; 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'smber of tokens in your Prison to your sidmber 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 faci