00 [O:C:L] BUYS CARDS FROM SPECIAL DECKS ; Power by Cedric Chin You have the power of resources. When you buy cards, you may buy directly from one special deck: Challenge deck, Kicker deck, Edict deck, Flare deck. When you buy from the Edict deck, you may buy only two cards. When you buy from the Flare deck, you may buy only one card. History: A super-secret governmental agency with funny accents, the 00 constantly draw their resources from the elite of their agents. Restriction: Use only with unused Decks. Wild: You are 007. When you draw a new hand, you may draw any number of these cards from the unused Flare deck, so long as you have seven cards total. Announce the number of cards drawn from each deck before drawing. Super: You may buy from more than one deck, with no limit on any deck, so long as you buy no more than the number you are allowed to buy from the Deck. ; ABSOLUTE [M:C] USES ABSOLUTE VALUE OF ATTACKS ; Power by Cedric Chin You have the power of positive numbers. When you play an Attack card, you use its absolute value. History: A holy sect devoted towards good and niceness, the Absolute refuse to believe the existence of negative feelings and opinions within the cosmos. They will become beneficial, if not totally saccharin, masters of the universe. Restriction: Use only in a game with negative Attack cards. Wild: Whenever you must lose a number of your tokens to the Warp, take that number of your tokens out of the Warp instead. Super: You may use the absolute value of a Kicker. ; ADDENDUM [M:C] ADDS NUMBER OF CARDS IN HAND TO ATTACKS ; Power by Cedric Chin You have the power of addition. When you are the main player, add the number of cards in your hand (not including cards you played in the challenge up to when cards are revealed) to the Attack total. History: Wild: If you are in a deal, you may add terms outside of the game (e.g.,. your opponent will agree to bring soda to the next game). Super: You may use your power as an ally. ; ADVANTAGE [O:C] ACQUIRES OWN FLARE ; Power by Cedric Chin You have the power of ownership. Once per challenge, if you have a flare but do not have a flare of one of your powers, except this one, you may request the flare of one of your powers. If another player has this flare, give him one of your flares and take the flare you requested. If no one has this flare, look through the deck and discard pile, take your flare, and discard one of your flares; if you must look at the deck, shuffle the deck after taking your flare. History: An unusual Aristocratic race, the Advantage scoff their not-so-distant cousins who grab their slimy claws on anything they could get and instead specialize in obtaining only the most precious of elements. Restriction: Use only in a game with Flares and multiple powers. Wild: You may use the wild of any super in your hand. Super: You need not have, give, or discard a flare in return for the flare you requested. ; AGENT [O:C:L] RECEIVES LUCRE WHEN GIVING OTHERS DISCOUNTS ; Power by Cedric Chin You have the power of commissions. Whenever a player must pay the Box a number of Lucre, you may instead allow them to pay half this number (round up), with you receiving one Lucre and the remaining Lucre going to the Box. History: Restriction: Use only in a game with Lucre! Wild: If you must lose tokens to the Warp, you may instead lose half the number of tokens (round up) to another player's Star Disc. Tokens on Star Discs are traded per the Assessor. Super: All the Lucre goes to your Star Disc. ; ALEXANDER [M:C] ATTACKS MOST POWERFUL BASE OF OPPONENT ; Power by Cedric Chin You have the power of the great. If you are attacking one of your opponent's largest bases, his defending tokens have a value of the number of tokens on his smallest base(s). (Thus if his largest bases had four tokens each, and his smallest bases had one token apiece, if you attack his largest base, each token on this base would have a value of one-fourth of a token.) Otherwise, if you attacking one of your opponent's largest bases in his home system, his defending tokens have a value of the number of tokens on his smallest base(s) in his home system. When you are the defending player, if your opponent is attacking one of your smallest bases, your defending tokens have a value of the number of tokens on your largest base. History: Wild: If you have just won a planet challenge as an attacking player, you may immediately make another challenge. Super: All your opponent's bases defend with a value of the number of tokens on his smallest base(s). ; ALGAE [M:C:L] INCREASES LUCRE, TOKENS, OR CARDS ; Power by Cedric Chin You have the power of mindless growth. Whenever you are the main player or ally in a challenge, before cards are played, the opposing main player selects one of the following, with the number equal to the number of tokens you have in the challenge: if you have cards, draw cards from the Deck ; if you have Lucre, add Lucre from the Box to your Star Disc; or if you have tokens in the Warp, add your tokens from the Warp to the challenge. History: A species of less-than-animal intelligence, the Algae's growth could nevertheless not be contained or controlled by its erstwhile masters. Now a semi-independent lifeform, the Algae have developed enough understanding of how to manipulate their enemies into increasing their mass and resources. Restriction: Only use in a game with Lucre! Do not use in a multipower game if you cannot lose tokens to the Warp. Wild: If you are a main player in a challenge and your opponent has the same number of cards as you do, you may double the size of your hand by taking his. Super: You choose which option to take. ; AMBUSH [O:C] REMOVES TOKENS FROM CONE ; Power by Cedric Chin You have the power to lie in wait. You receive all Destiny Pile discs that have been flipped / discarded by other players. Whenever you are a main player or ally, anytime before the outcome of the challenge has been determined, you may discard one of your Destiny Pile discs and remove one token of this color from the cone to the Warp. The Dictator cannot affect the color of your ambush discs. When the Destiny Pile is reshuffled, you must shuffle all your discs into the pile. History: Small prehensile primates from a shady jungle, the Ambush specialize in sudden attacks out of nowhere followed by the absconse of their victims to the same. Wild: If your color is on the top of the Destiny Pile discard pile, you may remove any tokens of your color in the challenge to bases. Super: When you discard a Destiny Pile disc, all tokens of this color are removed from the cone to the Warp. ; ANTAGONIST [O:C] DENIES REWARD TO ALLY ; Power by Cedric Chin You have the power to disrupt. Whenever you are a main player or ally in a challenge, after cards are played, but before they are revealed, you may declare one ally in a challenge who will not receive rewards if his side wins. History: Restriction: Do not use in a two-player game. Wild: If two or more players are about to share a joint win, you may force both of them to lose the challenge instead. Super: After cards are played, but before they are revealed, you may send one ally to the Warp. His tokens are not included in the challenge total and he receives no rewards. ; ANTI-DEUCE [M:C] SUBTRACTS CARD FROM OPPONENT ; Power by Cedric Chin You have the power of subtraction. When you are the main player in a challenge, you place a second card face-down. If you opponent plays an Attack card and this is an Attack card, you subtract this second card from your opponent s. If one card is an Attack card and the other is a Compromise card, your opponent plays his Attack card normally but takes Consolation if he loses. If both cards are Compromise, your opponent has played an Attack 0. Your opponent discards the Compromise, if played; if not, the higher Attack. He returns the other card to his hand. Whenever you have only one challenge card and must play one, you proceed as if you were out of challenge cards. History: Raised on a binary system composed of a neutron star struggling against a black hole, the Anti- Deuce jealously saw their more prosperous cousins grow through the chance luck of better resources. Now adept at turning such resources against themselves, the Anti-Deuce confidently and cynically set their eyes as masters of the universe. Wild: You may make a second challenge, even if you have lost the first one. Super: You may keep the second card. ; ANTI-INCARNATE [M:C] FORCES ANOTHER PLAYER TO REINCARNATE ; Power by Cedric Chin You have the power of incarnation. Whenever you are in a challenge, you may force any player in the challenge, except yourself, to discard a power of your choice and draw a new one. History: Having mastered the power of life and death, the Anti-Incarnate care not for the mastery of the cosmos, but to explore the ramifications of rebirth and life anew. That this has caused extreme confusion and therefore irritation among the rest of the universe is, in their opinion, irrelevant. Wild: You may trade force your opponent to discard one of his powers, chosen by yourself, and replace it with a hidden power. Super: You may use your power on yourself. ; ARBITRARY [O:C] DETERMINES TIMING OF PLAYER ACTIONS ; Power by Cedric Chin You have the power to quibble. When the main players buy cards from the deck, request allies, or play challenge cards, you determine which player goes first. You decide in what order players accept ally invitation requests; you may also determine if all players must accept invitation from one side and place tokens in the cone before announcing their acceptance of the other side. You determine if Kickers are played before or after challenge cards. You determine in what order players receive their rewards / consolation. History: Wizened fat glob-like beings from a legalistic dimension, the Arbitrary's confusing conundrum of rules and regulations make other less comprehending races wonder if this is really just a big put-on. Wild: The order of play now proceeds in the opposite direction, until you lose this card. Super: Before cards are played, you may zap one variant per challenge: Lucre, flares, moons, additional powers, negative attack cards, and Kickers. Zapped items are not discarded, but may not be used for the rest of the challenge. ; ARMY [O:C] INTRODUCES NEW CHALLENGE CARDS INTO GAME ; Power by Cedric Chin You have the power of forces. Take the unused Challenge card deck and keep it to your side. When you are the main player in a challenge, you may discard up to all your Challenge cards to the unused Challenge card deck (no powers or cards may salvage any cards you discard to this deck), and for every card you have discarded, take one from the unused Challenge card deck. Cards drawn from the unused Challenge card deck are not considered to be cards drawn from the Deck (e.g.,. for the Siren Flare). History: A military state of wide renown, the Army have no tolerance for their less fit subjects, mercilessly replacing them with hopefully more effective, dare say, deadly stock. Restriction: Use only in a game with an unused Challenge Deck! Wild: After cards are revealed, if you played a Compromise card, you may turn it into an Attack 0. Super: You may discard this Flare instead of discarding your Challenge cards. ; ASTEROIDS [M:C] ADD ASTEROID TO GAME ; Power by Cedric Chin You have the power of asteroids. Add an asteroid to your system, discard this card, and draw a new one immediately. After powers are selected, randomly choose one Power cards for each asteroid. The following powers are not used: Miser, Schizoid, Terrorist, or any other power requiring setup or usable when the power is lost. If Aristocrat is in the game, its player may not select a hand. \r\r At the beginning of each challenge, every Asteroid is moved one hex in the opposite direction of the players' turns. Any player with an Asteroid in his system after it is moved may use that Asteroid's Power as if it was his own; a player who cannot use his powers cannot use the Asteroid, and Asteroid powers may be grafted by the Plant. If a player has no hex, Asteroids that rotate to him are placed in front of the player. If a player has more than one hex, he will be able to use the power more than once. If Sanity is played, Asteroids rotate, but their powers cannot be used. History: In a previous cycle of the Cosmos, a war grew so frightful that entire star systems were torn apart. Fragments of these planets still circle the universe, bringing the remnants of their original Powers to whomever they pass by. Wild: If you have no asteroids in your system, add an asteroid to any system. Discard after use. Super: If you have an asteroid in your system, remove or add an asteroid to or from any system. Discard after use. ; AWARD [O:C] DECLARES ALLY REWARDS ; Power by Cedric Chin You have the power of granting. If you are a main player in the challenge, or have been invited to put tokens into the cone, before allies put tokens into the cone, you declare what one side's allies will receive if they win, offensive or defensive. Rewards are limited to a base on a planet you determine, one token from the Warp per token involved in the challenge, one card from the deck per token involved in the challenge, one Lucre from the box per token involved in the challenge, or any "either/or" combination of the above (e.g.,. tokens from the Warp or cards from the deck). You must award a player for allying. History: A legal system beyond comprehension, the Award have managed to reset the terms of boons and grants with a predictability bordering on either genius or insanity. Wild: You may allow an ally taking cards and/or tokens from the Warp to take double the number he is entitled to. Super: You may declare awards for both offensive and defensive allies. BACKLASH [M:C] IMMUNE TO KICKERS ; Power by Cedric Chin You have the power of rebuff. When you are a main player, your opponent may not play a Kicker against you. History: Wild: Whenever you are a main player, after cards are revealed, you may make one negative Kicker positive or one positive Kicker negative. Super: You may ask your opponent if he has any Kickers. If so, he gives them to you. ; BALDRICK [O:C] TOKENS SUBTRACT FROM MAIN PLAYER ; Power by Cedric Chin You have the power of stupidity. If you are not invited by a player, you may ally with him, but each of your tokens value is multiplied by negative one and return to bases instead of going to the Warp. History: Wild: You have a cunning plan. Once per challenge, after main players have been determined, you may speak secretly with another player, except a main player, in another room. Play continues in your and the other player's absence. Super: If you are not invited by a player, you may ally with him, and both yours and his tokens are their value times negative one. ; BANK [O:C:L] DEPOSITS LUCRE AND GAINS INTEREST ; Power by Cedric Chin You have the power of savings. Anytime during the game, you may establish a bank by setting aside one or more Lucre from your Star Disc. You may not use Lucre in the bank and bank Lucre is immune to loss. When you are the main player or ally, you may deposit or withdraw Lucre, then discard an Attack card or Plus/Minus Kicker whose absolute value divided by four, or a Times Kicker card whose absolute value, is less than or equal to the Lucre in the bank . If you discard such a card, immediately add one Lucre to your bank . History: Aghast at the free spending of their government, the Bank quietly hid their assets into untraceable investments. Now the true owners of their galaxy's economy, the Bank are ready to risk their money in the conflict of the cosmos. Restriction: Use only in a game with Lucre! Wild: You may double the amount of Lucre you have on your disc. Use once and discard. Super: You may use the Lucre in your Bank at any time. ; BARGAIN-HUNTER [O:C] SELECTS AMONG DRAWN CARDS ; Power by Cedric Chin You have the power of choosing. Whenever you draw a new hand / take consolation, take twice as many cards. Before adding these cards to your hand, discard seven cards / return half as many cards as you took to their original owner. History: Spawn in a metropolis of avid mercantile trade, the Bargain-Hunter delight in their ability to find the best values, and select and choose their goods. Not exactly adept at war, the Bargain-Hunter nevertheless avidly await the day when they can create indoor shopping malls all over the universe. Wild: When you draw from the deck or take consolation, take two more cards than usual. Before adding these cards to your hand, discard or return to their owner two cards. Super: You may add these cards to your hand before discarding or returning. ; BAT [O:C] PREVENTS PLAYER FROM LOOKING AT THE BOARD ; Power by Cedric Chin You have the power of blindness. Once per challenge, you may prevent a player from seeing the board (but not his cards). If he must position the cone, remove tokens from planets, etc., he must verbally ask you to perform any of these tasks. If any of these tasks are impossible (e.g.,. removing three tokens from a planet with two tokens), they are not carried out and the blinded player may make another request instead. If any request made by the blinded player is ambiguous, you must ask him to clarify it. History: Wild: You may force all players except yourself to put down their hands, face down, and look away from the board. You may then rearrange tokens, cards, etc., so long as you do not look at any cards and no one gains or loses a base. Each player then may guess once what has been rearranged. The first player to correctly determine something that has been rearranged receives this card. Super: If any request is ambiguous, you may interpret the act within the letter of the request. If a request cannot be carried out, the player may not make any further requests, unless play cannot be carried out. ; BELCH [M:C] REMOVES TOKENS FROM OTHER SYSTEMS ; Power by Cedric Chin You have the power to pollute. Whenever another player's color is shown on the Destiny Pile, and if you have at least one base in that player's system, that player must lose a number of tokens equal to the number of tokens on the largest base you have in that system from the system. History: Scummy to the nth degree, the Belch's foul factories periodically -- but indeterminably -- emit toxic substances redefining the word poison . Now set upon spreading their enormous smokestacks among the cosmos, other systems shudder, fully knowing that, but never knowing when, they will be NEXT. Wild: If you must lose a base to the Warp, discard this card instead. Super: When your color is revealed by the Destiny Pile, you may belch , removing a number of opponent tokens equal to or less than the number of tokens on the largest base you have in your system from your system. ; BENNIE [O:C] MAKES DEALS WITH GAME RESOURCES ; Power by Cedric Chin You have the power of connections. Whenever you are in a deal or give consolation, any cards or Lucre you agree to give may come from the deck or Box. If the deal involves cards, draw a number of cards equal to your hand or the number of cards you began the game with, whichever is larger. Cards given in a deal come from this bennie hand and any cards remaining in the bennie hand are discarded after the deal is over. You may not use cards from this bennie hand for anything other than a deal. If the deal involves Lucre, the maximum amount of Lucre you may give is the number of Lucre on your Star Disc, or the number of Lucre you began the game with, whichever is larger. In a deal, you may grant a base on a planet where you do not have a base, as long as your opponent agrees. History: Wild: If you have just made a deal, you may slap the other player by giving him nothing instead of what you agreed upon. You still receive the terms he has given you. Super: You may allow another player to use your power in addition to yourself. ; BILE [O:C] RECEIVES FROM OPPONENT CARD OF THE SAME TYPE AS DISCARD PILE ; Power by Cedric Chin You have the power to digest. Before cards are played, you may force your opponent to randomly give you , if possible, the same type (Attack, Compromise, Kicker, Edict, or Flare) of card that appears on the topmost card of the Discard Pile. If you do not wish to have this card, replace it with the topmost card of the Discard Pile. History: Wild: You may reduce any hand over seven cards down to seven cards. Cards are randomly lost to the Discard Pile. Super: You may force your opponent to give you all of his cards of this type. ; BINARY [M:91] BINARY HEX ; Power by Cedric Chin You have the power of the Binary System. You now use the Binary Hex. You are not affected by the Wild Schizoid unless you are given another Planet Hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r You begin the game with two powers, one power per system of three planets. If you lose two planets in a system, that system's power is lost. In any challenge, you may use either one of the powers, but not both. Announce which power you are using at the beginning of the challenge. History: Two systems, two suns, two civilizations, two powers, the binary systems are a paired unity against the forces of the cosmos. Wild: You may draw an additional power while you have this card in your hand. Super: You may announce which power you are using at any time in the challenge. ; BLANK [O:C] PREVENTS USE OF ONE TYPE OF CARD ; Power by Cedric Chin You have the power to erase. Whenever you are a main player or ally, anytime before cards are played, you may declare one of the following to be blank : Compromise cards, Attack cards, Flares, Kickers, or Edicts. Blank cards may not be used during the challenge; if a main player is unable to play a challenge card as a result of this power, he discards his hand and draws a new one. After using your power on one type of card, you may not use it on this type again until the list is exhausted. History: Restriction: Only play in a game with Flares and Kickers. Wild: As a main player, you may force your opponent to play with an expressionless deadpan face. If he fails to do so, take his hand at the end of the challenge. Super: You need not exhaust the list before using your power again on a type of card. ; BLIND [O:C] IGNORES COLOR OF CONE ; Power by Cedric Chin You have the power to misperceive. If you are an ally in the challenge, you may choose which rewards you will receive, offensive or defensive. If you are a main player, you may declare which of your allies receive which sort of rewards, offensive or defensive. You may negotiate with players before alliances are formed as to which rewards which players will receive if they win. If this power is in the game, use the Reverse-Cone. History: Wild: You may force a defending ally to take cards from the Deck instead of tokens from the Warp. Super: Before cards are revealed, you also choose which rewards all allies in the challenge will receive. Players now have an option to remove their tokens from the cone, unless they were forced to ally (e.g.,. by the Magnet). ; BLINK [O:C] MAKES PLAYER S TOKENS NEGATIVE ; Power by Cedric Chin You have the power to subtract. When you are the main player or ally, anytime before cards are played, you may designate one color whose tokens are opposite . The value of these tokens is multiplied by negative one. If a main player takes Consolation but has opposite tokens, he give Consolation instead. History: Masters of dimensional transport, the Blink instantaneously replace their enemies with their Anti-Universe dopplegangers. The effect is temporary, but lasting enough for the Blink's purposes. Wild: If you are a main player, if your opponent blinks during the challenge, he loses one token to the Warp. Super: You may use your power after cards are revealed. ; BLOCKADE [O:C:L] PREVENTS TOKENS FROM ENTERING SYSTEMS ; Power by Cedric Chin You have the power to cut off. Once per challenge, before the Destiny Pile is flipped, you may move one of your tokens from any base to the empty space of any system to establish a blockade. Tokens may be removed from barricades as if they were a base. Whenever a player's tokens (except yours) enter the system (except to or from the Warp) to place tokens in the cone, establish bases in a deal, etc., you may force the player to either attack you instead or pay a penalty. You may only force the main player to attack you. If you win the challenge, your opponent's tokens go to the Warp, your opponent has lost the challenge for the system, and you and all defensive allies gain defensive rewards. If you lose the challenge, your barricade tokens go to the Warp, and the attacker continues the challenge by making a challenge in the defending system. A penalty consists of one of the following for every two tokens in the blockade (round down): pay you one Lucre, give you one card (randomly chosen), or send one token to the Warp. The player passing through the blockade chooses the form of payment, but if he has no cards, he may not choose to pay cards. If the Destiny Pile reveals a system in which you have a blockade, the attacker may challenge your blockade instead, with his tokens returning to his bases if he wins. As part of a deal, you may remove one or more tokens from a blockade. History: A sophisticated naval society based on colonial expansion, the Blockade have not yet quite achieved the perfect barrier, yet have deterred many an opponent. Wild: If you are the defending player, you may block the attacking player's bases by forcing him to take no more than one token from each base to the cone. Super: The payment is per token, not two tokens. ; BLUFF [O:C] FAKES USE OF OTHER POWERS ; Power by Cedric Chin You have the power to mislead. Draw a power with this power, but keep it hidden. If you are the main player or an ally, you may use this hidden power as any power, but any player with tokens in the cone may challenge your attempt to use its power. If you are challenged, you must reveal the hidden power. If you did not actually use this power, you may not use the power you attempted to use and lose a number of tokens to the Warp equal to the number of tokens you had in the challenge. If you did actually use this power, you may use the power and the player a number of tokens to the Warp equal to the number of tokens he had in the challenge. Tokens lost as a result of this power cannot come from tokens involved in the challenge. If you revealed your power, draw a new hidden power at the end of the challenge. History: Wild: Once per challenge, you may bet any player on who will win the current challenge. If he agrees, the winner of the bet makes a free challenge in the loser's system after the current challenge is over and wins this card. This card may not be used in the free challenge. Super: When declaring what your power is, you can also up the ante by saying how many extra tokens (1-20) are at risk. The penalty for lying or calling a non-bluff is now as many extra tokens as you declared. ; BOARDWALK [M:C:L] CHARGES RENT FOR BASES ; Power by Cedric Chin You have the power of renting. At the beginning of your turn, each player must pay you one Lucre if they have a base in your system. If they are unable or unwilling to pay, you may "evict" their tokens to the Warp. History: Capitalists on a water-covered blue-sky world, the Boardwalk cater to the needs and whims of the wealthiest powers in the galaxy. Now drawn into a conflict against their wills, they turn their power to gain a profit upon the enemies of the cosmos. Restriction: Use only in a game with Lucre! Wild: You may rent your power for one challenge to another player for Lucre. Super: The rent is one Lucre for every base. ; BODY BANKS [O:C:L] SELLS TOKENS CAPTURED IN CHALLENGES ; Power by Cedric Chin You have the power of trafficking. As a main player or ally, whenever your opponents lose their tokens to the Warp, you imprison them on your Star Disc. During any challenge, any player may buy his or another's tokens from your Star Disc for one Lucre apiece. You determine order players buy tokens. Any player obtaining his own tokens immediately returns them to bases. Any player obtaining another player's tokens puts these tokens flipped on any planet where he has a base. Any such flipped token is treated as a token belonging to its owner, except that any purchased token(s) not accompanied by a token of their purchaser immediately goes to the Warp, and any purchased token in the Warp is unflipped. Otherwise, tokens on your Star Disc follow normal Assessor rules for imprisoned tokens. As part of a deal, players may trade purchased tokens, which are treated as above. History: Wild: If you win a challenge as a main player or ally, take your opponent's tokens and imprison them on your Star Disc. A player may immediately pay you one Lucre to obtain his tokens; otherwise you place them in the Warp. Super: You may set any fee for purchasing tokens. ; BOON [O:C] DECLARES ALLIES' REWARDS ; Power by Cedric Chin You have the power of awarding. If you are a main player in the challenge, or have been invited as an ally, before allies put tokens into the cone, you declare what one player or one side of the challenge will receive as rewards if their side wins the challenge. Your declaration is limited to either offensive rewards, or defensive rewards. History: Advertisers of the greatest ability, the Boon have not only been able to attract allies, but pervert the nature of alliances themselves. Wild: You may declare any challenge to be a reverse-cone challenge. Super: You may declare for both sides of the challenge, or for individual players. ; BORIS [M:C] HIDES IDENTITY ; Power by Cedric Chin You have the power of hidden powers. Draw a power and keep it hidden. When you reveal it, you use it for the rest of the turn and then discard it. Draw another hidden power. You may not use Schizoid as a hidden power. History: Ousted by their back-stabbing world of Pottsylvania, the weasel-like Boris confidentially don their wafer-thin disguises as they seek to swindle (if not merely blow up) the entire universe. Wild: You may discard one of your powers and draw a hidden power. Draw this new power using the rules players used to draw powers at the beginning of the game. Super: You may keep the hidden power after it is revealed until you wish to draw a new one. ; BOUNTY HUNTER [M:C:L] RECEIVES LUCRE FOR SENDING TOKENS TO WARP ; Power by Cedric Chin You have the power of rewards. Whenever you, as a main player or ally, win a challenge and cause tokens to be lost to the Warp, you earn one Lucre from the Box. History: Wild: You may place a bounty equal to up to all of your Lucre to remove a base on the board. If another player removes this base, he receives the amount of Lucre from the Box. After the "bounty" is collected, you may reuse this card. Super: Whenever you cause a player to lose tokens to the Warp, immediately take one Lucre from the Box. ; BOWLING BALL [M:C] SENDS TOKENS ON PLANETS TO WARP ; Power by Cedric Chin You have the power of cataclysm. At the start of the game, place a marker on your central planet. At the beginning of your turn, discard an Attack card (round down); if you have no Attack cards, draw a new hand. Move your ball right a number of planets equal to the number on the Attack card (left if the Attack card is negative). All tokens the planet lands upon are sent to the Warp. History: Ancient and warlike beings from another dimension, the culture that worshipped the almighty Bowling Ball found to their dismay that, upon arriving in our dimension to rain death and destruction, they were a rather paltry two-and-a-half inches tall. Their god, however, was not. Restriction: Do not play in a game against Worm. Wild: When you are the defensive player, before cards are revealed, you may discard an Attack card and move the cone right a number of planets equal to the number on the Attack card (left if the Attack card is negative). Resume play, with your tokens (if any) on this new planet acting as defending tokens. Super: You may add a second bowling ball to play, starting on your central planet. Both balls move the value of the Attack card played. When you lose this flare, remove one of your balls . ; BREED [M:C] BREEDS TOKENS ; Power by Cedric Chin You have the power of population. Take a set of any unused color. At the beginning of your turn, your tokens "breed": add one token of either your or the unused color to each of your bases. If you lose tokens to the Warp, you lose these tokens from the game, although they may return through "breeding". If you are Cosmic Zapped, you may not use the unused color. If you lose this power, place any of your own tokens not used in the game in the Warp and ignore the unused color. All unused colors on foreign bases and without a token of your own color are removed from the board. If you regain your power, remove all your tokens from the Warp out of the game. History: Born on a predatory swamp jungle, the Breed managed only to survive by the weight of their sheer numbers. A rapid rate of birth, however, caused defects and deformities, making them less hardy than their brethren. Undeterred, they now set their sights on the rest of the universe, determined to overwhelm the cosmos. Restriction: Do not use alongside Zombie in a multi-power game. Wild: Your bases start reproducing. Add one token of your color from the Warp to each of your bases at the beginning of your turn. Super: Your color's tokens are not destroyed. They go to the Warp. ; BUCK ROGERS [O:C] RESCUES TOKENS FROM STAR DISCS ; Power by Cedric Chin You have the power to liberate. Between challenges, you may make an attempt to rescue one color's tokens on a Star Disc. You first negotiate a deal with the player whose tokens you are attempting to rescue. This deal must involve your giving the player his tokens if rescued and only occurs if the rescue succeeds; if the deal fails, you and the other player lose no tokens to the Warp, but you may not attempt a rescue. You then challenge the player whose Star Disc holds the tokens being rescued. The defending player may propose a deal with you involving giving you all the rescued tokens; if the deal fails, you and the other player lose no tokens to the Warp, and you make a challenge, with the defending player adding to his Attack card the number of bases he has in his home system. If you win the challenge, the defending player loses no tokens, but the rescued tokens are freed to their owner and the deal with the owner occurs. If you lose, you and your allies are captured; place them on your opponent's Star Disc. \r\r If this power is in the game, whenever a player wins his first challenge and takes a second challenge during his turn, losing tokens (including the Zombie) go to his Star Disc and are traded per the Assessor. History: Suspended in a deep sleep for five hundred years, Buck Rogers woke up to only find his fellow Earthmen held by tyrannical forces. Now freed of this evil, Buck Rogers leads his followers to even greater heights, rescuing his fellow men from similarly oppressive forces. Wild: At the beginning of each challenge, one of your tokens may escape from another player's Star Disc to the Warp. Super: You may rescue tokens even if the first deal fails. Rescued tokens go to your Star Disc and are traded per the Assessor. ; BUFFALO [O:C] ADDS USELESS CARDS TO GAME ; Power by Cedric Chin You have the power to shuffle off to. At the beginning of the game, shuffle another deck of cards (with a different back) into the Deck. Whenever you have a card with a different back, you may discard it and draw a new one. When players take cards from other players, cards are still taken at random without looking. History: Wild: You may declare your hand useless. Discard it and draw a new hand. Super: You may discard cards with a different back to the top of the Deck and draw the top card of the Discard Pile. ; BUREAUCRACY [O:C:L] DELAYS RECEIVING OF CARDS, TOKENS, AND LUCRE ; Power by Cedric Chin You have the power of red tape. Once per challenge, when a player is about to receive cards (except a new hand), tokens to bases (except newly established bases), or Lucre, you may delay the possession of these items. The items are placed in the empty space of the owner's system. When the color of the Destiny Pile reveals a system with delayed items, they are claimed by their owner. History: Cretinous caterpillars of undeterminable efficacy, the Bureaucracy spin the toughest webs in the cosmos, trapping all who stumble into their sticky red path. Wild: If you are a main player in a challenge, you may change your opponent's power such that every occurrence of before is replaced by after . Super: If your color is revealed by the Destiny Pile, immediately claim all delayed Lucre and cards, and place delayed tokens on your Star Disc. You may trade these tokens per Assessor. CANTANKEROUS [O:C] TURNS COMPROMISES TO ATTACK 0 ; Power by Cedric Chin You have the power of irascibility. If you are a main player or ally, before cards are revealed, you may declare that any Compromises played are Attack 0 s. History: Communicating in guttural tones all sounding like Bah, humbug! , the sour Cantankerous refuse to acknowledge sympathy towards any other beings. Wild: You may cancel a deal. Both sides neither receive benefits nor pay penalties. Super: You may use your power at anytime. ; CAPTURE [O:C] ALTERS CHALLENGES TO CAPTURE-ONLY CHALLENGES ; Power by Cedric Chin You have the power of POW s. Before tokens are put into the cone, you may alter any challenge into a capture-only challenge: instead of gaining a base, winners take all losing tokens (including Zombie) to their Star Discs. Winners have one minute to decide amongst themselves how tokens will be divided among them; if the cannot decide, losing tokens go to the Warp. You may not declare a capture-only challenge on a planet with no defending tokens. Tokens on Star Discs are traded per the Assessor. History: Wild: If you are a main player, after cards are played, but before they are revealed, you may declare that the winning main player captures the losing main player's tokens to his Star Disc. Captured tokens are traded per the Assessor. Super: You may declare a capture-only challenge after cards are played, but before they are revealed. ; CARNAGE [M:C] OPPONENT LOSES DOUBLE THE NUMBER OF TOKENS TO WARP ; Power by Cedric Chin You have the power to slaughter. Whenever you are a main player or ally and win, your opponents lose a number of tokens equal to the number of tokens they lost in the cone or defending planet. (Thus tokens lost because of the Plague or Skeptic are not affected by your power.) Your opponent determines from where to take the additional tokens lost. History: Engaged in bloodlust to an unholy degree, the rapacious Carnage seek to destroy the universe. Wild: If the defender of a planet loses the challenge, before the attacking player and his allies establish bases, all bases on the planet are lost to the Warp. Super: Whenever you cause a player to lose tokens to the Warp, he also loses an equal number of tokens. ; CARTHAGE [O:C] LEAVES BASES UNINHABITABLE ; Power by Cedric Chin You have the power to salt. Whenever you must lose a base, you may salt the planet or moon you have just left by placing a marker on it. At the beginning of a player's challenge, you may remove one token of his color from each planet that has been salted to the Warp. As part of a deal, you may remove markers. When you inhabit a planet that has been salted , remove any markers on it. History: Fleeing from a wasted dying land, the Carthage sought vengeance on those who gutted them and rendered their land uninhabitable. Giving unto others as others did to them, the hateful Carthage seek to weaken then destroy the entire universe. Wild: You may purify a home base by removing all tokens from a home planet except those of the system owner. Discard after use. Super: You may remove tokens of any color at the beginning of each player's turn. ; CEILING [O:C] RESTRICTS SIZE OF HANDS ; Power by Cedric Chin/Tim You have the power to limit. Whenever you are a main player or ally, before cards are played, you may declare the maximum size hand a player involved in the challenge may have until the end of the challenge. If any player in the challenge has a hand larger than this number, they must discard cards of their choice until the reach this limit. A player may not discard his last challenge card, if any, and the ceiling must be at least one card. History: Wild: Whenever you are a main player, before cards are played, you may declare a maximum number of tokens that may be in the Warp. This number may not be smaller than the number of tokens currently in the Warp. Tokens lost to the Warp are returned to bases instead if losing these tokens would exceed the maximum you declared. Tokens lost as a result of the challenge are lost simultaneously. Super: Your power affects all players. ; CERBERUS [O:C] MAKES A THREE-PERSON CHALLENGE ; Power by Cedric Chin You have the power of three heads. If you are not a main player in a challenge, anytime before cards are revealed, you may make a three-person challenge and place tokens in the cone (or use your tokens if you are an offensive ally), and make a challenge with the two other players. You are considered to be a main player. You may invite allies after the others, but players may only ally with one player. Whoever has the highest Attack card wins, anyone who plays a Compromise loses to anyone playing an Attack card and takes consolation. If two players play Compromises, they make a deal. If all of you play Compromise cards, you make a three-way deal. History: A belligerent power appearing from the depths of Hell, the cerberus arrogantly force their way into the affairs of others, conquering foe, betraying friend. Wild: You may make a third challenge.