; EMPEROR [M:C] DETERMINES ORDER OF PLAY ; Power by Cedric Chin You have the power to order. At the beginning of the game, shuffle all Star Discs into the Destiny Pile and randomly take half of them (if Space Dust is in the game, he keeps three of his discs). At the beginning of every turn, discard one of your discs to the Destiny Discard Pile; the color of disc you discarded is the player for the turn. When you or the Destiny Pile run out of discs, shuffle the Destiny Pile and the Destiny Discard Pile, and randomly take half of them. History: Wild: Once the player of the turn is determined, you may propose an alternate player. All players now vote on which it is, with one vote each. Ties are decided by you. (Votes overpower normal Emperor commands.) Super: When you run out of discs, you select which discs you will take, instead of taking them randomly. ; EQUALITY [O:C] PREVENTS PLAYER FROM SELECTIVELY INVITING ALLIES ; Power by Cedric Chin You have the power of anti-discrimination. If a player invites allies, you may force him to either invite all players as allies, or not to invite any players. History: Restriction: Do not use in a two or three player game. Wild: If you are a main player, after an ally has placed tokens in the cone, you may force him to place an equal number of tokens on the opposite side of the cone. Super: You may speak for one player in a challenge when he invites allies. ; EUGENICS [O:C] DISCARDS LESSER CARDS ; Power by Cedric Chin You have the power of improvement. After any challenge in which you are a main player or ally, you may discard any challenge card less than or equal to a challenge card played in the challenge. Compromises count as Attack 0. Your power takes place after Clone and Filch. History: A computer-dominated race of flesh-based clones, the Eugenics constantly strive to improve their species to their maximum ability, if not maximum numbers. Wild: You may discard your hand and draw a new one. Super: You need not discard a card. ; EVOLUTIONARY [O:C] REPLACES CARDS FROM HAND ; Power by Cedric Chin You have the power of efficiency. When you are a main player, before cards are played, you may discard one card for each token you have involved in the challenge, replacing each with a card from the deck. History: Stranded on their nuclear-devastated homeworld, the roach-like Evolutionary was forced to adapt to a harsh environment. Now with its overefficient metabolism, the Evolutionary can inhabit any planet with relative ease. Wild: Whenever you take cards from the deck into your hand, take one extra. Discard the one that you like the least. Super: Once per challenge, you may evolve any or all of the cards in your hand, replacing them with cards from the deck. ; EXECUTIONER [O:C] REMOVES CAPTURED TOKENS FROM GAME ; Power by Cedric Chin You have the power of death. Whenever you win a challenge as a main player, all losing tokens go to your Star Disc. You may trade these tokens per Assessor. Whenever your opponent declines to make a deal involving your giving him a number of his tokens, you may remove this number of his tokens from your Star Disc out of the game. History: Wild: If you are a main player, before tokens are placed in the cone, you may declare that the losing main player's tokens are removed from the game. Super: You may capture as a winning ally. If the main player also captures tokens, you must agree on how you will divide the captured tokens within one minute. Otherwise, captured tokens are lost to the Warp. ; FACTORY [M:C:L] RECEIVES ONE LUCRE PER BASE ; Power by Cedric Chin You have the power of production. At the beginning of your turn, you receive one Lucre for every base you have. History: Expansion, Expansion, Expansion is the motto of the industrious Factory, whose revenues are proportionate to the number of outlets established. Restriction: Use only in a game with Lucre! Wild: Whenever you gain a base (except a moon base), receive one Lucre from the Box. Super: At the beginning of your turn, you receive one Lucre for every base in your home system, and one Lucre for every token you have on bases outside your home system. ; FAD [O:C] MAKE AN OPTIONAL MOVE MANDATORY ; Power by Cedric Chin You have the power of fashion. At the start of your turn, you may declare any optional move within the normal game to be mandatory for all players. Thus, you may require players to take a second challenge, to place a certain number of tokens a player may put into the cone, to ask certain players for allies, to play a certain card or type of card, and to take a reward a certain way. If they cannot abide by your declaration, they need not follow it. You may make a new declaration at the beginning of your turn. History: Selling itself as a harmless diversion to all sentient beings, the crafty Fad have established themselves as a dominant life force infesting all who fall to its subtle, if not creative, marketing and ad campaigns. Wild: While this card is in your hand, everyone must exhibit a certain behavior, as dictated by you, whenever speaking, or else lose one token to the Warp. Super: You may ignore your declaration. ; FAN - DESTINY [M:C] ADD DESTINY FAN TO THE GAME ; Power by Cedric Chin You have the power of the Fan. If you draw this, the Fan is used in the game. Set aside this card and draw another power. (This a modification of the Mayfair Fan.) Do not add the Fan if this card is drawn in the middle of the game. \r\r Each player has a separate sector. When a player loses tokens to the Warp, he loses his tokens to his sector. When the color of a sector is flipped in the destiny pile, all tokens in the sector's color drop to the Warp. If you play a card which rescues tokens from the Warp, you may apply this card to the tokens in the sectors or the tokens in the Warp. History: A cataclysm within a cataclysm, the Fan portends the ultimate fate the losers of the universe must encounter. Wild: If you have no tokens in the Fan or Warp, any tokens you lose go directly to the Warp. Super: If you have tokens in a sector, immediately move them to the Warp. ; FAN - MAYFAIR [M:C] ADD MAYFAIR FAN TO THE GAME ; Power by Cedric Chin/Ken Cox You have the power of the Fan. If you draw this, the Fan is used in the game. Set aside this card and draw another power. (The Fan is from the upcoming Mayfair edition, a new "reverse Warp" hex.) Do not add the Fan if this card is drawn in the middle of the game. \r\r A marker is used to indicate one of the subsidiary sectors (the "Praws"), only sectors corresponding to player's hexes are used. Each challenge the marker moves to the next sector. Tokens lost during the challenge go into the sector of the Fan where the marker points. Tokens move up from a Fan sector into the Warp proper when the sector color is flipped. Tokens can only be retrieved from the Warp; unlike the Praw, a player cannot a token up from a Fan sector to the Warp. History: A cataclysm within a cataclysm, the Fan portends the ultimate fate the losers of the universe must encounter. Wild: If you have no tokens in the Fan or Warp, you may prevent tokens from leaving a sector to the Warp. Super: If you have tokens in any sectors, you may move one token from any sector to the Warp. ; FANATIC [O:C] ATTACKS SYSTEMS AGAIN ; Power by Cedric Chin You have the power of dogmatism. When you are the main player or ally in a challenge and have just lost the challenge, take the top disc of the Destiny Pile. Between challenges, you may discard any Destiny Pile disc you have and make a fanatic challenge against the system corresponding to the disc. If you lose this fanatic challenge, you do not pick up a star disc. The Dictator may change the color of the fanatic disc you discarded. History: Little tiny mites from unknown parts of the galaxy, the irritating Fanatic have a bad habit of coming back when you least desire it. Wild: If you lost your challenge, you may make another against the system you just attacked. Use this card only once during your turn. Super: Once per challenge, you may exchange any of your star discs for the top disc in the Destiny Pile discard pile. ; FAST NEUTRINOS [M:C] DRAWS NEW CARDS FROM EDICT DECK ; Power by Cedric Chin You have the power to aggrandize. At the beginning of each challenge, draw a card from the unused Edict Deck and discard a non-Edict from your hand. When you discard your hand, discard any Edicts to the unused Edict Deck. Cards discarded to the unused Edict Deck are not salvageable (e.g.,. by the Vulch). History: A whirlwind of electricity, the short-lived Fast Neutrinos rapidly regain new power, only to dissipate them just as quickly. Wild: Each player now draws a new power at the beginning of his turn. When this card leaves your hand, players discard their additional powers. Super: You may discard an Edict instead of a non-Edict. ; FLARE-VULCH [M:C] COLLECTS DISCARDED FLARES ; Power by Cedric Chin You have the power of salvaging. Whenever someone discards one or more Flares (e.g., through a Flarezap, or to receive a new hand), you take up the Flares the others have discarded. Before picking up these Flares, discard all your Flares or one Flare for every Flare you pick up. History: An organized bureaucratic race, the Flare-Vulch are quite able to collect the more lethal, stronger refuse of other races. Regretfully, their own such resources tended to be lost in the shuffle, so to speak, but this is the price to pay for such talent. Wild: If you must discard a Flare, you may discard this card instead. Super: You may keep your Flares. ; FLEA [M:C] LOSING TOKENS ATTACH TO OTHERS ; Power by Cedric Chin You have the power to cling. Whenever you lose a challenge, before tokens are lost to the Warp, you instead attach to any surviving tokens involved in the challenge. Stack your tokens as you wish under at least one of the tokens involved in the challenge. Captured tokens do not have special characteristics and these flea stacks are controlled by the player under which you have tokens. Each stack is considered to be one token for purposes of play (e.g.,. Consolation), but when a player with a flea stack counts his total force, each token in each stack counts separately as one of his tokens. Tokens in these stacks are released when the stack is in the Warp. If you have a stacked token on a planet you do not have a base on, this planet counts as one of your bases. If you have a stacked token on a planet with another token, you may restack your stacked tokens under any tokens on the planet except yours. If you lose your power, each stack counts as one token but they stay fixed until separated by the Warp. History: Parasites of amazing aptitude, the tenacious Flea manage to escape death itself, riding on the coattails -- if not hairy undersides -- of their erstwhile enemies. Wild: If you are the defending player, before cards are played, you may hop (move) one of your tokens from or to an adjacent planet in the system after the cone is pointed. If you were defending a one-token base in an outside system before you hopped , tokens in the cone return to bases and the challenge is counted as a loss. Super: Once per challenge, you may release your tokens from any "flea" stack to the planet it rests on. ; FLEA-BAG [M:C] OPPONENT S TOKENS ATTACH TO TOKENS ; Power by Cedric Chin You have the power to be infested. Whenever you lose a challenge, your opponent chooses which of your tokens go to the Warp. Remaining tokens stay or land on the planet. If another player attempts to have a base on a planet in your system, he must first stack his tokens beneath any of your tokens on the planet; any other player's tokens on a home planet without one of your tokens immediately goes to the Warp. Otherwise, you may treat these stacks per Fungus: Stacked tokens do not have special characteristics and these stacks are controlled by you. Each stack is considered to be one token for purposes of play (e.g.,. Consolation), but when your total force is counted in a challenge, each token in each stack counts separately as one of your tokens Tokens in these stacks are released when the stack is in the Warp. If you lose your power, each stack counts as one token but they may stay fixed until separated by the Warp. History: Wild: You may prevent any player from discarding a discard after use flare. He must then keep it in his hand, but cannot use it until it enters his hand again. Super: If you have an empty home planet, you may place one of your tokens from the Warp or any base on it. ; FLURRY [O:C] DISCARDS / GIVES ENTIRE HAND WHEN FORCED TO GIVE CARDS ; Power by Cedric Chin You have the power of flight. Whenever you must involuntarily discard one or more cards (e.g.,. a card because of the Plague but not because you played during a challenge), you may discard all your cards and draw a new hand. Whenever you must give one or more cards to another player you may give him all your cards and draw a new hand. History: Small avian creatures, the Flurry are quick to panic and disperse at the first sign of danger. Only their ability to replenish themselves with hopefully better seed prevents them from their race's disaster. Wild: If you must give consolation, you may instead, if possible, randomly give each player a card. Super: When you give or discard the remainder of your hand, you instead choose which cards go to which player and which cards go to the discard. ; FORESIGHT [M:C] FORCES OPPONENT TO CHOOSE CARDS FOR CHALLENGE ; Power by Cedric Chin You have the power of preparation. Whenever you are a main player, your opponent must set aside cards he does not wish to use in the challenge; he cannot set aside his last challenge card. At the end of the challenge, any cards that he keeps but does not use in the challenge are given to you and he adds the cards he set aside back into his hand. History: Wild: You may secretly write down a card on a piece of paper. When that card is played in the challenge, you may take it after it has been used. If it is a Flare, discard this card. Super: You may use your power on your opponent's allies. ; FREEZE [M:C:L] PREVENTS PLAYERS FROM TAKING TOKENS FROM SEVERAL BASES ; Power by Cedric Chin You have the power of frost. If another player removes tokens from more than one base, he must pay you a Lucre. History: Evolving on a frozen moon whose temperature approaches zero Kelvin, the Freeze have developed the biological capability and technological means to function in and create the coldest of environments. For the right price, that is. Restriction: Use only in a game with Lucre! Wild: Once per challenge, you may declare any one planet "frozen" for the duration of the challenge. Tokens may land on this planet, but no tokens may leave it, unless these tokens are defending in a challenge. Super: The fee is one Lucre per base tokens are removed from. GAS GIANT - EON [M:9] GAS GIANT HEX ; Power by Cedric Chin You have the power of the Eon Gas Giant. You now play the Gas Giant 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 At the start of your game, place all your tokens on the Gas Giant. When you are a main player or ally in a challenge, just before cards are revealed, you may withdraw all but one of your tokens from your force to the planet / other side of the planet. Withdrawn tokens do not count towards your challenge, and are not lost to the Warp. Opponents may have a maximum of one base on the Gas Giant. If you lose all your tokens from the Gas Giant, you lose your power. History: Created from the coalescence of a great, billowy cloud, the inhabitants of the Gas Giant quickly developed lighter-than-air flight, allowing them to easy retreat from fear and danger. Wild: As a defending player in your system, you may "retreat" all but one of your tokens from a planet on your system to your star disc. At the end of a challenge, retreated tokens return to the planet they came from. Super: When you are a main player, you may force your opponent to withdraw all but one of his tokens to bases not involved in the challenge. ; GAS GIANT - MAY [M:9] GAS GIANT HEX ; Power by Cedric Chin You have the power of the Mayfair Gas Giant. You now play the Gas Giant 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 At the start of your game, place all your tokens on the Gas Giant. When you are a main player or ally in a challenge, just before cards are revealed, you may withdraw all but one of your tokens from your force to the planet / other side of the planet. Withdrawn tokens do not count towards your challenge, and are not lost to the Warp. You must keep at least three tokens on your planet to keep your power. The planet is large enough to hold any number of bases. History: Created from the coalescence of a great, billowy cloud, the inhabitants of the Gas Giant quickly developed lighter-than-air flight, allowing them to easy retreat from fear and danger. Wild: You do not lose your power so long as you have at least three tokens on any one planet. Super: Each of your opponents may have a maximum of one base on your planet. Opponents who currently have more than one base must remove extra bases from your planet. ; GEMINI [M:C] ATTACKS TWO SYSTEMS ; Power by Cedric Chin You have the power of two. Whenever you are the offensive player, flip the Destiny Deck such that you have two opponents. Using two cones, conduct two simultaneous challenges. You receive two tokens from the Warp at the beginning of these challenges, one for each challenge. Tokens used in a challenge only apply to that challenge. However, any cards you play that affect one challenge or main player apply to both challenges or main players. (Thus, a Plague against one main player would affect both, but a plague played against an ally would not.) Tokens do not. If either challenge succeeds, you have won the challenge for the purpose of taking a second challenge. History: Born on a cloud-covered dual-planet system around a binary star, the great Gemini based their view of life on duality, the Gemini were horrified at the discovery of unique cultures based on singular existences. Engaged in their own holy war, the Gemini are determined to conquer and then wipe out the remainder of the Cosmos. Restriction: Do not use in a two-player game. Wild: You may take a second turn. Super: The total number of your tokens involved in each challenge is equal to the number of your tokens in both challenges for purposes of determining challenge totals and taking consolation. ; GENERAL [O:C] INTRODUCES NEW KICKERS INTO GAME ; Power by Cedric Chin You have the power to train. Take the unused Kicker deck and keep it to your side. When you are the main player in a challenge, you may discard up to all your Kickers to the unused Kicker deck (no powers or cards may salvage any Kickers you discard to the unused Kicker deck), and for every Kicker you have discarded, draw one from the unused Kicker deck. If you have no Kickers, you may still draw one card from the unused Kicker deck. Cards drawn from the unused Kicker card deck are not considered to be cards drawn from the Deck (e.g.,. for the Siren Flare). History: A military dedicated to training its elite strategists, the General have made remarkable use of its human resources. Drawing from a storehouse of tacticians and leaders, the General are quick to replace its inefficient and lackadaisical heads for hopefully more efficacious ones. Wild: If your opponent plays a Kicker, before cards are revealed, you may apply it to your Challenge card. Super: When you play a Kicker, you may discard it to the unused Kicker deck (no powers or cards may pick up Kickers from this pile) instead. ; GENESTEALER [M:C] PLACES TOKENS ON DEFENDING PLANETS ; Power by Cedric Chin You have the power to infect. If you are a main player and have won a challenge, place an Attack card face-down on your opponent's system. The next time he is a main player, after the outcome is determined, reveal the card. If he has lost, discard the card. If he has played a Compromise and won and the card you revealed is a Compromise, or if he has played an Attack card and won and the card you revealed is an Attack of greater or equal value, discard the card and place a token on the defending planet. History: Wild: You may create a Hybrid. When you are defending a planet, you may borrow one power of your choice from any player with a base on the planet you are defending. He may not use the power for the duration of the challenge. Super: You need not reveal and discard the card. ; GENEVA [O:C] SWITCHES CAPTURED TOKENS ; Power by Cedric Chin You have the power of exchange. Whenever you are a main player or ally, you may switch one of the main player's captured tokens on his Star Disc with that of his opponent or the Warp. If the main players are chosen, both must have tokens to switch. If the Warp is chosen, both the Warp and the player must have tokens to switch. \r\r If this power is in the game, tokens lost at the outcome of a second challenge go to the Star Discs of the winning main player. Tokens on Star Discs are traded per the Assessor. History: Wild: If you are a main player and have any tokens belonging to your opponent, you may force your opponent to give you your tokens captured on his Star Disc and you must give him his. Super: You may switch regardless of the number of tokens on a Star Disc or in the Warp. ; GOAT [O:C] PERSUADES OPPONENTS TO ATTACK OTHERS ; Power by Cedric Chin You have the power of pleading. If the offensive player is attacking your system, you may make a deal with him, so long as it involves him attacking another player's base in your system. You may ally with the offensive player in the challenge. History: Learned in the ways of persuasion, the Goat have been quick to portray themselves as less than desirable opponents. Adept at trickery, flattery, and bribery, the goat may not be the mightiest power in the galaxy, but they certainly are the wiliest. Restriction: Do not use in a two-player game. Wild: You may attack anyone in the system you must challenge. Super: Before cards are played, you may force your opponent to attack one of his allies of his choice instead. All tokens return to bases and restart the challenge. ; GOVERNMENT [O:C:L] SPENDS LUCRE AT WILL ; Power by Cedric Chin You have the power to spend. You receive one Lucre at the beginning of each of your challenges and may buy any number of cards/tokens at any time in the game. (You may buy a card and look at it before buying another card.) History: Restriction: Use only in a game with Lucre! Wild: You now levy taxes. Whenever someone uses the cone, he must pay you a Lucre. If he cannot pay, he may not put tokens into the cone (if the offensive player cannot pay, play passes). Super: You may buy cards from another player. He must accept your Lucre and cards are drawn randomly. ; GRAVE ROBBER [O:C:L] BUYS OTHER S TOKENS FROM WARP ; Power by Cedric Chin You have the power to exhume. After a player has lost one or more tokens to the Warp, you may exhume these tokens to your Star Disc for one Lucre. Your tokens return to bases. You may then trade these tokens per the Assessor. History: Restriction: Use only in a game with Lucre! Wild: You may rescue tokens from another player's Star Disc by paying the Box one Lucre per token. Super: You may exhume all the tokens of one color from the Warp for one Lucre per color. ; GREMLIN [O:C] SENDS TOKENS BACK TO BASES ; Power by Cedric Chin You have the power of mischief. Whenever you are a main player or ally, you may discard one Attack card or Kicker for each token you have in the challenge. For every Attack card or Plus/Minus Kicker you discard, another player of your choice must return a number of tokens equal to the number on the card divided by four from the cone to bases. For every Times Kicker you discard, another player of your choice must return a number of tokens equal to the number on the card. If you discard a negative card, the player must add tokens to the cone instead. History: Wild: If you are a main player in the challenge, you may send one ally back to bases. Super: Tokens go to / come from the Warp instead of bases. ; GROO [O:C] RANDOMLY ALLIES TO CHALLENGES ; Power by Cedric Chin You have the power of the fray. After cards have been played, but not revealed, you may place up to your normal number of tokens in the middle of a cone and play an Attack card face-down. If only one player has revealed an Attack card, add your Attack card to his challenge total and treat your tokens as if they allied with his. If both players play an Attack card, flip a coin and proceed as above. If both players play Compromises, they both act as if they lost the challenge (and take no consolation) and your tokens return to bases. History: Wild: You are Rufferto. If you ally with one token and your side loses, your token does not go to the Warp. Super: If your challenge total is higher than both players, or if one player plays a Compromise and your challenge total is higher than the other player, or if both players play Compromises, they both act as if they lost the challenge and your tokens take both offensive and defensive rewards. ; GRUB [O:C] BORROWS UNUSED POWERS ; Power by Cedric Chin You have the power of scavenging. At the end of a challenge in which a player had an opportunity to use his optional power but did not use it, he must give it to you. He may not use this power while you have it. You may use this power and must give it back at the end of a challenge in which you could have used it. If you have more than one grubbed power, immediately give one back to its owner. If you lose your power, immediately give back any grubbed powers. History: Filthy beasts from an irradiated planet, the opportunistic Grubs manage to incorporate the key features of their opponents from unused resources into their basic structure. Restriction: Play only in a game with at least two optional powers. Wild: If you know of one of your Supers that is in another player's hand and he chooses not to use it when he has an opportunity to, you may take it as soon as the opportunity passes. Super: You may have any number of grubbed powers in your possession. ; GRUDGE PRIME [M:C] PENALIZES FOR REFUSING TO ALLY ; Power by Cedric Chin You have the power of revenge. Whenever you are one of the two players in a challenge, if you invite another player as an ally and he chooses not to come to your aid, if you win the challenge (or make a deal) he loses 2 tokens to the warp. You determine from which bases these tokens come from. These lost tokens cannot include tokens he used to ally with the other side. History: Suffering from a species history of almost uninterrupted betrayal and disappointment, the originally kind Grudges gradually grew cynical. Expecting no good will from others, they began to brood and resolved to wreak vengeance on all who would turn aside from their outstretched suction disc of friendship. Now adept at revenge, the Grudges gaze spitefully at a world that has denied them fellowship. They will get even! They will repay! Restriction: Do not use in a two-player game. Wild: If you are a main player and your opponent wins the challenge, his allies get nothing for the win and lose their tokens to the Warp. Super: You may take revenge (2 tokens to the Warp) from players who choose not to ally with you even if you lose the challenge (or fail to deal). ; GUERRILLA [M:C] SETS BOMBS ON OWN PLANETS ; Power by Cedric Chin You have the power to set bombs. When you are the defending player, before the cone is pointed, secretly write down one planet in your system on which you have planted a bomb. Whenever new tokens land on a booby-trapped planet, the bomb immediately explodes, sending all tokens currently there and those just arriving to the Warp. When you again become the defending player, your current bomb deactivates and you plant a new bomb. If Terrorist is in play, your bomb goes off first. History: Reaching heightened intelligence by the electrical fluxes of their own planet, the Guerrillas see little wisdom behind the beliefs of others and are determined to achieve peace by any means, including violence. Wild: If your opponent has a base on any planet on your system, you may threaten to bomb it. If you lose the challenge or fail to deal, the base is blown up and goes to the Warp. The threatened base may not be removed until the challenge is ended, other than as part of a deal (despite the Wild Filth). Super: Your bombs do not deactivate and you may plant a bomb on an external base instead of home. ; HALLMARK [M:C] USES CARDS TO ADD TO ATTACK TOTAL ; Power by Cedric Chin You have the power of cards. Your tokens do not add to your side's Attack total. Whenever you have tokens in the cone, set aside a number of your cards equal to up to your allowed number of tokens. If you are a main player, you may not set aside your last challenge card. Each card adds to your side's Attack total a number equal to the value of your tokens without this power. If your side wins the challenge, at the end of the challenge, return to your hand the cards you set aside. If your side loses the challenge, discard the cards you set aside. History: Wild: Play this card as an Attack card. When you reveal this card, you have played an Attack equal to the number of cards in your hand, including this one. Super: If you must lose tokens to the Warp, you may discard cards instead, one card per token lost. You may not draw a new hand, however. ; HARDPOINT [O:C:L] BUILDS FORTS WITH LUCRE ; Power by Cedric Chin You have the power of protection. Once per challenge, you may build a "fort". Place one Lucre from your star disc onto any planet anywhere you have a base. When you calculate your token total on your defending base, a fort on that base adds or subtracts double the number of tokens you have in the challenge. If you lose a base with a fort, the attacker takes the Lucre to his star disc. Otherwise, the Lucre is lost to the Box. History: A frontier civilization on the fringes of a primitive civilization, the Hardpoint slowly grew victorious through a strategy of local fortification despite a meager economy. Applying their technology to the cosmos, they hope their strategy will help them overpower their more sophisticated brethren. Restriction: Use only in a game with Lucre! Wild: Your Lucre counts double in figuring your challenge total. Super: You may build a fort for another player at the beginning of his turn for a fee you set in Lucre. The Lucre used to build the fort comes from the Box and the fee goes to you. ; HAYWIRE [O:C] MAKE OPTIONAL POWERS MANDATORY ; Power by Cedric Chin You have the power of force. Once per challenge, you may make one mandatory power optional, or one optional power mandatory. History: Wild rockers from the planet Noisy, the now deaf Haywire play the loudest cacophony in the cosmos. Adept at screwing the synapses of entire civilizations, the Haywire have but a simple goal: to conquer the universe, strip its resources, and go platinum. Wild: If you know of an Edict or Flare another player has in his hand, you may make him play it. Super: You may make all optional powers (including your own) mandatory and/or all mandatory powers (including your own) optional for the duration of the challenge. ; HAZARD PAY [M:C:L] RECEIVES LUCRE FOR LOST TOKENS ; Power by Cedric Chin You have the power of compensation. Whenever you lose one or more tokens to the Warp, receive one Lucre from the Box. History: Wild: If, after tokens have been placed in the cone, you have the most tokens in the cone, receive one Lucre from the Box. Super: If your tokens are lost to the Warp because of another player (e.g.,. your opponent wins the challenge), the Lucre comes from your opponent, not the Box. ; HEADHUNTER [O:C] RECRUITS TOKENS ; Power by Cedric Chin You have the power of headhunting. At the beginning of any challenge in which you are a main player, you may declare "headhunting". If you win the challenge, flip over the defending player's tokens. They now become yours. If you lose the challenge, flip over your tokens. They become his. These tokens are not lost to the Warp in this challenge, but may be in later ones. Return these tokens to bases per Zombie. Any flipped tokens later lost to the Warp are un-flipped. In a deal, you may trade tokens to other players. Flipped tokens returned to their owners are un-flipped. If you lose your power, you may not recruit more tokens, but those recruited stay in play as normal. History: Raised in an atmosphere of job-hopping and personal gain, the Headhunters easily convinced their opponent's army forces of the benefits of joining "the winning team". Regrettably, this attitude occasionally backfires as members of their own forces sometimes decide the same! Wild: Any tokens which are lost to you in a challenge are "temporarily under contract" to you. Give them, flipped, back to their owners. Any time before you lose this card, you may force these tokens to ally with you unless they are in the Warp. When you lose this card, these flipped tokens are un-flipped. Super: Other players' tokens lost to the Warp are not un-flipped. ; HHGG [M:C:L] SELLS POWERS ; Power by Cedric Chin You have the power to be slightly cheaper. At the beginning of a challenge, any player may buy a power, unseen and randomly chosen, from the unused Power Deck and pay you one Lucre; you pay the Box. He must use that power during the challenge, if possible. At the end of the challenge, the power is discarded. If no one buys a power from you, you may draw the top power card from the unused Power Deck and use it as an optional power. History: Wild: Don't Panic. You may take as long as you want to make any game decision, up to one per challenge. Super: Instead of one Lucre, you may set any fee. ; HITMAN [O:C:L] REMOVES TOKENS FOR LUCRE ; Power by Cedric Chin You have the power of the mob. Once per challenge, you may perform a "hit". To do this, another player must request a particular token be removed from the board to the Warp. You may refuse to perform the hit, or, if you decide to remove the token, you must charge one or more Lucre. If the player meets your price, you remove the token from the board to the Warp. History: A ruthless family with a simple motto: "Anywhere, any time, any place." Restriction: Use only in a game with Lucre! Wild: This card is "protection". If you are the defending player in a challenge, you may pay one Lucre to your opponent and he must "cancel" the challenge. Tokens return to bases and the challenge is considered a loss. Super: You may perform any number of hits in a challenge. ; HOUDINI [O:C] RELEASES TOKENS FROM ANY IMPRISONMENT ; Power by Cedric Chin You have the power of escape. When you release one or more of your tokens from the Warp, you may instead release tokens from any form of imprisonment: a Star Disc, a stack (e.g.,. Fungus), flipped tokens controlled by another player (e.g.,. the Zombie Super), or any situation where you do not control your tokens. \r\r If this power is in the game, tokens lost at the outcome of a second challenge go to the Star Discs of the winning main player. Tokens on Star Discs are traded per the Assessor. History: Wild: You may release all your tokens from the Warp or another player's Star Disc. Play at the beginning of your challenge. Discard after use. Super: If you rescue your tokens, you may release another player's tokens instead of your own, on a one- for-one basis to either his bases, or your Star Disc. ; HYPERSPACE [M:C] MUST BE ATTACKED BY A PLANET S TOKENS ; Power by Cedric Chin You have the power of subspace. Whenever you are a defending player, your opponent must attack with all his tokens from one home planet. Your opponent places no tokens in the cone but declares which planet is attacking you. If you lose the challenge, only tokens from this planet may land on your planet. If you win the challenge, your opponent's tokens leave the planet to the Warp and you may establish a base on the planet which is attacking you. History: Devious engineers mastering the entrance to subspace, the Hyperspace can even isolate entire planets from their systems. Restriction: Do not play in a game with Gas Giant. Wild: If you are a main player in the challenge, you may prevent any players except the main players from playing cards. Super: You may choose which of your opponent's planet attacks you, including a planet with no tokens. ; IMPERIALIST [O:C] MAKES ADDITIONAL ATTACKS IN CONQUERED SYSTEMS ; Power by Cedric Chin You have the power of colonization. Whenever you are the offensive player, all of your tokens in the system you are attacking add to your total. If you win, you may make another challenge in the same system. This challenge does not count towards your two challenges (thus, you can make up to two normal challenges and any number of imperialist challenges in a turn). History: Wild: You may consider any of your external bases a third base to keep your Alien powers. Super: When you are a main player, you may, instead of flipping the Destiny Deck, make a challenge in any system you have colonized (have bases on planets). ; IMPULSE [O:C:L] FORCES OTHERS TO SPEND LUCRE ; Power by Cedric Chin You have the power of whim. Once per challenge, when another player has an opportunity to spend a lucre, you may force him to use it. History: Rampant marketers from Dimension X, the Impulse have scaled impulse-buying from a mere selling technique to pure, psychological horror. Restriction: Use only in a game with Lucre! Wild: When your opponent buys cards from the Deck, you may force him to buy these cards from your hand. You choose which cards to give and must be able to give him the number of cards he has bought. Super: You may use your power once on each player per challenge. ; INFECTANT [O:C] ATTACKS STAR DISCS ; Power by Cedric Chin You have the power to sicken. Whenever you attack a system, you may attack the system's Star Disc instead. The defender defends, substituting the number of bases he has in his home system for the number of tokens he defends with. If a main player has your tokens on his Star Disc at the beginning of a challenge, you may force him to give you one card, lose one token of his choice to the Warp, or subtract one point from his Attack total for every token you have on his Star Disc. Any player may attack your tokens on a Star Disc in a normal challenge if they attack the system the infected Star Disc resides in. Anyone winning a base in this challenge returns to bases instead. Tokens on Star Discs may be traded at the beginning of a challenge per the Assessor. History: Unwelcome guests from Sirius Six, the Infectant spread across the galaxy, inflicting rot, leprosy, and plagues. Now encountering a more resistant strain of victims, the Infectant are nevertheless confident in their victory. Wild: You may immunize yourself by removing one of your Destiny Discs from the deck. When this card leaves your hand, return the Disc to the Destiny Disc discard pile. Super: Your tokens on the Star Disc graft the power per Plant. (If you are a main player in a challenge, you may use the power of any one player you have an infection and use its power during the challenge, while he may not.) ; INFLATION [O:C:L] CAUSES OPPONENTS TO LOSE LUCRE ; Power by Cedric Chin You have the power of devaluation. Whenever you are a main player and spend Lucre, your opponent and his allies each lose one Lucre to the Box (and not the Dragon). History: Restriction: Use only in a game with Lucre! Wild: Whenever this card enters your hand, immediately lose a Lucre to the Box (and not the Dragon). When you must discard this card, do so to another player's regular hand, not to the discard pile (even if you leased it from the Hurtz). Super: If you are a main player but have no Lucre on your Star Disc, your opponents still lose a maximum of one Lucre apiece during the challenge. ; INSANITY [M:C] FORCES OTHER PLAYERS TO PLAY EXTRA CARDS, POWERS, ETC. ; Power by Cedric Chin You have the power of frenzy. Whenever you are a main player or ally in a challenge, all players in the challenge must do one of the following of your choice immediately before cards would drawn for Consolation or Ally rewards: discard any Edicts they have not played during the challenge, discard any Flares they have not played in the challenge, evacuate all Moons which were not used during the challenge (tokens return to bases), lose use of any optional powers which could have been used during the challenge but were not for the duration of the next challenge, or discard a Kicker if they were a main player , played challenge cards, and did not play a Kicker during the challenge. Each choice may be used only once (in any order) until you exhaust the list. Then you may work through the list again.