cards to him. You may mail cards from your regular hand to other players by paying the bank. For "express delivery", a player may pay you one extra Lucre, and you must deliver the cards immediately. If you lose your power, cards in the "post office" are discarded. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. Wild: You may give away cards from your regular hand to other players, paying one Lucre to the box for each. Super: You may look at the cards in the post office, and take any that you want, paying one Lucre to the box for each piece of "lost mail". MARTYR [O:E] Sacrifices Tokens To Play Extra Challenge Cards You have the power to sacrifice. As a main player in a challenge, before cards are played, you may choose to sacrifice (remove to the Warp) any or all of your tokens involved in the challenge. For each token sacrificed, you may play an additional attack card to be added to your total in the challenge. History: Wild: As the offensive player in a challenge, before you play your card, you may sacrifice any or all of your tokens in the cone to the Warp, drawing one card from the deck for each. Super: You may sacrifice your allies' tokens. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Power is by Kevin Baker, from Sand Springs, Ok. ; Not playtested. ; Changed power to as a main player. ; Wild and Super are Matt Stone's. ; MASOCHIST [M:N] WINS BY LOSING You have the power to hurt yourself. You are not bound by normal win conditions. Instead, you will win the game only if all of your tokens are lost. This includes tokens in the Warp/Praw, on other players' star discs, out of the game, or trapped on planets or moons due to other powers, moons, Flares, etc. This power is not tied to your number of home bases. History: Wild: While this card is in your hand, you may not win the game (even if you have met all other necessary conditions). Super: You may win the game using normal conditions. MASTER [M:N:2] CAPTIVATES LOSING PLAYERS You have the power to enslave. When you win a challenge, you enthrall your opponent. While under your power, he may not attack you (if he flips your color in the destiny pile, he may land on a moon or flip again). When an enthralled player gets cards (except a new hand), you may take them, and when he gains a planet base, you may join him on it. When he wins a challenge against another player, you may enthrall that player as well. A player may escape enslavement by losing a challenge or paying you 3 Lucre. A Zap Edict prevents you from enthralling, and/or frees enthralled players for that challenge. If you lose your power card, or the use of your power (except to a Zap), all enthralled players are freed. History: Restriction: Do not use in a 2-player game, or with Insect, Mentor or Plant. 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. MATHEMATICIAN [O:N:L] PLAYS ATTACK CARDS AS KICKERS You have the power to kick attack cards. You may play any attack card 6 or under as a Kicker of that value. To do so, announce that you are using an attack card as a Kicker, and place 2 Lucre to the side (once these Lucre are set aside, they can not be spent or lost). When you reveal the "Kicker", before figuring totals, if it was a 6, give both Lucre to your opponent; if it was a zero, retrieve the Lucre; if it was anything else, give one Lucre to your opponent, and retrieve the other Lucre. If both sides play compromise cards, your "Kicker" is treated as a Kicker 1. History: Restriction: Use only in a game with Lucre. Wild: You may treat Kickers as exponents when played with attack cards (a -1 Kicker with a card produces its inverse; a 0 Kicker changes the card to a 1; a 1/2 Kicker produces the square root; a 2 Kicker squares the card; and a 3 Kicker cubes it.) Super: For two Lucre, you may use any Attack card as a Kicker. MEDIUM [O:N:2] MOVES THE CONE You have the power to shift. As the defensive player in a challenge, before allies are called for, you may draw an Attack card at random from your opponent's regular hand. He keeps the card. The cone moves this number of bases to the right. If a legitimate challenge can be made on the base where the cone lands, it must be made. If more than one challenge is possible, the offensive player chooses who will defend. If no legitimate challenge can be made on the base where the cone lands, you and the attacker must try to deal. Deal rules apply. History: Restriction: Do not use in a 2-player game. 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. MEDUSA [M:E] Eliminates Opponent's Challenges You have the power of paralysis. If you lose a challenge as a main player, your opponent must lose his next challenge. If your opponent is the offensive main player and, he defeats you on his first challenge he cannot take his second challenge. If your opponent defeats you outside of his normal turn he is paralyzed once for each such victory against you. At the start of his turn, if he has been paralyzed only once, he begins his turn normally. However, if it is possible for him to make a second challenge that turn he cannot. If he is unable to make a second challenge on that turn, then he still retains that one paralysis. At the start of his turn, if a player has been paralyzed twice he loses his entire turn. Until his turn has been skipped, such a player cannot be paralyzed again. A player may Cosmic Zap you at what would have been the start of his second challenge and, thus, regain his second challenge. Similarly, a player may Cosmic Zap you at what would have been the start of his turn and, start his turn normally. However, he could not take a second challenge unless he zapped you again at what would have been the start of his second challenge. In both cases, the retained paralysis is lost by that player when he zaps you. History: Wild: If you win a challenge as a main player, your opponent may not use his power for the next two challenges. Super: Your opponent must lose his next challenge regardless of whether you win or lose the current challenge. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Power is by Kevin Baker, from Sand Springs, Ok. ; Medusa in particular was very recently rewritten and not playtested. Use at your own ; ; risk. ; ; Power was rewritten to make it more workable and less oppressive. ; Wild is Wild Gorgon from Encounter V1#5. Super is Nick Sauer's. ; MENTOR [O:N:N] TRADES POWERS You have the power to teach. As a main player in a challenge, immediately after the defensive player is determined, you may teach one of your powers one of your opponent's powers, and his power yours. For this challenge, the two powers are exchanged. At the end of the challenge, the powers return to their original owners. History: Restriction: Use only in a multiple power game. 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 [O:E:L] Goes Into Combat For A Fee You have the power of risk. Whenever a player would normally put tokens in the cone, or whenever a player's tokens are being attacked on a planet or moon, you may offer to risk your own tokens instead in exchange for payment. This fee must be in the form of Lucre, but may include cards and/or bases. If a fee is agreed to, take the payment, put his tokens aside, and replace them with yours. You may risk tokens on both sides in a challenge in addition to any that you commit as an ally. If the player loses the challenge, your tokens go to the Warp instead of his and he replaces his tokens on other bases. If the player wins, replace your tokens on your bases, and he carries out the outcome of the challenge normally. If players must deal, return your tokens and keep the payment. History: Restriction: Use only in a game with Lucre! 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, all your tokens gain benefits as if you were an ally. Winning offensive tokens move onto the planet and winning defensive tokens gain cards from the deck or tokens from the Warp. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Mark Gilston, from Johnson City, NY. ; Used Matt Stone's Language on power. ; MERCY-KILLER [O:N:2] KILLS OLD TOKENS You have the power of euthanasia. Starting with the eleventh turn of the game, you may send any one token to the Warp at the start of each turn. Starting with the twenty-first turn, you may send any two tokens to the Warp at the start of each turn. This number increases by one token every ten turns. (Timegash turns are included in the count.) If you get this power after the start of the game, except from another player, start your count with the turn in which you acquired the power. History: Restriction: Do not use in a 2-player game. Wild: You may force any player(s) to vacate a planet base of your choice if, in your opinion, their behavior renders them unfit to occupy it. Their tokens disperse. The base becomes a "ward of the game". While the planet is vacant, any attempt to occupy it must be made via a challenge against the deck. No allies are allowed. Discard after use. Super: You may kill token(s) at any time during the turn. METAMORPH [B:E] Acquires New Powers ; Renamed from CHAMELEON You have the power of transformation. At the start of your challenge, you may draw a new power, at random, from those not in the game, and add it to your own. You can never have more powers to use in any one turn than you started the game with. At the beginning of each turn, you must decide which of the powers you have to select from are activated this turn. The others are turned face down, and cannot be used until you activate them in a later turn. History: The Metamorphs found their own form so loathsome that they developed their shapeshifting powers in self-defense. Constantly broadening their range, they hope to encompass all possible forms, not only ruling the Cosmos but impersonating it. Wild: If you are a main player, you may randomly draw one alien power and use it instead of your main power for that challenge. This power is discarded at the end of the challenge even if you do not use it. Super: You may pick a new power, from those not used in the game, instead of drawing randomly. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number 2. ; Version 2.0 - November 15, 1991 ; Power is by Allen Varney, from Stanford, Ca. ; ; Wild and Super are Nick Sauer's. ; MIDAS [O:N:L] USES LUCRE AS TOKENS You have the power of gold. You start the game with five extra Lucre, one of which you place on each home base. These "tokens" are treated as normal tokens, except that they may also be spent as if they were Lucre. Lucre on your star disc are treated normally. As a main player in a challenge, you may either move any or all of your Lucre from your star disc to bases, creating new "tokens", or retrieve any or all of the Lucre "tokens" to your star disc. Whenever you receive Lucre, you may place them on your star disc or on bases. If you lose your power, except to a Zap, Lucre in the Warp are removed from the game, and those on your bases are returned to your star disc. History: Restriction: Use only in a game with Lucre. Wild: You may take any tokens that are on your star disc and turn them to gold. They are removed from the game and are replaced with Lucre. Discard after use. Super: You may spend your "tokens" that are in the Warp. MIMIC [O:E] Copies Other Player's Actions You have the power of duplication. If you are involved in a challenge, you may copy one action of another player during that challenge. If someone takes tokens from the Warp, you may take out (up to) an equal number of your tokens. If someone takes consolation from a player or rewards from the deck, you may take an equal number of cards from the same player or from the deck (respectively). If another player plays an Edict you may announce that you are playing the same Edict (but you do not actually play a card). You may do this last action only if that Edict allows you to play it immediately. If Lucre is in the game and someone takes Lucre from the box, you may take an equal number of Lucre. In all cases, the other player finishes his action before you may start to mimic it. The actions mimicked cannot be directly related to the use of a power. History: Wild: If someone plays a Wild Flare, you immediately play this card as if it were the same Wild Flare. He gets to use his Flare first. Use once per challenge. Super: You may mimic the use of someone's power just after that player has used it. You may not, however, mimic those powers that cannot be used with the Insect or Plant. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. MINER [M:N:L] DIGS FOR LUCRE You have the power to prospect. Whenever you establish an external planet base, draw the top card from the deck. If it is a non-negative Attack card, divide the value of the card's last digit by the number of your tokens landing there, and collect that amount of Lucre from the box rounding up). If the card is anything else, you did not find any gold in the mine. In either case, discard the card. Also, at the start of each of your turns, you may "prospect for gold" in each of your "mines." Declare the order in which you are going to prospect, and then draw a card from the top of the deck for each mine. Collect Lucre from the box for each non- negative Attack card as before. History: Restriction: Use only in a game with Lucre. Wild: Collect a Lucre from the box each time you establish an external planet base. Super: You may prospect for Lucre on any moon you occupy. 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. MODERATOR [O:E:2] Moderates Others' Challenges You have the power of moderation. When you are not a main player in a challenge, before challenge cards are revealed, you may announce "moderation". You then play an Attack Card. After all three challenge cards are revealed, if either main player played a Compromise Card no moderation occurs. If both main players played Attack Cards, then the player who played the "moderate" card (i.e. the card with the middle value) wins. The number of tokens is ignored. If you play the moderate card, or if your card matches either or both of the other cards, you decide the winner. If the two Attack Cards played by the main players match each other, but are different from yours, the challenge is concluded normally. Regardless of the outcome, the card you played is discarded. History: Restriction: Do not use in a two-player game. Wild: Before challenge cards are played, you may permit the main player with the lesser number of cards to draw from his opponent's hand until he has at least as many cards as his opponent. Play only once per challenge. 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. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 2. ; Version 2.0 - November 15, 1991 ; ; Power is by Dave Woodcock and Ed Kleban, from Ann Arbor, Mi. ; ; Made him discard his moderation card. Super is Matt Stone's as old ; was far too powerful, even after Jack Kitteredge's suggested alterations. ; MONARCH [O:N:L2] ISSUES EDICTS You have the power of proclamation. During any challenge in which you are not a main player, any other player may pay you a Lucre to provide him with a specific Edict. If you accept the Lucre, you give him any non- challenge card from your hand and declare it publicly to be the Edict he asked for. The player you give it to must use the Edict before the next flip of the destiny pile (or determination of the defensive player in the next challenge if the destiny pile is not flipped) or it is discarded. If used, the card has the effect of the Edict you declared it to be. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. 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. MONOLITH [M:N] FACES ONLY ONE TOKEN FROM EACH OPPONENT You have the power of one. Whenever you are a main player in a challenge, your opponent and his allies can each use only one token. All extra tokens must be moved to other bases (if possible), or else to the Warp. History: Restriction: Do not use with Amoeba, Crystal, Gorgon, or Stain. Wild: You may discard an Attack 1, and take 10 Lucre from the box. Discard this card after use. Super: You may use your Power of One as an ally. MOONIE [O:N:M] DECIDES WHETHER MOONS TAKE EFFECT You have the power of decision. Whenever any player lands on a moon, you declare whether or not it will take effect. Another player may offer you a base, cards, or Lucre to change your mind about a moon he has landed on after you have made your decision. If you accept his offer, a moon you had nullified takes effect normally, and a moon that you did not stop has no effect. When a player lands on a secret moon, you may look at it, and your decision determines whether or not it will take effect when he reveals it. If you lose your power (including to a Cosmic Zap), all continuing moons that are occupied are in effect, regardless of whether you had nullified them, and any secret moon that you had nullified may be used normally. History: Restriction: Use only in a game with moons. 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. MORTICIAN [O:N] PRESERVES TOKENS You have the power to embalm. W‚VES TOKENS You have the power to embalm‚VES TOKENS You have the power to embalmhenever another player loses tokens to the Warp, he may pay you one Lucre or one card at random from his regular hand to embalm the tokens. You must accept the fee, but may discard any unwanted card. At the beginning of your turn, you may move any tokens which are not embalmed from the Warp to the Praw or from the Praw out of the game. History: Restriction: Use only in a game with the Praw and Lucre. Wild: Once per turn, you may collapse the Warp into the Praw even if critical mass has not been reached. Super: Your fee is raised to one Lucre or card per token. MOURNER [M:N:2] TAKES CONSOLATION You have the power of commiseration. In any challenge in which another player is entitled to take consolation, except from you) you do so as well. After the other player takes his consolation, you take the same number of cards from the same player. You may discard any or all of them. History: Restriction: Do not use in a 2-player game. 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. MULE [O:N:K] PICKS UP DISCARDED KICKERS You have the power to kick. You may pick up any Kickers played or discarded by other players and add them to your regular hand. In addition, when you need to draw a new hand, you may keep any Kickers you hold and draw 7 new cards. History: Restriction: Use only in a game with Kickers. Do not use with Punter. Wild: Use this card as the Kicker of your choice. Discard after use. Super: You may pick up your own Kickers. MULTIPLE [M:N] DECLARES NUMBER OF CHALLENGE CARDS TO BE PLAYED You have the power of challenge cards. As a main player, designate the number of challenge cards (at least one) to be played by each player in the challenge (you must have at least this many). If the attacker does not have enough challenge cards, his turn ends. If the defender does not have enough, he plays all he has, gets a new hand, and plays more. To determine the challenge winner, add the values of all Attack cards played (ignoring Compromise cards) by each side, and treat the sum as one Attack card. Deuce plays one additional card, while Procrastinator and the player opposing Decoy play two sets of cards.) If the loser played at least as many Compromise cards as the winner, he gets consolation. If one player played no Attack cards, he loses. If neither player played an Attack card, try to deal. History: Restriction: Do not use with Doppleganger, Federalist, Insect, or Pacifist. 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. MUMMY [O:N] PROTECTS PLANETS You have the power to mummify. After playing an Attack card in a challenge, instead of discarding it, you may mummify it by placing it on a planet where you have a base. In subsequent challenges, when that base is attacked, you add the mummified card to your total. Once mummified, a card remains with the planet for the rest of the game, but it only counts toward your total if you have your power and are defending the base with at least one token. You may mummify multiple cards on each base, but each card must be placed on a base with the fewest number of mummified cards. If you get this power from another player, mummified cards stay where they are and count toward your total on planets where you have bases. History: Wild: Remove one token, your choice, belonging to every player (including yourself) from the game. Discard after use. Super: You may mummify an Attack card on your star disc and add it to your total when you are the attacker. When you lose this card, discard the attack card. 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. MYSTIC [B:E:F] Asks For Edicts And Flares You have the power to see. Whenever another player obtains an Edict or Flare, he must show it to you. As a main player in a challenge, you may ask your opponent for a specific Edict or Flare. If he has it in his regular hand, he must give it to you. If you forget what has been shown to you, you cannot ask to see the cards again. History: Restriction: Use only in a game with Flares! Do not use in a two-player game. Wild: Once per challenge, you may look through the Destiny pile. Super: You may ask for both an Edict and a Flare in a challenge. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Wild is Peeper from Encounter V1#3. ; NECROMANCER [O:E] GAINS ALLIES FROM WARP ; Power is by John C. McKevitt, from Philadelphia, PA. You have the power to revive life. As a main player in a challenge, after allies have committed, you may take other players' tokens from the Warp and use them to supplement your forces. These tokens are in addition to any normal allies you or your opponent receives. You may not revive tokens belonging to you or your opponent, although you may use tokens belonging to his allies, and you may not take more than 4 tokens of any one player. The owners of the tokens you revive gain rewards or the base if you win. If you lose or must deal, revived tokens return to the Warp. History: Wild: If you win a challenge as a main player, you may take a number of your own tokens out of the Warp equal to the number of tokens that your opponent lost. Super: Winning revived tokens return to the Warp and do not get the base or rewards. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; Wild is Nick Sauer's. Super is Matt Stone's. 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." NOMAD [O:E] Moves Tokens On Ships You have the power to wander. You do not have a regular planet system. Instead, distribute your star discs amongst the other players' systems. Place five of your tokens on each star disc. The star discs are the ships of your nomad fleet. At the start of each challenge, you may move one of your ships from the system hex that it currently occupies to the next system hex to the right or left. At the end of each challenge, if you have multiple ships in one system, you may exchange tokens freely between any such ships that you still have tokens on. On a player's challenge, he may attack one of your ships if it is in the system whose color he flipped in the destiny pile. If a player successfully attacks one of your ships, your tokens go to the Warp and the ship counts as a base for that player and his allies. However, you still control the ship's movement and, other players cannot transfer tokens between ships in the same system. If you lose tokens from three of your ships you lose your power and can no longer move your ships or transfer tokens between them until you recapture one of your ships. History: Restriction: Do not use in a four-player (or less) game. Wild: You may reverse the direction of play starting at the end of the current player's turn. Discard after use. Super: At the end of each challenge, you may freely exchange tokens between any ships that you still have tokens on and any bases you have in the system that such ships occupy. You may do this in addition to transferring tokens between ships. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; Has not been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from the White Plains Encounter Group, from White Plains, NY. ; This is Nick Sauer's fairly heavy reworking of the original power. Wild ; is the Wild Spirit (Encounter V1#5). ; NORMAL [M:K] NOT AFFECTED BY POWERS You have the power of no power. You may not use your multiple powers, though you do receive them. You are not affected by any other players' powers. Whenever a power is used, proceed as if it never happened. You are also not affected by super flares. However, you may not benefit from other players' powers, ex. Healer. You are affected by Edicts except by Mesmer's power and Flares except by the Flare's power. History: Wild: You need not be affected by any Edict or Wild Flare unless there's no choice or it directly affects this card. Super: You may use your multiple powers and may benefit from other players' powers. NOTHING [M:N:N] WORTHLESS You have the power of non-existence. History: Restriction: Use only in a multiple power game. 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. NOVA [O:N] CAPTURES STAR DISCS You have the power to capture star discs. As the attacker in a challenge, you may choose to attack the defender's star disc. No alliances are allowed, otherwise the challenge proceeds normally; however, the defensive player adds any tokens on his star disc to his total. If you win the challenge, take his star disc and anything on it. You may return your tokens there to bases. If you lose the challenge, your tokens are captured on his star disc. While you hold a player's star disc, you control his Lucre and any tokens he has on it. You may spend the Lucre, and deal the tokens. Tokens and Lucre continue to be placed on the captured disc in the normal manner. A player may try to regain his star disc from you when he flips your color. No allies are allowed, and you add the tokens on the star disc to your total. If he wins the challenge, he reclaims the disc. If he loses, his tokens are captured on his own star disc. History: Wild: Steal all Lucre and tokens from one other star disc. Discard after use. Super: If you win your Nova challenge, you may also take your regular challenge in the same system. OPTIMIST [O:N] EXPECTS BETTER AFTER LOSING You have the power of hope. As the offensive player, each time you lose a challenge, you may do one of the following: take another challenge, discard your hand and immediately draw a new one, or discard one of your power cards, and draw a new one. History: Restriction: Do not use with Hypnotist. 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 [O:N] DECLARES WIN IN COMPROMISE You have the power to persuade. In any challenge in which both sides play Compromise cards , you may declare one side to be the winner. The losing main player receives consolation as though only he had played a Compromise. History: Wild: You may cause any Compromise Card played to be turned into an Attack Zero. Super: You may choose to try to deal instead. ORBITAL [O:E:A] CAN AFFECT ASTEROID MOVEMENT You have the power to affect orbits. Whenever Asteroids move, you may decree that they all move two hexes counter-clockwise instead of one. History: Spawned among the asteroid belts of a planetless star, the Orbitals learned to weave webs to capture and manipulate their rocky homes. Now they seek to control the mysterious fragments of dead worlds and spread their influence around the Cosmos. Restriction: Use only in a game with Asteroids. Wild: You may use this card to introduce a new asteroid into the game. Draw an unused Alien Power for it and place an unused asteroid counter in any system hex that currently has no asteroid. Discard after use. Super: Whenever Asteroids move, you may decree either that they all move two hexes counter-clockwise or that they all move one hex clockwise. 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. OUTRAGE [O:P:P] THREATENS PRISONERS You have the power of atrocities. Once per challenge, you may give an order to any one player who has a token in your Prison. If the player obeys the order, give him one of his tokens from your Prison; if he refuses, eradicate one such token (as per the Void). You may order a player to: invite or not invite a particular other player to ally; accept or reject an invitation to ally; use or not use an optional power, giving the order immediately after he decides whether to use it or not; or not use a specific Flare, Edict, or Ruling (returning it to hand) immediately after he tries to use it. You only order one action per challenge, and the order lasts to the beginning of the next challenge. If a player attempts to obey your order but then is prevented from doing so (by the Magnet, Cosmic Zap, etc.) he still receives a token. History: The Outrage hive-mind finds the attachment of other races to their life-units incomprehensible. Its inability to understand "individuality" does not prevent the Outrage from using the concept to compel behavior it desires from its Cosmic opponents. Restriction: Use only in a game with prisoners. Wild: When you must propose a prisoner exchange, show your opponent this card and demand that he give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison. Super: You do not have to free a prisoner when a player obeys your order. Wild1: When you must propose a prisoner exchange, demand that your opponent give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison. Super1: If a player refuses your order, you may play this Flare. The player may then change his mind and accept your order, but if he still refuses it you must eradicate all of his tokens that are in your Prison. ; 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. ; PRISONER POWER ; Despite initial misgivings, the balance on this power seems about right; ; the only area where it may still be too strong is the ability to order ; players to use or not use powers, but there have not been any great ; problems. Comparable to Negator or Silencer in the scope of the effect, ; but needs prisoners to function. OVERLORD [O:N] MAY ATTACK DEFENDER ANYWHERE You have the power of omnipotence. As the offensive player in a challenge, once the defensive player is determined, you may choose to attack that player on any planet in any system, including on a planet where he has no tokens. History: Restriction: Do not use with Deflector. 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. 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. PARTICLE [M:N] VARIES TOKEN MASS You have the power of size. As a main player or ally in a challenge, if you have one token in the challenge, it counts as eight toward the total. Similarly, if you have two tokens involved, their combined value is five. Three tokens in a challenge are worth the normal three, and if you have four or more tokens, their combined value is one. History: Restriction: Do not use with Macron. Wild: If you have one Lucre, it adds eight (8) to your total in a challenge; if you have two Lucre, they add five (5) to your total; three Lucre add three (3); four or more Lucre add one (1). Super: When you are the defensive player, or a defensive ally each of your tokens is worth eight (8). PARTNER [O:N:2] PLAYS CARD AS ALLY You have the power to work with. When you are an ally in a challenge, you may play an attack card face down next to the card played by the main player on your side. If he reveals an attack card, reveal your card which is added to your side's total (after all other value manipulations have taken place). If the player reveals a compromise card, return the card to your hand. History: Restriction: Do not use in a 2-player game. Wild: As a main player in a challenge, you may demand one token from each other player in the game. Place them on your star disc and add them to your total in the challenge. If you lose, these go to the Warp, otherwise return them to their owners. Super: You may replace the extra card you play with the challenge card played and discarded by your partner. PATRIOT [O:N] MAY ALLY WITH HIMSELF You have the power to muster defenses. As a main player in a challenge, you may commit up to four of your tokens from bases as allies. They are treated as any other normal allies. History: 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. 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 request (but not both). 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, you may draw a card at random from his regular hand. 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 toward your total in a challenge. Super: You may patronize without being asked; you must announce your decision before cards are played. If the player you support wins, he must pay you one Lucre (or card). ; Haven't tried. Based on the Super Dragon, with a fee. PAWNBROKER [O:N:L2] BUYS OTHER PLAYERS' CARDS OR TOKENS You have the power of storage. Once per challenge, you may buy one token from the Warp (any color except your own) or an unrevealed card. The card may be a card that should go to another player, or a card which has been played but not revealed. The cost of the item is one Lucre (which you pay to the offended player.) To regain a card or token, a player must pay you 2 Lucre. After the challenge, any card which was not bought back is placed face up in your "store". These items may then be bought from you for two Lucre at any time by any other player when he is a main player in a challenge. If you lose your power, other players may still buy items you hold, but you may not take any more. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game or with Auctioneer. Wild: Once per challenge you may buy any Flare another player attempts to play for two Lucre. The Flare doesn't take effect. Super: You do not need to pay for any item you take. PEACEKEEPER [M:N:2] MAKES PEACE You have the power of war and peace. You start the game at peace with all other players. A player at peace with you may not voluntarily attack you or ally against your side when you are a main player or ally. Peace is broken if he has no choice.) You break peace with a player if you are a main player or ally on one side of a challenge, and they are on the other. You reestablish peace if you are allied on the same side of a challenge, or make a deal. History: Restriction: Do not use in a 2-player game or with Hypocrite. Wild: If you fail to deal, declare war on the other player. Make an attack on a planet base. Neither side may call for allies. Super: At the beginning of your turn you may re-establish peace with all other players. PEDDLER [O:N:L2] TRADES IN TOKENS You have the power to barter tokens. You start the game with 20 extra tokens which you keep in reserve. During the game, you may offer these tokens to other players in deals or you may sell them to main players, at one Lucre per token, to place on their star discs. When on another player's star disc, each of these tokens has a value of two toward his total in a challenge. At any time, you may buy back your tokens at a rate of two tokens per Lucre. If you lose your power, tokens bought by other players still count, but you may not buy them back. You may not make more than one transaction per player per challenge, but you may buy or sell tokens after cards have been revealed in a challenge. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: When you make a deal as a main player, you are considered to have won the challenge. Super: Each of your tokens in reserve adds one point to your total when you are a main player. PHANTASM [M:N] USES FAKE TOKENS ; Renamed from PHANTOM You have the power to hide. At the start of the game, place four tokens of each of two different colors on each planet in your home system. Write down secretly which color tokens are real, and which are phantom. You move each set of tokens in any way which would be legal if those were your real tokens and the other color of tokens did not exist at all. Whenever it is necessary to know which tokens are real (to determine the legality of a game action that you or another player attempts to take, or the winner of a challenge if the outcome would be different depending upon which color was real), reveal which tokens are real and which are phantom, remove the phantom tokens from the game, and take back the action if it turned out to be illegal. At the start of the next turn (or if you acquire the Phantom in mid-game) place the same number of tokens of a new color in each location where you have tokens, and secretly write down which color is now real and which phantom. History: Wild: If you have no secret power, you may make one of your existing powers secret. Super: You may change your mind about which color tokens are real at any time, including when you have to reveal which color is real. PHAZE [O:N:2] DEFENDS BASES You have the power to cross. Whenever someone attacks another player on a planet in a system other than your own, if you have a base on the corresponding planet in your home system, before alliances are formed, you may take tokens from that base and move them to the base being attacked. You need not evacuate your base completely. You become the defensive player, and the challenge is figured normally. If you win the challenge, keep the base you have established, if you lose, the tokens go to the Warp. If you must try to deal, or if the challenge is not completed, return your tokens to bases. You must win the challenge before the base is officially yours for purposes of using other powers or winning the game. History: Restriction: Do not use in a 2-player game or with Delegator, Immigrant, Siren or Worm. 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. PHILOSOPHER [O:P:P] CHANGES CHALLENGE TYPE You have the power to argue. You may convert any challenge into one of the opposite type with respect to prisoners -- i.e., convert a capture challenge to a non-capture challenge, or vice-versa -- before allies are invited. This change may be overridden by the Take Prisoners and Victory or Death rulings. History: The Philosophers have spent millennia considering the thorny ethical problems of life and death. They are quite capable of droning on for hours and hours and hours on the subject, and when they suddenly shout "Ergo, killing one's opponents is wrong!" most Aliens agree rather than admit they had fallen asleep and missed the point. Amazingly, the Philosophers can do exactly the same thing but end with "Ergo, imprisoning one's opponents is wrong!", which may suggest something about their reasoning. Restriction: Use only in a game with prisoners. Wild: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties. Super: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. Wild1: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties. Super1: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. ; 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. ; Like CLEMENT and SLAUGHTER, this power changes the challenge type, though in ; slightly different ways. ; One playtester notes that Philosopher is too strong and recommends Clement. ; PRISONER POWER ; The Wild Flares differ slightly but result in the same effect; like ; the Wild Dictator, they allow the other players to override the power). ; (Another reason I prefer the Philosopher is that the "power to argue" ; fits nicely with the Flare.) ; The Super Flare (all are identical in effect, if not wording) assumes ; that players would rather take their opponents' tokens prisoner than ; send them to the Warp. Playtesting indicates this is probably true ; of everyone except the Void. PHYSICIAN [O:N] HEALS BASES You have the power to restore bases. Whenever a player must vacate a base for any reason, you may offer to allow him to return tokens there from other bases in return for a base, cards, and/or Lucre. If he agrees, he puts tokens back on the base as if he never lost it. History: Restriction: Do not use with Census or Filth. Wild: You may restore one planet that has been destroyed and place one or more tokens on it. Discard after use. Super: You may join the player on the base in addition to your fee for restoring it. PHYSICIST [M:N:2] PLACES FORCE FIELDS AROUND PLANETS You have the power to shield. At the start of the game, place a force field around one planet in each system. Write down the location of the force fields. When any player(s) tries to establish a base on a planet with a force field around it, the force field breaks, but prevents him from landing and he must return the tokens to other bases. Losing tokens on the base hit the force field, and remain there. If you are zapped, the force field is destroyed. At the start of your turn, replace any force fields that have been activated. The replacement force field may be on the same planet. History: Restriction: Do not use in a 2-player game. Wild: You may place a force field around the Warp. Once the field is set, no tokens may go it or out of the Warp until you lose this card. Super: Tokens activating the force field go to the Warp, rather than back to bases. 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? POINTER [M:N] GAINS POINTS FOR WINNING You have the power to prosper. As a main player in a challenge, you collect one point for every opposing token lost as a direct result of your winning the challenge. Keep a running total of your points. At the start of each of your turns, you may buy a card for 5 points or a base on any system for 25 points. History: 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. POL [M:K:L2] ALLIES FOR LUCRE ;Renamed from POLITICIAN You have the power to take bribes. As an ally, after challenge cards are revealed, any player on the opposition offer you Lucre to change sides. All of your tokens in the challenge may now join them, even if you were in a forced alliance by the n if you were in a forced alliance by tn if you were in a forced alliance by tMagnet or Glue. History: Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN A TWO PLAYER GAME. Wild: If you fail to deal, except by Wrack, you do not lose any tokens. Super: After challenge cards are revealed, you need not wait for a bribe and may join the opposition. POLITICIAN [O:N:2] REMOVES TOKENS FROM WARP ; Power is by Dr. Frederick L. Minn, from Blue Bell, Pa. ; Flare is by Bryan Stout, from Urbana, Il, and appeared in Encounter V1#4. You have the power to porkbarrel. Once per challenge, you may take exactly four tokens from the Warp and place them on any one planet of your choice, or take exactly four tokens from the Praw and place them in the Warp. You must include at least three tokens that are not your own. The owner(s) of the tokens vote (one vote per token) to decide whether to leave them where you put them or return them to the Warp or Praw. In the event of a tie, you cast an extra tie-breaking vote. You may not give any player his last external base needed to win in this manner. History: Restriction: Do not use in a 2-player game. 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. POWER BROKER [M:N:LN] BUYS EXTRA POWERS You have the power to buy power. At the start of the game, draw four extra power cards. Put them in any order you choose. When you have three or more Lucre, you have the first power. With five or more Lucre, you have the first and second powers. With seven or more Lucre, you have the first three powers. You have all four powers if you have nine or more Lucre. History: Restriction: Use only in a game with Lucre. Use only in a multiple power game. Wild: You may buy an extra power card for five Lucre. Discard after use. Super: Your Lucre requirements are reduced to two, three, four, and five. PREACHER [O:N:2] CONVERTS TOKENS You have the power to sway beliefs. As a main player in a challenge, you may declare one planet that you share with your opponent to be an "ideological conference zone." If you win the challenge, your tokens there have "converted" your opponent's tokens to your side. Remove his tokens there from the game, and replace them with tokens of an extra color. These tokens are now yours. If you lose the challenge, half of your tokens on the base (rounding up) were captured in the failed effort. Place them on your opponent's star disc. If you lose your power due to lack of home bases, tokens of your extra color go to the Warp. If you lose this power card, your extra tokens are removed from the game, and any other players' tokens which had been "converted" are placed in the Warp. History: Restriction: Do not use in a two player game. Wild: If you share a base with another player, you may exchange tokens on the base with yours from the Warp. Discard after use. Super: If you lose the challenge, your tokens escape capture. 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. PROCRASTINATOR [M:N] DELAYS DECISIONS You have the power to put off. As a main player in a challenge, you play two challenge cards. After your opponent reveals his challenge card, you choose between your two challenge cards. Return the other card to your hand, and conclude the challenge based on your chosen card. If you have only one challenge card in your regular hand, it is as if you are out of challenge cards. Also as the offensive player, or as an ally in a challenge, you may wait until after cards are revealed to decide how many tokens to commit. Place one token in the cone, and after cards are revealed, you may add up to three more tokens. The results of the challenge are then determined normally. History: Restriction: Do not use with Demon, Oracle or Sorcerer. 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 [O:N:2] CHOOSES OTHERS TO LOSE TOKENS You have the power to terrorize. Whenever you should lose tokens to the Warp, you may designate another player to lose them instead. Replace your tokens on bases, and your victim places his tokens in the Warp. He may then take a card at random from your regular hand for each token you made him lose to the Warp. History: Restriction: Do not use in a 2-player game. 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 [O:N:K] PLAYS FLARES AS KICKERS You have the power of Kickers. When you are a main player in a challenge, you may play any wild Flare as the Kicker of your choice. After the challenge, it is discarded. History: Restriction: Use only in a game with 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. Q [O:D] HAS ABSOLUTE AUTHORITY You have the power to decide. Whenever a rules discrepancy occurs between two or more players, anyone in the game may call on you for help. The game momentarily halts, pending the outcome of your decision. Each player, starting with the defender's allies, then the attacker's allies, then the attacker, then the defender has 30 seconds to present their case. Anyone talking out of turn gets 1 of their tokens removed from play (as if it had been Voided). At the end of these presentations, the Q has another minute to make a decision. This decision is binding and absolute for the rest of the game. Play then continues from where it started, and the Q power gets transferred to the player on the old Q's left. The old Q gets 2 lucre for legal fees. The Q can be traded as part of a deal. The Q can be one of the main players, and therefore can call upon himself. The Q cannot be cosmic zapped. History: Tired of watching child races spread their warlike nature across the galaxy, The Q, being far superior to all of them, chose to judge a random selection of each race to be tried for the crimes of the whole race Restriction: Do not use in a two player game! Wild: You may propose an alternative to the real Q's decision. and a vote occurs. You break ties, and you get the legal fee if your decision wins the vote. Super: You do not have to pass Q after you make a decision. QUANTUM [O:E:M] Tokens Jump Between Bases You have the power of probability. During a challenge, before cards are revealed, you may call out a Quantum Number. If the difference between the Quantum Number and the sum of the cards played in the challenge is between 0 and 3, you may move one token from anywhere that you have one (e.g. bases, the Warp, another player's star disc) according to the table below.\r\r If the difference is the following move the token to:\r\r 0 Any location.\r 1 Any home planet.\r 2 Any unoccupied moon.\r 3 Any of your bases.\r\r In computing the difference Compromise cards are treated as Attack cards of value zero. Powers that change card value affect the difference calculation, but Kickers do not. History: Restriction: Use only in game with moons! Wild: Once per challenge, you may declare any one voluntary action of any player to be improbable. Then flip a coin, if the player calls it wrong he can not take that action. Super: As losing main defensive player, if the difference was between 0 and 3, you may move your tokens which would ordinarily go to the Warp to another planet (if you were defending a planet) or unoccupied moon (if you were defending a moon) in the same system. This replaces whatever move you would normally have made. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from the White Plains Encounter Group, from White Plains, NY. ; Cleaned up power language. ; 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. RAIDER [O:N:2] RANSOMS CONE TO ATTACKER You have the power to hijack. As the defensive player in a challenge, before cards are played, you may take the cone and ransom it off to your attacker. You may demand a base, cards, or anything else possible under rules for making a deal. If he agrees, return the cone and conclude the challenge. If he does not agree, all tokens on the cone return to bases, you and the attacker each lose 3 tokens to the Warp, and play passes. History: Restriction: Do not use in a 2-player game. 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 [O:N] CONTROLS CONSOLATION You have the power of machismo. Whenever any player is entitled to take consolation cards, you determine whether or not he may take them. History: 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. RAPPER [O:N] DUMPS PLAYED CARDS You have the power to replay. As a main player, after challenge cards are played, but before they are revealed, you may call out "discard". The played challenge cards are discarded, and you and your opponent must choose another one. History: Wild: Force all other players to discard their Attack cards. You pick them up. Discard after use. Super: You may use your power to replay as an ally. RECYCLER [O:N:H2] SELLS USED HAZARDS You have the power to recycle hazards. Whenever another player must draw a Hazard card, you may offer to sell him any Hazard card from the discard pile for a fee of one or more Lucre. You may offer only one card, and your fee is not negotiable. If he accepts, take the Lucre, and give him the card he has bought. Once recycled, a Hazard card can not be used again, and is placed in a separate discard pile. If the player refuses your offer, he draws the top Hazard card normally. History: Restriction: Use only in a game with Hazard cards. Do not use in a 2- player game. Wild: Give any Hazard card from the Hazard discard pile to the player of your choice. Discard after use. Super: For a fee of one Lucre (payable to the box) you may buy your own Hazard card out of the discard pile instead of drawing a random one. REFINER [O:N] MAKES EVERYONE DISCARD SPECIFIED CARDS You have the power to refine. As a main player in a challenge, before cards are played, you may force one type of challenge card to be discarded. You may name a specific value of Attack card or a Compromise card. Everyone (including yourself) must discard all cards of that value from their regular hand. (If this leaves the Doppleganger with no playable card as the defensive player, he must draw from the deck.) History: Wild: You may discard this card along with any other card from your regular hand. Super: You may refine a specific Edict. REPLICANT [O:N:N] DUPLICATES OWN POWER You have the power to duplicate. On each challenge, you may use this power as one of your other powers. The replicated power can therefore be used twice in the same challenge (if appropriate). You may Assassinate twice, Trade hands twice, ask 2 Seeker questions in a challenge, etc. Should the original power be stopped, you can still use the duplicate. To use this power as the Changeling, swap this card for your opponent's. History: Restriction: Use only in a multiple power game. 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 [O:N:LN2] TAKES AWAY POWERS You have the power to repossess. As a main player in a challenge, you may take away one of your opponent's power cards unless he pays you 1 Lucre. If he doesn't pay you, he may later reclaim his power for 2 Lucre (the original cost plus interest). If you lose your power, those cards you hold can still be bought back, but you may not repossess any more. History: Restriction: Use only in a game with Lucre and multiple powers. Do not use in a 2-player game. 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. RESCUER [O:K] EXCHANGES CHALLENGE CARD WITH LOSER ; Renamed from SUPERHERO You have the power to rescue. When not a main player, after challenge cards are revealed, if the defensive player loses, you may exchange his challenge card with one of your own so that the defensive player wins. History: Wild: When another player loses tokens to the Warp other than as a result of losing a challenge, you may have that player keep his tokens. You may then take a token out of the Warp. Super: You may come to the rescue of the offensive player when he loses. RESURRECTOR [O:K] TOKENS RETURN FROM DEAD ; Renamed from VAMPIRE You have the power to retrieve tokens. As main player, if you win the challenge, for every token lost by your opponent and his allies, Macron counts as one, you may take one of your tokens out of the Warp or back from the Void. Place the tokens among your bases. History: Wild: As main player, your opponent's tokens and his allies' tokens have no value in the challenge, i.e. no consolation, rewards, adding to challenge. However, such tokens still count as occupying bases. This flare overpowers Carpenter flare. Super: You may take tokens out of the Warp or Void even if you are an ally. REVENANT [O:W] GRANTS REBIRTHS You have the power of rebirth. At the start of any player's challenge, you may grant that 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, 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). REVOLUTIONARY [O:N:2] GAINS FOR EXTERNAL BASES You have the power to usurp. You collect rewards from other players for each planet base you have in their home system. At the start of your turn (after you have drawn a new hand if necessary), each player in whose system you have one or more planet bases must pay you a Lucre (you may take the card of your choice from the regular hand of any player who can't pay you.) Whenever you play an Attack card, you may take an Attack card at random to add to yours from each player in whose system you have 2 or more bases (if they have one). Add the card(s) to your total after all other value manipulations have taken place and discard them normally. If you have 3 or more planet bases in a player's system, on each challenge you may use one of his powers and he may not. If you have 4 or more planets on a player's system, you may take the first challenge of his turn. If you have 5 or more bases on a system and have not won (as the result of Schizoid, Overtime, etc.), that player may not win the game either. History: Restriction: Do not use in a 2-player game. Wild: Use this card as a Revolt Edict, or as a Backfire Edict when a Revolt is played against you. Discard after use. Super: Your fees/rewards are doubled. 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. SABOTEUR [O:N:2] REPLACES UNREVEALED CHALLENGE CARD You have the power to sabotage. When you are not a main player in a challenge, after cards are played but before they are revealed, you may take one of the unrevealed challenge cards into your regular hand and, before looking at it, replace it with another challenge card from your regular hand. The player who played the original card now plays yours. He may not look at it until it is revealed. History: Restriction: Do not use in a 2-Player game or with Cop. 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 [O:N:2] SACRIFICES TOKENS TO GAIN TOKENS You have the power to die. Any time another player loses tokens to the Warp, you may declare that you are sacrificing yourself in his place. The other player returns his tokens to bases and you place an equal number of your own into the Warp. (These tokens are immune to the Fungus, but not the Void.) For each token lost in this manner, retrieve an additional token (from a color not in the game) to the Warp. These tokens are now yours, and can be freed from the Warp in the normal manner to become part of your force. If you lose your power, the second color tokens can no longer be retrieved from the Warp. Any currently on bases remain there, but don't count toward your total in a challenge. When you don't have your power, Saint tokens that are on bases that you lose go to the Warp. History: Restriction: Do not use in a 2-player game or with Psycho. 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. SALESMAN [O:N:L2] SELLS USED CARDS You have the power to sell. You start the game with an extra seven card hand. This is your "Sales bag." Once per challenge, you may offer to sell any card or cards to any player who co-occupies a base with you or who is allied on the same side of a challenge. During this "sales call," you may reveal as much or as little as you want about the item(s) you are offering for sale. The sale price must be in Lucre. Also, at the start of your turn, you may discard any unwanted cards from your sales bag, and replenish cards at the rate of two cards per Lucre. You may never have more than 7 cards in your sales bag. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: For Lucre, you may "sell" the top card from the discard pile to any player that you share a base with, or are currently allied with. Super: At the start of your turn, you may replace unwanted "inventory" for free. SALMON [O:N:2] RETURNS BASES HOME You have the power to return home. As a main player in a challenge, before challenge cards are revealed, you may threaten to return one of your opponent's bases to his home system. He may choose to abandon the challenge and return his tokens to other bases (you win the challenge and played challenge cards (and Kickers) are discarded), or play out the challenge normally. If he continues with the challenge and loses, return all of his tokens on the chosen base to a planet in his home system where he has no tokens. Players with five home bases are immune to your power. History: Restriction: Do not use in a 2-player game, or with Filth. 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. 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. SATELLITE [O:E:2] Moves Cards Around Table You have the power to orbit. As a main player in a challenge, you may declare that all players must pass their highest (or lowest) attack card clockwise or counter-clockwise. A player without attack cards must pass a compromise card. A player without challenge cards must pass a kicker or (if he has no kickers) an Edict. A player with only Flares must pass one. A player with no hand does not participate in the "orbit". History: Restriction: Do not use in a two-player game. Wild: Once per challenge, you may make all players pass all of the Flares in their hand clockwise or counter-clockwise. Super: You may make all of the other players reveal their highest and lowest attack cards before deciding the "orbit". ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Power is by Kevin Baker, from Sand Springs, Ok. ; Used Matt Stone's language on power. Wild and Super are Matt Stone's. ; SAVIOR [O:N:H] PREVENTS HAZARDS FOR A FEE You have the power to stop hazards. You may offer to neutralize the effect of a Hazard card on another player in return for a base, cards, Lucre or tokens. If he accepts, take what is offered, and the Hazard does not take effect. You may not neutralize your own Hazard card. History: Restriction: Use only in a game with Hazard cards. Wild: Give the top Hazard Card to another player. Discard after use. Super: Your offer must be accepted. SCAVENGER [O:E] Chooses Rewards and Consolation You have the power of recovery. Whenever you are to take consolation cards from another player, or reward cards from the deck, you may, instead, take any or all of the cards from anywhere in the discard pile. If you do not take all the cards from the discard pile, take the remainder from the appropriate source. You may, if you wish, take some cards from the other player or from the deck before taking any from the discard pile. You may look through the discard pile at any time. History: Wild: If another player loses his power, you may use it. You may not use your own power if you are using his and you must keep his power until he regains use of it again or until you lose this flare. You may not use this flare again until the player regains use of his power. Super: At the start of each challenge, you may take one card from anywhere in the discard pile and put it in your hand. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. 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. SCORPION [O:N:2] REMOVES TOKENS FROM CONE You have the power to poison. As a main player, after cards are played but before they are revealed, you may remove opposing tokens from the cone. You may take up to the number of tokens you have in the challenge. The tokens are placed in the Warp and the result of the challenge is then figured normally. History: Restriction: Do not use in a two player game. Wild: As an offensive ally, after cards are revealed, you may "poison" (send allied tokens. Discard after use. Super: You may poison tokens even if only Compromise Cards are revealed. SCOUNDREL [O:N:2] TAKES CARD FROM OPPONENT You have the power to pickpocket. As a main player in a challenge, before cards are played, you may take a card at random from your opponent's regular hand and add it to your own. History: Restriction: Do not use in a 2-player game. 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. 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. SECRET AGENT [O:N:2] SPIES ON OTHER PLAYERS You have the power of intrigue. When you have tokens in another player's system (either on a planet base or on his star disc), you may spy on him. You may look at any cards he obtains, secret powers or moons he has not revealed, and any Kickers he plays. Once per challenge, you may force a player to reveal a secret power or moon you have seen, but only if such revelation will have an immediate effect. History: Restriction: Do not use in a 2-player game. Wild: Once on each challenge, you may prevent a player from revealing a secret power or moon. Super: You may place up to five "secret" tokens on any planet you occupy. Write down their location. They do not count in a challenge against that base unless you reveal them. "Secret" tokens may be revealed at any time, including after you have lost the base. Use tokens from a color not in the game. Once revealed treat these tokens as if they were your own color. Discard after use. SEER [O:N:2] REARRANGES DESTINY PILE You have the power over the future. At the end of your turn, you may rearrange the destiny pile, placing the star discs that remain in any order you wish. History: Restriction: Do not use in a 2-player game. 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. SELLER [M:W] SELLS CARD FOR LUCRE ; Renamed from AUCTIONEER You have the power to sell. 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 sell it for Lucre. All bids must be at least one Lucre, and you cannot prevent any of the other playnd you cannot prevent any of the other pnd you cannot prevent any of the other pers 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 Sellers for the remaining materials. Those Sellers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Sellers remain quick to exploit the need of others to enrich themselves. Restriction: Use only in a game with Lucre! Wild: Between challenges, you may sell a base on any planet where you have one. You may not prevent any player from participating in the sale. 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 sell, take the top card of the deck and put it in your hand. Then select any card from your hand and sell 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 ; Seller immediately used the Finder on the Plague! SENTINEL [M:E:M] Cohabits Moons You have the power to cohabit moons. As a main player in a moon challenge, if the moon you are attacking is occupied you do not challenge the occupant. Instead you move your tokens to occupy the moon with his tokens. This is considered a successful challenge. Effects of Continuous moons continue and Immediate moons take effect as if they were unoccupied. Secret moons take effect when either occupant chooses to reveal them. You may offer players who attack you on a moon the right to cohabit. If they accept, their tokens join yours and the challenge is considered successful. You may also grant cohabitation rights as part of a deal. Players attacking cohabited moons must declare which inhabitant they are attacking. If they attack and defeat a cohabitant other than yourself, you must grant them the right to cohabit. If they attack and defeat you, the remaining players must immediately engage in a moon challenge using the tokens on that moon to see who gets to stay. The effects of the disputed moon are suspended until ownership is settled. You may start the game with tokens on any moon(s) in your own system. History: Restriction: Use only in a game with moons! Wild: You may send any one moon to the Warp. Any tokens on the moon are dislodged in the Warp. The moon will reappear in the system of the next player to play a Mobius Tubes. Discard after use. Super: As a main player in a moon challenge, you may have allies. You may also act as an ally in other moon challenges. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from the White Plains Encounter Group, from White Plains, NY. ; Wild is Nick Sauer's modification to the original. ; SENTRY [M:N:L2] GUARDS TOKENS IN WARP You have the power to guard. Whenever another player tries to take tokens from the Warp, he must pay you a Lucre to do so. If he has no Lucre, he must give you a card at random from his hand instead. You may keep the card or discard it. If he has no Lucre or cards, the player may not retrieve his tokens from the Warp, but once he has paid you, he may continue to retrieve tokens for the remainder of the challenge without having to pay again. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. 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 [M:N] TOKENS AVOID DANGERS You have the power of darkness. Each time that you should lose tokens to the Warp (except as the result of using other powers such as Saint or Martyr), take them. Place them in one of your hands and put your hands behind you. Ask another player to pick a hand. If he chooses the one with your tokens in it, the tokens go to the Warp. If he chooses your empty hand, your tokens were able to hide and are thus unaffected. They remain on the base if you have lost a challenge as the defender, or were Assassinated, Revolted, the victim of a Terrorist bomb, etc. or return to bases if you have been Vacuumed, failed to deal, or lost as the offensive player or an ally. History: 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. SHARK [O:E] CUTS IN THE GAME You have the power of hunger. You must sit out the game for one challenge, after which you may choose one of the six players who is not currently a main player and take over his position in the game: his hand, power, etc. He must now sit out one challenge and then may "cut-in" on a player as you did. History: Wild: Before your first challenge of a turn, you may exchange one game factor (tokens, power, hand, moons, lucre) with another player. Super: None. SHEPHERD [O:N:2] BRINGS ALLIES ALONG You have the power to herd. As the attacker in a challenge, for each token that you take from a planet base, you may pull one additional token belonging to another player from that base onto the cone. You may not take tokens belonging to the defensive player. Players that you force to ally with you may not ally on the other side unless their power allows them to ally on both sides), but they may commit more tokens to your side, so long as they end up with no more than 4 each. History: Restriction: Do not use in a 2-player game. 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. SLAUGHTER [O:P:P] CAUSES NON-CAPTURE CHALLENGE You have the power of carnage. You may convert any capture challenge into a regular (non-capture) challenge before allies are invited. This change may be overridden by the Take Prisoners ruling. History: The ethically-backward Slaughters glory in the waste and destruction of war. Their impassioned pleas for the destruction of life are generally heeded by the war-hungry races of the Cosmos. Restriction: Use only in a game with prisoners. Wild: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties. Super: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. Wild1: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties. Super1: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved. ; 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. ; Like CLEMENT and PHILOSOPHER, this power changes the challenge type, though in ; slightly different ways. ; Slaughter is generally disliked because he can (almost) completely ; prevent prisoners from being taken, thus ruining the prisoner powers. ; PRISONER POWER SLAVER [O:P:PL] BUYS AND SELLS PRISONERS You have the power to peddle flesh. Before the start of each challenge, you may propose to one other player an exchange of prisoners for Lucre. You may either offer to sell the player tokens from your Prison, or buy tokens from his, but not both. Stipulate which tokens are involved, and the amount of Lucre; you may not specify more Lucre than the buyer has. The other player must either accept or reject your offer. If he accepts, implement the exchange immediately. If he declines to sell tokens to you, nothing further happens. If he rejects an offer to buy tokens from you, you may allow any of the other players to purchase the tokens for the requested price (if several players wish to buy, you choose one). If no one wants the tokens, or if you do not want to sell them to other players, you may put the tokens into the Warp and draw one Lucre from the box per token. History: The Slavers view life as a resource like any other, to be exploited for their own profit. Their flesh-peddling is both a blessing and a curse to their Cosmic opponents, who can sometimes recover lost comrades but often find the moral stain (and the price) too great. Restriction: Use only in a game with prisoners and Lucre! Wild: Between challenges, you may give this card to any other player and purchase any or all of the prisoners he holds, paying him one Lucre per prisoner. The other player keeps this card. Super: If a player rejects your offer to buy tokens from him, you may purchase an equal number of tokens from the Warp for the price that you offered, paying the Lucre to the box. You may select any of the tokens in the Warp other than your own; put the tokens you buy in your Prison. Wild1: Between challenges, you may purchase any or all of the prisoners held by one other player, paying him one Lucre per prisoner. Super1: If a player rejects your offer to buy tokens from him, you may purchase an equal number of tokens from the Warp for the price that you offered, paying the Lucre to the box. You may select any of the tokens in the Warp other than your own; put the tokens you buy in your Prison. ; 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. ; PRISONER POWER ; Another Lucre power. This one has been extensively modified from v1.0 ; due to two complaints: it was using up too much time because he could ; make any number of offers at the start of each challenge; and it was ; not a very good power since (like Lloyd) other players can simply ; refuse to deal with him, thus giving him no real power. This version ; lets Slaver "sell" prisoners to the Warp. ; Also changed "power to enslave" to "power to peddle flesh", due to a ; conflict with the Mayfair Vampire. ; The Super has a subtle use; Slaver can say something like, "I'll buy ; all ten of the tokens in your Prison for one Lucre." The other player ; then has to weigh the consequences if Slaver has the Flare. SLIMER [O:N:2] GAINS REVENGE You have the power to slime. Once per challenge, if you are directly prevented from taking a game action by another player, you may prevent that player from taking that game action for the next two turns. This is limited to the following: buying cards or tokens; allying; getting consolation or rewards; using a power, Flare, Edict, Kicker, Moon, or Safety; or taking a turn. On each challenge during the two turns, you may prevent his use of only one power, Flare, Edict, Kicker, Moon, or Safety for each one he prevented you from using. History: Restriction: Do not use in a 2-player game. Wild: You may "slime" the planet of your choice. All tokens currently on the base, along with any that subsequently land there are permanently stuck and cannot leave the base unless it is destroyed. Discard after use. Super: If you are prevented from winning the game, any player responsible may not win the game for the next two turns. This includes your opponent in a challenge for your winning base and all of his allies, and any player who takes an action in a challenge for your game-winning base that modifies the outcome so that you lose. SNITCH [O:N:L] REVEALS SECRETS You have the power to squeal. Once during every turn, you may look at any unrevealed item in the game, including a hidden power, an unrevealed moon, Schizoid's terms, Miser's Hoard, the location of Terrorist's Bombs, predictions made by wild Medium or wild Prophet, or the location of wild Pirate's treasure. You may peek at the top 2 cards in the deck, the top 2 discs in the destiny pile, two random cards from another player's hand, or the top 2 Flares in the Flare deck. You may not look at a card that has been played face down. At any time, a player may offer you a Lucre to reveal a specific secret to him. You may choose to accept the Lucre unless you don't know the information. If the information involves another player, he may pay you a Lucre to keep quiet. You must accept his payment, and may not divulge the information until it is requested again on another challenge. History: Restriction: Use only in a game with Lucre. 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. 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. SOLDIER [O:N:M] TAKES OVER PLANETS VIA MOONS You have the power to invade. Whenever a disc is flipped in the destiny pile, if you occupy a moon in the system of that color, you may move all of your tokens from one moon there to any planet in the same system. In a game with the Dictator, he determines the disc color. History: Restriction: Use only in a game with moons. Wild: If you occupy a moon in a system, you may move all of your tokens from that moon to an unoccupied moon in the same system. Use only once per turn. Super: You may leave tokens on the moon when you invade. SPIDER [M:E] Entangles Others' Tokens You have the power to entangle. Whenever other players share tokens on a base with your tokens, the other players' tokens on that base are entangled. Entangled tokens cannot be removed from that base without your permission. Entangled tokens do not go to the Warp. Instead, they are placed just outside the planet they were on, and are treated as if they are not there. They may only be placed in the Warp if you permit them to go, if you lose your power, or if you vacate that base. A Mobius Tubes or a Warp Break will not free tokens from you. Entangled tokens on any base are no longer entangled when the last of your tokens are removed from that base. History: Restriction: Do not use in a game with the Gas Giant reverse planet hex. Do not use in a game with Filth. Wild: If you win as a main player, take one card from your opponent's hand, look at it and return it to him. He places it back in his hand, but must keep it upside-down for as long as this card is in play. He cannot use this card unless he gets your permission. (If it is his last challenge card then it is as if he is out of challenge cards.) Such cards lost to other players may be used by the new owner normally. Super: Your power extends to planets adjacent to the planet that you occupy, without crossing system boundaries. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Bryan Stout, from Urbana, IL. ; Cleaned up language and, added Filth restriction. Wild is Nick Sauer's. ; SPIRIT [O:N:2] MOVES TOKENS AROUND You have the power of movement. Each time that your color is actually flipped in the destiny pile, you may do one of the following: Rearrange all of your tokens on bases as you wish; Move all of your tokens from one planet base to another planet base in the same system; Move all of your tokens from a moon to an unoccupied moon in the same system; Move all of your tokens from the Warp to bases; Move all of your tokens from the Praw to the Warp; Move all of your tokens from one other player's star disc to the Praw (or the Warp if no Praw); Move all of your tokens in any form of captivity (in the Void, under the Fungus, in control of the Super Zombie, etc.) to one other player's star disc. History: Restriction: Do not use in a 2-player game. Wild: As a winning defensive ally, instead of taking rewards, you may move your tokens from the cone onto the planet base you helped defend. Discard after use. Super: You may make two moves when your color is flipped. SPONGE [M:E] Coexists With Others' Tokens You have the power to absorb. When your bases in your home system are occupied by opponents in a successful challenge, your tokens do not go to the Warp but instead remain on the planet with the attackers. Conversely, when you establish a new base, defending tokens there are not sent to the Warp but coexist with you. History: Believing in peaceful co-existence with other life-forms, the Sponge nevertheless wishes to soak up the entire Cosmos in it immortal structure and wring from it every drop of experience. Restriction: Do not use in a game with the Filth. Wild: Once per challenge you may draw one card from the deck. You may keep the card or discard it immediately to the discard pile. Super: You cannot lose any base. If you lose all of your tokens from any of your bases replace those bases immediately using tokens from other bases. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number 2. ; Version 2.0 - November 15, 1991 ; Power is by Allen Varney, from Stanford, Ca. ; ; Wild is Sponge from Encounter V1#3. Super is Nick Sauer's. ; SPORE [O:S] CREATES HOSTS FROM OTHER PLAYERS ; Power is by Jeffrey Field You have the power of conveyance. At the start of each player's turn, if you have tokens in the Warp, you may attempt to make that player your carrier host. You declare the attempt and play is suspended while a challenge is carried out between you and the possible carrier. You each play a challenge card; your tokens in the Warp are totaled into your attack, but your opponent does not get this bonus. No allies are allowed. If you win, the host must release one of your tokens (rather than his own) at the start of his challenge. Your token then accompanies him into the challenge. If your carrier has no tokens in the Warp, he still releases one of yours. History: Wild: If you give one or more attack cards to the offensive player in a challenge, he must accept one of your tokens for each card given as allies. Super: If you gain a carrier host, you may add up to three tokens from bases into the attack cone. Ally stopping powers or Force Field cannot stop you. SPROUT [M:W] SEIZES UNOCCUPIED PLANETS You have the power to shoot up. 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 Sprout race continually shed cells which float through space and land on planets. The presence of other life forms retards growth, but when left alone the Sprouts shoot up to form new bases. The greatest goal of the Sprouts is to attain conditions in which all their scattered cells can shoot up. 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. SPY [O:N] SEES PLAYED CARD AS ALLY You have the power to peek. As an ally in a challenge in which you are not also a main player, after cards are played, but before they are revealed, you may look at one of the cards played. You may then choose to abandon your alliance and return your tokens to bases. History: 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 [M:N] CANNOT BE REMOVED You have the power to remain. Once any of your tokens have landed on external planet bases, they cannot be removed for any reason by any player (including yourself.) So long as you have your power, even the Filth cannot remove you from a base if you were there first. If you lose your power, tokens co-occupying a base with the Filth must leave. History: 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. STAR [M:K] USES OTHERS' TOKENS AS STAND-INS ; Renamed from VENTRILOQUIST You have the power over stand-ins. As offensive player, instead of putting tokens into the cone, you designate another player as your stand- in (not the defensive player) to put his tokens into the cone at a number you specify. The maximum allowed is the maximum you're allowed. The stand-in chooses which tokens. These tokens now have your powers, not their owner's. If you lose the challenge, they go to the Warp. If you play a Compromise and lose, you get the consolation. If you fail to deal, the stand-in loses the tokens. If you win the challenge, the stand-in gets back his tokens and you put on the base the same number of tokens. The stand-in may be an ally for either side. History: Wild: When not a main player, if both main players invite you to ally, you may ally on both sides. Super: You may designate someone to be your stand-in when you are an ally for either side. STONE [M:S] SOME TOKENS REMAIN You have the power to endure. Whenever your tokens are successfully attacked, one half of them (round up) go to the Warp; the others remain on the planet beside the tokens of the attacker(s). Thus you can never be wiped off a planet entirely unless you had only one token there to start with. However, players that remove tokens in other ways (i.e., the Assassin and the Dread) affect you normally. History: Wild: As losing defensive player in a challenge, if you had more than one token on the lost base you may leave one token on that base. Super: Your endurance power applies to offensive challenges also, and when sending half your tokens to the Warp, round down instead of up. 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 drawn at random from your hand or one Lucre. If the player accepts, you must pay them after the challenge is resolved. 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. SUCTION [O:N:L2] SUCKS AWAY CARDS, TOKENS, AND LUCRE ; Renamed from VAMPIRE You have the power to suck. On each challenge in which you are not a main player, you may do one of the following: take one card at random from each main player's regular hand and discard them; take one Lucre from each main player and return them to the box, or take one token from a planet base belonging to each main player his choice) and put them in the Warp. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre Wild: As a main player, your opponent's tokens and his allies tokens have no value in the challenge, i.e., no consolation, rewards, adding to the Challenge. However, such tokens still count as occupying bases. This Flare overpowers Carpenter Flare. Super: You may take tokens our of the Warp or Void even if you are an ally. SUPERHERO [M:E] Chooses Own Power You have the power of powers. At the start of the game, after all other powers are determined, you may choose any power that is not in the game to use (so long as it does not conflict with any power that is already in the game). For determining a super Flare, your power is still considered to be the Superhero. History: Wild: You may exchange this Flare for any Flare from the unused Flare deck. Super: You may choose a new power to replace your alien power at the end of each of your turns. The new power cannot conflict with any power that is already in the game. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Super is Nick Sauer's. ; SWARM [M:S] SQUARES NUMBER OF TOKENS You have the power of synergy. In attack or defense, one token is worth 1, two tokens are worth 4, three tokens are worth 9, and four tokens are worth 16. If more tokens are allowed for some reason, their value is the square of their number. History: Wild: Your tokens are worth 1 1/2 times their number (round down). Thus, one token is worth 1, and four are worth 6. Super: You may use any or all of your ally's powers during a challenge. SWASHBUCKLER [M:N] USES OPPOSING FORCES AGAINST THEMSELVES You have the power of audacity. As a main player in a challenge, when calculating your total, multiply any Attack card you play by the number of tokens opposing you. Then add in your tokens and calculate normally. History: Wild: If a player with more bases than you has a base in your system, throw his tokens from the base into the Warp. Discard after use. Super: Your power of audacity applies to your side's total in a challenge even if you are only an ally. TAILGUNNER [O:N] PLAYS COMPROMISE CARDS AS ATTACK 15 You have the power to attack from behind. Whenever you reveal a Compromise card in a challenge, you may declare it to be an Attack 15. History: Wild: When you play a Compromise card, you may return your losing tokens to bases instead of placing them in the Warp. Super: You may treat a Compromise card you play as an Attack 30. TEDDY BEAR [O:N:2] FOLLOWS OTHERS' TOKENS AROUND ; Power by Mark Gilston, from Johnson City, NY. You have the power to be cute. When you share a base with another player, and one or more of that player's tokens leave that base one of your tokens from that base may follow each of the other player's tokens wherever they go (except to a moon and unless prevented by the Gorgon). Such "mascot" tokens do not participate in a challenge e.g., they are not added to their side's total, they do not cause you to be an ally with their side). Mascot tokens must follow their host until the end of the challenge, at which point they stay wherever their host took them. History: Restriction: Do not use in a 2-player game. 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. 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. TELEPORT [M:W] TELEPORTS TOKENS ; Renamed from QUANTUM 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 Teleport planet has the unique ability to teleport over short distances as a defense mechanism. The Teleports 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. THIEF [O:K] TAKES OPPONENT'S CHALLENGE CARD ; Renamed from BUREAUCRAT You have the power of theft. As main player, after your opponent plays his challenge card face down, you may take it and place it somewhere in the middle of the deck. Before you reveal your challenge card, your opponent must play another card. If he needs a new hand, he gets one. History: Wild: As main player, before cards are played, you may randomly select a card from your opponent's hand and put it in the middle of the deck. Super: Before cards are played, you may instead look through your opponent's hand and choose which card to put in the middle of the deck. TIEBREAKER [M:K] DECIDES GAME DISPUTES ; Renamed from MASTER You have the power of decision. Should there ever be a difference of opinion among the players concerning the game, your decision is final so long as you don't purposely break the rules. History: Restriction: DO NOT WITH INSECT OR NORMAL IN THE GAME. Wild: You may declare one power of one player to be a different power for one challenge. You may not use this flare on yourself. Super: At the end of your turn, you may change any rule(s) of the game so long as you do not change any players' powers or the winning conditions. This is made public. You may change the rules again at the end of your next turn. Normal rules apply when you lose this flare or are no longer Master. TIMELORD [M:N:N] REGENERATES POWERS You have the power of regeneration. Immediately upon losing your third home base, replace tokens on it from other bases. You do not lose your powers; instead you replace your other powers with ones taken at random from those not in the game. History: Restriction: Use only in a multiple power game. 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. 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 ar€some people, but generally only when they€some people, but generally only when theye the "lord". TOLL [M:P:PL] CHARGES FOR USE OF CONE You have the power of fares. In each challenge where you are not the offensive player, you demand a fee of one Lucre from the offensive player when he first puts tokens into the Cone. If he cannot or will not pay (he is allowed to refuse your demand), take any one of his tokens from any base and put it in your Prison. You do not demand a fee from players other than the offensive player, nor do you demand an additional fee from the offensive player if he adds tokens to or removes tokens from the Cone. History: Masters of hyperspace technology, the Tolls have built huge Conic shunts which allow them to control interstellar travel. The Aliens caught in their hyperspeed traps have a simple choice -- pay the Toll or go to jail. Restriction: Use only in a game with prisoners and Lucre! Wild: As main player in a challenge, if your opponent holds any of your tokens in his Prison you may demand that he "pay a toll" by freeing one to you. If he will not pay, he may not have allies (except the Parasite). Super: You may demand a fee (one Lucre, or you take a prisoner) from each player who puts tokens in the Cone, including defensive allies. An ally may withdraw his tokens from the challenge after your demand and not pay the toll. Wild1: As main player in a challenge, if your opponent holds any of your tokens in his Prison you may demand that he "pay a toll" by freeing all of them to you. If he will not pay, he may not have allies (except the Parasite). Super1: You may demand a fee (one Lucre, or you take a prisoner) from each player who puts tokens in the Cone, including defensive allies. An ally may withdraw his tokens from the challenge after your demand and not pay the toll. ; 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. ; PRISONER POWER ; A version of the Assessor. A little weaker than the Assessor (toll only ; from the offensive player), a little stronger (he selects the toll ; token), and a Lucre power. There's a slight resemblance to the Butler, ; in that you pay him or he messes up your bases. TORTOISE [O:E:2] Removes Own System From Game You have the power to hibernate. You may raise a barrier around your system, shown by separating your hex from the central hex. While you hibernate behind the barrier, play continues in every way as if your system and all in it were not in the game. You keep your power while hibernating. Any of your tokens which return from the Warp while you are hibernating can only be returned to external bases. If you do not have any external bases the tokens stay in the Warp. You can still participate in challenges while hibernating if you have tokens on foreign bases. You can take turns while hibernating as long as you have tokens on external bases or tokens in the Warp (in the later case you may only attack with one token). If a player turns up your color in the destiny pile while you are hibernating, he must flip the destiny pile again. You come out of hibernation if you lose your power. Other than this you may only go into or out of hibernation between challenges. History: Restriction: Do not use in a two-player game. Wild: At the start of any challenge, you can flip over all of your tokens on one planet. No tokens may be moved on or off of this planet, and it cannot be challenged until they are flipped back. You may flip your tokens back at the start of any challenge, and must do so immediately when you lose this card. Super: You may return tokens from the Warp to your system, and use your Lucre while you hibernate. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 5. ; Not playtested. Use at your own risk. ; Version 0.1 - November 19, 1991. ; Power is from Bryan Stout, from Urbana, IL. ; Cleaned up language and, eased up on removing tokens from Warp restriction ; during hibernation. ; TORTURER [O:N:L2] PUNISHES OPPONENT You have the power to inflict pain. As a main player in a challenge, you may do one of the following to your opponent unless he pays you a Lucre: -Remove 2 of his tokens to the Warp (he chooses the tokens). -Force him to discard all of his Attack cards. -Force him to discard all of his Edicts. -Force him to discard all of his Flares. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. 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. TOXIC WASTE [M:N:H2] GIVES AWAY HAZARD CARDS ; Renamed from HAZARDOUS WASTE You have the power over hazards. When you must draw a Hazard card, instead of reading it, give it to another player. If it can affect him, it does. If you look at the card, you must take it yourself. History: Restriction: Use only in a game with Hazard cards. Do not use in a 2- player game. Wild: You need not take a Hazard Card. Super: You may read the card before you decide who to give it to. 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. TRACER [O:N:2] FINDS LOST ITEMS You have the power to retrieve. If any other player involuntarily loses cards, tokens, Lucre, or power cards (even to another player), you may offer to retrieve the lost item(s) for that player in return for a base, cards, tokens, or Lucre. If he accepts, take what is offered and give him back the lost item. The player may not make a counter offer. History: Restriction: Do not use in a 2-player game. Wild: You may take a power card that has been lost by another player. Discard after use. Super: You may give the player anything of the same type and quantity that is not currently in the game. TRAITOR [O:E] Allies Against Self You have the power to betray. If you are a main player in a challenge, you may ally against yourself with up to four tokens. Your opponent does not ask you to ally; it is your choice alone. If you are the main defensive player, you may put tokens in the offensive end of the cone. These tokens may come from any base including the one being challenged (you may not, however, evacuate the base totally). If you are the main offensive player, you may also put tokens in the defensive ring of the cone. The challenge continues normally with all offensive allies counting towards the offensive total and all defensive allies counting towards the defensive total. After the challenge is determined, the losing main player and all his allies go to the Warp and the winning main player and his allies collect their applicable prizes. History: Restriction: Do not use in a game with the Delegator. Wild: You do not have to keep your end of a deal. If no deal is made, you do not have to put three tokens into the Warp. Super: If you are uninvolved in a challenge, after challenge cards are played but before they are revealed, you may ally with both sides of the challenge. After the win is determined, your losing tokens go to the Warp and your winning tokens take the base or rewards along with the winning main player and any of his other allies. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. TROLL [M:N:L2] CHARGES OPPOSING ALLIES A FEE You have the power of tolls. As a main player in a challenge, each opposing ally must pay you a Lucre. Your opponent in the challenge may pay the Lucre for any player that he wants as an ally who can not pay you. If a player is forced to ally against you, and he can't pay you, take the card of your choice from his hand. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. Wild: You may buy your tokens back from other player's star discs at any time for one Lucre per token. Super: Your toll for use of the cone applies to your opponent as well as his allies. If he cannot pay you, he may not attack you, and must re-flip the destiny pile if no other legal challenge is possible. TRUNCATER [O:N] SIMPLIFIES TOTALS You have the power to shorten. As a main player in a challenge, after cards are played, but before they are revealed, you may call out "truncate". Once final totals are calculated, the outcome is determined by the last digit of each side's total. Negative totals remain negative. History: Wild: At the start of your turn, you may cause the number of external bases needed to win the game to be permanently decreased by one. Super: You may call for truncation as an ally. TSUNAMI [M:N:H] KEEPS HAZARDS IN HAND You have the power to create hazards. Whenever you win a challenge as a main player or ally, take a hazard card from the deck and place it in your regular hand. Whenever you lose a challenge as main player or ally, give your opponent a hazard card from your hand if you have one. Hazard cards may be part of a player's hand like any other card. If any other player has hazard cards in his hand at the beginning of his turn, they all take effect (in the order of his choice) at the very beginning of his turn (before getting another hand). They are then discarded. If you lose your power temporarily or permanently, you discard all hazard cards in your hand, but hazard cards in other player's hands continue to take effect. History: Restriction: Use only a game with hazard cards. Wild: You may choose to have the effects of a Hazard card taken by another player affect you instead of him. Give this card to that player after use. Super: Whenever you draw a Hazard card, you may place it into your regular hand. TURNER [O:N:2] COLORIZES TOKENS You have the power to colorize. Each time another player's color is actually flipped in the destiny pile, you may move all of his tokens from the Warp to the Praw. Replace the tokens moved from the Warp with tokens of another color (not in the game). These tokens are treated as if they were your color as long as you have this power. If you lose this power, these tokens can no longer move, and don't count towards occupancy of a base or critical mass. If you lose this power card, all of these tokens are immediately removed from the game. History: Restriction: Do not use in a 2-player game. Use only in a game with the Praw. Wild: When your color is actually flipped in the destiny pile, all players must pay you one Lucre, or a card of your choice from their regular hand. Super: You may place your colorized tokens on bases, instead of in the Warp. TUNNELER [M:N] DEFENDS TWO SYSTEMS You have the power to burrow. Start the game with an empty planet hex to your left. (With the Terrorist, these are planets 6 through 10.) Whenever you should lose tokens directly from a base in your primary system to the Warp, they go to the corresponding base on the other system instead. (Tokens go from the middle base to the middle, the far left to the far left, etc.) Once on the second system, they can be attacked as if they were on a base in your primary system. Tokens lost from these bases go to the Warp. To lose your power, you must have fewer than 3 home bases on the two systems combined. If you lose your power, bases on the second system still count for other players who have them, but no new challenges can be made there. If you get this power card after play has begun, place an additional hex to your left. History: Wild: Tokens that you should lose to the Warp from a moon may 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. TURNCOAT [M:S:2] MAKES GAINS OF OTHER SIDE You have the power to shift. When you join an alliance and your side loses, you benefit as though you had entered with one token and your side won. That is, if you help an attack, and the defender wins, you lose all your tokens but you still get one card. If you help to defend, and the attacker wins, you lose your defending tokens except for one - which goes onto the planet. History: Restriction: Do not use in two player game. Wild: If you are an ally on the losing side of a challenge, you may save tokens from the Warp by allowing the winning main player to draw a card from your hand for each token to be saved. Super: When you join an alliance and your side loses, you benefit as though you had entered with as many tokens as you lost up to a maximum of four and your side won. TWIT [O:S] ANNOYS OTHERS BY TRADING CARDS You have the power to annoy. You may only use your power during a challenge you are not involved in as a main player or an ally. You may annoy either the attacker or the defender by giving him one card from you hand and accepting in trade one card from his. He chooses the card that he will give you, but he must give you a card if you give him one - unless you wish to annoy him by giving him a card and specifying that you will accept no return "gift." History: Wild: You may verbally harass players in the game by mimicking them, bragging about your playing, etc. in a high nasal voice. If any player responds negatively he loses a token to the Warp (his choice). Super: You may enter any challenge as an ally, uninvited, and nothing except Flarezap can prevent you. TYCOON [M:N:L] COLLECTS 3 LUCRE PER TURN You have the power of wealth. At the start of each of your turns, you collect 3 Lucre instead of 1. History: Restriction: Use only in a game with Lucre. 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. TYRANT [O:N:L2] TAKES CARDS FROM LOSER You have the power to rub it in. Whenever you are not involved in a challenge, and another player plays an Attack card and loses, you may take random cards from his regular hand, up to the number of tokens he lost in the challenge. He may pay you 2 Lucre to refrain. History: Restriction: Use only in a game with Lucre. Do not use in a 2-player game. Wild: You may take one card at random from any player each time you lose a challenge. Super: When another player loses his power, you may take all his cards unless he pays you all his Lucre, and you can refuse a payment less than 4 Lucre. 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. UNDERDOG [M:N] WINS WHEN FAR BEHIND You have the power to come from behind. If you are a main player and should you lose a challenge in which both you and your opponent played Attack cards, if your opponent's total is more than double your total (after all other value manipulations have taken place), then you win instead. If either total ends up negative, you win if the absolute value of your opponent's total is more than double the absolute value of your total. History: Restriction: Do not use with Wretch. 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 [M:N:LP] PUTS TOKENS INTO WARP FOR A FEE You have the power to bury. Whenever another player should lose tokens to the Warp, you take them. This takes place before the Psycho or Saint may act. He must pay you a Lucre to put them in the Warp. If he can't or won't pay you, you put the tokens in your Prison. (A player may save himself from the Void by refusing to pay you.) If you lose your power due to loss of your power card or lack of home bases, tokens you hold are freed to the Warp. History: Restriction: Use only in a game with Lucre. Wild: Your tokens may not be held on another player's Prison. Any currently there must go to the Warp. Super: You may charge one Lucre per token. 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. VACCINE [M:N:2] FACES NO ALLIES AS DEFENDER You have the power of immunity. As the defensive player in a challenge, no one may ally against you (even Parasite or Traitor). History: Restriction: Do not use in a 2-player game. Wild: You are immune to the Plague and Revolt Edicts. Super: No one may ally against you when you are a main player. VAGABOND [O:N] DRAWS CARDS FROM DISCARD PILE You have the power to rummage. Whenever you buy cards or get a new hand, you may draw cards from the deck or the discard pile. If you draw them from the discard pile, you draw from the top. All cards must come from the same place, and if there are not enough in the discard pile you must draw from the deck. History: 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. 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. VAPORIZER [O:N] DISCARDS OPPONENT'S HAND You have the power to disintegrate. As the attacker in a challenge, immediately after the defensive player is determined, you may disintegrate his regular hand, causing him to discard it and draw seven new cards. History: 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. VENDETTA [O:P:P] IMPRISONS FOR CONSOLATION You have the power to punish. Whenever you are entitled to consolation from any player, you may take all of the consolation by imprisoning that player's tokens (thus, if you are entitled to a consolation of three cards, you may either take three cards or three tokens for your Prison). If you choose to take tokens, the player selects which of his tokens are imprisoned, taking them from his bases. You are allowed to take full consolation in prisoners even if the other player does not have enough cards to give you full consolation, and vice-versa. History: The Vendetta world was nearly destroyed by a war initiated when one of the parties to a peace conference brutally massacred the other delegates. The Vendetta remain scarred by the incident (radiation scars, mostly) and punish similar betrayals by taking hostages, whose suffering serves as a reminder to their Cosmic opponents of the danger of crossing the Vendetta. Restriction: Use only in a game with prisoners. Wild: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison. Super: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases. Wild1: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison. Super1: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases. ; 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. ; PRISONER POWER ; Vendetta is a little like Pacifist, in that his power applies when ; he plays Compromise and the opponent plays Attack. The ability to ; choose cards or prisoners is quite nice, and means that the opponent ; can't discount the possibility of consolation just because he has ; bad cards. VENTRILOQUIST [O:E:2] Speaks For Other Players You have the power of ventriloquism. On each challenge in which you are not a main player, you may select another player as your dummy. For the rest of the challenge your dummy can not speak on his own behalf, instead, you speak for him. You invite others to ally with him, accept or decline when he is invited to ally with others, negotiate deals for him (although you can not force him to accept a deal with you), etc. You may also announce that your dummy is playing a Kicker, Flare, or Edict and, if he has it, he must play it. He may also play his own cards, but you explain any that require explanation. Your dummy determines the number of tokens that he puts in the cone and decides which bases to move tokens to/from. He may speak on his own behalf if it is directly related to his power. History: Restriction: Do not use in a two-player game. Do not use in a game with Silencer. 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(s). Super: You may use your power as a main player. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 6. ; None have been playtested. Use at your own risk. ; Version 0.1 - November 19, 1991 ; Power is from Dr. Robert Destro, Willingboro, NJ. ; Wild is Matt Stone's. ; VICTOR [M:N] BETTER LIVING THROUGH WINNING You have the power to gain rank. Whenever one of your tokens is involved in winning a challenge as a main player or ally, it increases its rank by one. In future challenges, each token's value is equal to its rank. Whenever a token with a rank above one is involved in losing a challenge when you are a main player or ally, its rank is returned to one. History: Wild: When you are a main player, you may collect one card, or one token from the Warp for each opposing token lost in the challenge. Super: Your losing tokens lose only one rank, regardless of their current value. VISA [O:E] Sends Bases Home ; Power is by Stuart Scheinman, from Ithaca, NY. You have the power to send home. As a main player in a challenge, before challenge cards are revealed, you may return one of your opponent's bases to his home system. All of his tokens on that base are moved to a planet on his home system where he has no tokens. Players with five home bases are not affected by your power. History: Wild: As a main player or an ally in a challenge, you may make your opponent keep the challenge card he just played rather than discarding it. Super: You may return one of your opponents bases home even if he already has five home bases. ; ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 3. ; Version 1.0 - November 15, 1991. ; Wild is Nick Sauer's, Super is Matt Stone's. ; 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. WAND [M:N:2] GAINS TEMPORARY USE OF POWERS You have the power of charges. As a main player in a challenge, when your opponent uses his power you gain one "charge" for use of that power in a succeeding challenge. In a multiple power game, you may accumulate one charge for each power used during a challenge, but you may use only one charge per challenge. History: Restriction: Do not use in a 2-player game. Wild: If your opponent in a challenge tries to play an Edict or Flare, take it and give him this card. This Flare may be used only once per challenge. Super: You may use two "charges" per challenge. WARDEN [M:N] IMPRISONS LOSING TOKENS You have the power to imprison. Whenever another player should lose tokens to the Warp as a direct result of a challenge in which he is the attacker and both players have played Attack cards, you imprison them on your star disc. In any challenge in which you are a main player, if you hold tokens belonging to your opponent, you must free one to the Warp. You may also parole tokens to the Warp as part of a deal. If you lose your power, you must still parole tokens normally, but may not offer them in a deal. History: 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 [O:N] DRAWS CARDS FOR TOKENS LOST TO WARP You have the power over loss. For every token you lose to the Warp, you may take a card from the top of the deck. History: 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 [O:N] INCITES PLAYERS TO RECKLESSNESS You have the power to incite. Once per challenge you may do one of the following (under appropriate conditions): -Forbid deals. -Nullify any action which has the effect of changing a compromise card into an attack card. -Force one player involved in a challenge (main or ally) to commit his maximum number of tokens in that challenge. -Forbid attacks on unoccupied planets. -Forbid consolation. History: 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. WARMONGER [O:N] FIRES MISSILES You have the power to stockpile. At the start of your turn (after you have drawn a new hand if necessary), you may place Attack cards from your regular hand face down on planets you occupy. You may place only one card per planet. When challenged on a planet which has a stockpiled "missile", after totals are computed, if you played an Attack card, you may turn over the stockpiled card to add to your total. Once fired, or if the base is lost, the card is discarded. Also, in a challenge, instead of playing a challenge card normally, you may instead fire one of your "missiles" (as the defender, this may come from a planet other than the one being attacked). You need not take a new hand when you are out of challenge cards if you have stockpiled "missiles". If you get this power once play has begun, it there are any "missiles" on bases you occupy, you may fire them normally (but may not look at them first). Any "missiles" remaining on bases you do not occupy are discarded. History: Wild: Fire a missile at one planet base anywhere, the planet is destroyed permanently, and tokens there are removed from the game. Discard after use. Super: You may stockpile and fire multiple warheads. If you have multiple cards stockpiled on a base, they must all be revealed together. If you lose this card, discard all but one "missile" per planet. WEED [M:E] Grows Extra Tokens You have the power to grow. At the beginning of the game, take an extra set of 20 tokens and set them aside. At the start of each challenge, before the destiny pile is flipped, take one token from this extra set and place it on any of your bases. This token, though a different color, is your token to be used in any way applicable. Once you have forty tokens on the board, you have reached your maximum and may not bring in any more. A Cosmic Zap will prevent you from bringing in another token but will not effect tokens already on the board. The same is true if you lose your power. History: Restriction: Do not use in a six-player game. Do not use in a game with the Plant. Wild: Whenever a base becomes vacant on any system, regardless of the reason, you may place a token on it. Super: You can take one token from the Warp at the start of each challenge in addition to bringing a new one in. You may do this even after you have reached your maximum. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. ; Original Wild was improved Worm Wild. Replaced Wild with Matt ; Stone's Invader power. ; WEREWOLF [M:K] TRANSFORMS TOKENS INTO ALLIES You have the power to own other player's tokens. As main player, half of the tokens used by your opponent, rounded down, transform into your tokens and join you on the cone or base. If you win the challenge, the transformed tokens go to the Warp. If you lose the challenge, they return to their owner. Transformed tokens are considered to be yours until they are in the Warp or returned. History: Wild: As defensive player, you may have any number of your tokens in the challenge to be put on the cone as an offensive ally for your opponent. You cannot be refused the alliance under normal rules. Delegator may not make you the offensive player. Super: Transformed tokens go to the Warp even if you lose the challenge. 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 Challeng€the rules until you get a hand with Chall€the rules until you get a hand with Challe 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. WEREWOLF [M:N:M] DOUBLES TOTAL WHEN ON MOONS You have the power of the moon. When you are a main player in a challenge, if you occupy a moon in the system where the challenge is occurring, your total in the challenge (after all other manipulations have taken place) is doubled. History: Restriction: Use only in a game with moons. Wild: If you lose a moon challenge as the defender, your tokens remain and the attacker loses his tokens to the Warp, despite winning. Super: Your totals are tripled when you have a moon in the defensive system. WHIRLPOOL [M:N:2] TAKES BASES TO WARP You have the power to pull. When you lose tokens to the Warp from a base that you share with other players, you pull all of their tokens from that base into the Warp. If you still have other tokens there, they remain on the base (as when the Assassin takes one of your tokens from a base.) History: Restriction: Do not use in a 2-player game. 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 [O:N:L2] OFFERS BASE TO ATTACKER You have the power to sell yourself. As the defensive player in a challenge against a planet base, before allies are called for, you may offer to allow the attacker to land on the base in exchange for a base, cards, tokens, or Lucre. If he agrees, it is treated as a successful deal. If he doesn't agree, you each lose 3 tokens to the Warp and play passes. History: Restriction: Do not use in a 2-player game. Use only in a game with Lucre. 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 [O:E:L] Buys Off Attacker You have the power to save yourself. You start the game with 4 extra Lucre. If, as the defensive player in a challenge, you believe that you can not win, you may buy off your attacker. Pay him a Lucre for each of his tokens on the cone. He must take them back to bases and play passes. If you don't have enough Lucre to buy him off and you lose the challenge, collect 1 Lucre from the box for each of your tokens lost to the Warp as a result of the attack. You do not collect Lucre if you fail to deal. History: Restriction: Use only in a game with Lucre! Wild: Whenever another player is supposed to draw consolation from your hand, you may prevent him from doing so by paying him one Lucre per card he would have drawn. Super: You may use Lucre from the box to pay off your attacker. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; ; Wild is Nick Sauer's. ; ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number4. ; Version 1.0 - November 19, 1991. ; Power is from Dr. Robert Destro, from Willingboro, NJ. ; WITCH DOCTOR [M:N:M] USES MOONS AS TOKENS You have the power to moon. Instead of tokens, place 20 moons face down on your home planets. These moons are your tokens and remain face down until sent to the Warp. In the Warp, non-secret moons turn face-up and take effect as if there were one token occupying them. You may reveal secret moons in the Warp at any time. If "tokens" go to the Warp simultaneously, reveal immediate ones first in any order you choose, then continuing. Once moon tokens return to bases, or fall to the Praw, they go face down and are no longer in effect. "Discard after use" moons become worthless after being used once. If you get this power after play has started, replace your tokens with moons. History: Restriction: Use only in a game with moons. Do not use with Loony. Wild: Remove all moons in one system from the game. Tokens on them go to the Warp. Discard after use. Super: On each of your turns, you may replace one moon token with a new one taken at random. WIZARD [M:S] PLAYS TWO CARDS You have the power of illusion. In any challenge, you play two cards down instead of one. After the enemy card is revealed, you choose which of your two cards will operate; the other is returned to your hand. (Against the Laser, pick your two cards blind, but choose between them normally after you see the Laser's card.) History: Wild: You may increase or decrease the value of your opponent's card by 5. Super: You may create illusory forces. For each token you have as defensive player in a challenge, you may add another from other bases or the Warp. Though counted in the challenge, these illusory tokens are not affected by the outcome; they are afterward returned to their origins. WRETCH [M:E] Causes Overkill You have the power of misery. If you are a main player and if after the challenge is determined your opponent's total is eight or more points above (or below if Anti-matter is a main player) your total, the challenge is determined as an overkill. You win instead of him. Note that you still win if your total is higher than his no matter how high it is. If Insect copies your power, either player can call an overkill. History: Wild: Every time you lose tokens to the Warp, take one card from the deck as consolation. Super: The challenge is determined as an overkill if your opponent's total is 5 or more points above (or below if Anti-Matter is a main player) your total. ; Nick Sauer's adaptation of power from Encounter Magazine Volume 1, Number 1. ; Version 2.0 - November 15, 1991. ; Power is by James V. Beach and James A. Rasfeld, from Costa Mesa, Ca. XENOMORPH [M:N] CONTINUALLY CHANGES POWER You have the power to shapeshift. At the start of the game after all other powers have been determined, pick a power at random. After you have actually used that power once, discard it and immediately draw a new one at random. Each time you use this power, repeat the process. You may not "shapeshift" more than twice per challenge. If you have already changed powers twice in a challenge and use your power, discard it. You must then wait until the start of the next challenge to draw a new power. Also, at the start of your turn, if you have not yet used your power, you may discard it. Pick a new one once the next challenge starts. History: 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. 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). XEROX [O:N] COPIES CARDS You have the power of duplication. Once per challenge, you may copy the use of one non-challenge card played by another player so long as you have the ability to use it at the same time. If the card is an Edict or Flare, your use must come immediately after his. To Xerox a Kicker, after your opponent announces that he is playing a Kicker, you may do so also, even if you have none. When he reveals his Kicker, it also affects the card you played. History: Wild: If someone plays a Wild Flare, you may immediately play this card as if it were the same Wild Flare. He gets to use his Flare first. Use once per challenge. Super: You may copy an action even if it is related to the use of a power. XX [O:W] REPLACES COMPROMISE WITH ATTACK You have the power to double-cross. 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 unpronounceable 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. YING-YANG [O:N:2] REVERSES CONE You have the power to reverse. As a main player in a challenge, after cards are down but before they are revealed, you may call out "invert". When the outcome is determined, winning offensive allies get defensive rewards, and winning defensive allies land on the base. (If the reverse cone is in effect during the challenge, you may cause normal cone rules to apply.) History: Restriction: Do not use in a 2-player game. Wild: While this card is in your hand, you may not ask for allies nor may you voluntarily accept an offer to ally. Super: You may use your power to reverse as an ally. 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. YOUTH [M:N:2] NOT RESPONSIBLE FOR ACTIONS You have the power of irresponsibility. At the start of your turn, designate another player to be your "parent" for that turn. On the turn, whenever you must lose cards, tokens, or Lucre, your "parent" loses them instead. This includes tokens or Lucre used to pay taxes or fees, and cards taken as consolation. You must use your own Lucre and tokens if your "parent" can not pay for you. History: Restriction: Do not use in a 2-player game. Wild: You may disavow a deal within three turns of making it. Players return what they received, you must still have what you received to disavow the deal. You are still deemed to have made the deal Super: Your "parent" must pay double for your losses. ZAPPER [O:E] Nullifies Others' Powers You have the power of nullification. You start the game with one "zap point". As a main player or ally, when you win a challenge or deal, you lose a point; when you lose a challenge or fail to deal, you get a point. You can spend your points to Zap another player's power(s), one point per Zap. If you are Cosmic Zapped you still keep the points you were going to spend. History: A hive-mind that depends for survival on absolute order, the Zapper competes for cosmic domination on the condition that everyone "plays by the rules". Of all lifeforms in the Universe, it is the least fun at parties. Wild: Once per turn you may use this card as a Cosmic Zap. An Un-Zap will stop your Cosmic Zap (you do not discard this flare), and you may not Cosmic Zap another player that turn. Super: You lose no "zap points" when you win a challenge or make a deal, and you get two points when you lose a challenge or fail to deal. ; ; Nick Sauer's adaptations of powers from Encounter Magazine Volume 1, Number 2. ; Version 2.0 - November 15, 1991 ; Power is by Allen Varney, from Stanford, Ca. ; ; Wild and Super are Nick Sauer's. ; 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... Restriction: Do not use in a game with Duplicator. 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? ZEPHYR [O:N:N] MOVES POWERS AROUND TABLE You have the power to gust. At the start of your turn, you may pass this power card to the player on your right. Every other player must then pass one of his power cards (his choice) to the player on his right. Everyone keeps their new power until the Zephyr gusts again. History: The Zephyr delights in the mischievous psychic wind storms which frequently waft alien intelligences into unexpected new bodies. Though this is quite a blow to its victims, it is non-corporeal and thus easily maintains its breezy manner. Restriction: Use only in a multiple-power game. 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. 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? ZILCH [M:4] PREDICTS WINNER You have the power to kibitz. You get no hex, tokens, cards etc. At the start of the game you write down the player you think will win. If at the end of the game, he is a winner, you win instead. To help you mold the outcome, you may look at anything in the game at any time: hands, hidden powers, secret writings, the deck, etc. You may tell anyone anything you like, publicly or privately, including lies. And you are not affected by any power or card except the "Cosmic Zap" History: Wild: If you are not involved in a challenge as main player or ally, you may look at the hands of the main players and suggest a play to one of them. Super: None.