History: Wild: Add any variant not in the game to the game (e.g.,. Moons, Lucre, Praw, Asteroids, more powers, etc.). Discard after use. Super: You need not exhaust the list. ; INSTEAD [O:C] PASSES PENALTIES TO OTHER PLAYERS ; Power by Cedric Chin You have the power to pass the buck. Up to once per challenge, whenever you voluntarily or involuntarily pay a penalty of or give away tokens, cards, or Lucre, you may force another player to pay the penalty or give away these items. You may not pass this responsibility to the player to whom you are giving cards, Lucre, tokens to his Star Disc, etc. History: Wild: If another player must lose tokens to the Warp, you may lose the same number of tokens instead. You choose from where to lose them. Super: You may use your power any number of times per challenge, so long as no player is affected by your power more than once in a challenge. ; INVESTOR [O:C:L] ADDS LUCRE TO SIDE S TOTAL ; Power by Cedric Chin You have the power to risk. Whenever you have tokens involved in the challenge, you may place up to all your Lucre in the cone. Each Lucre in the cone adds to your side's Attack total. If your side wins the challenge, take your Lucre back to your Star Disc and take one Lucre either from your opponent's Star Disc or from the Box. If your side loses the challenge, all Lucre you placed in the cone is lost. History: Wild: If you win a challenge, receive from the Box a number of Lucre equal to the amount of Lucre you spent in the challenge. Super: If your side loses the challenge, your Lucre returns to your Star Disc. ; IRS [M:C:L] TAKES LUCRE FROM OTHER PLAYERS ; Power by Cedric Chin You have the power to tax. At the beginning of your turn, tax all players one Lucre instead of taking your Lucre from the Box. If a player cannot or refuses to pay, you may impound two of his cards, randomly chosen, or imprison two of his tokens of your choice on your star disc. History: A once minor bureaucratic entity now gone completely wild, the ravenous IRS soon came to dominate and then totally bleed dry their once prosperous makers. Now turning their lusty long forms towards the heavens, they yet again seek to drain the coffers of the entire universe. Restriction: Use only in a game with Lucre! Wild: You may audit one player. While you have this card in your hand, you may force one player to show you any new cards he draws. Super: If a player cannot or refuses pay, you may impound his entire hand or remove the tokens from one of his bases to your star disc. ; ISOLATED HEX [M:C] ISOLATED HEX ; Power by Cedric Chin/Ken Cox You have the power of isolation. You now play the isolated 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 When you are the defensive player, your opponent may bring in no more than two tokens into the challenge from outside the system and all allies, including yours, may bring in no more than one token from outside the system. If another player returns tokens to bases, he may place a maximum of one token on each of his bases in your system. Your tokens are not subject to these restrictions. History: In a system, far, far away, where stars are replaced by galaxies, the isolated hex has developed the technology to transport its troops easily across the far reaches of space. Knowing their opponents are not so advanced, the isolate hex plots and schemes to control the universe. Wild: You may isolate a system. Players may take only two tokens from this system into challenges outside of it. Super: Your allies may bring in up to four tokens from outside your system. JASON [M:C] STAYS ON PLANETS ; Power by Cedric Chin You have the power of un-death. Whenever you defend a base and should lose tokens to the Warp, you instead flip your tokens over on the planet you are defending. Flipped tokens still count as your tokens, but may be sent to the Warp by normal means and do not count towards victory conditions. At the beginning of your turn, you may un-flip one of these tokens. History: Never quite alive, yet never quite dead, the Jason manage to resurface again. And again. And again... Restriction: Do not play if you are also Filth. Wild: If you are about to lose your power, you may discard this card instead of losing your third home base. Super: At the beginning of your turn, you may un-flip an entire base of flipped tokens instead. ; JONESES [M:C] BEGINS WITH MORE BASES ; Power by Cedric Chin You have the power of status. At the beginning of the game, you establish one base per system on the board, placing a marker on each base. If you lose a base with a marker, remove the marker from the game. If you are Cosmic-Zapped, bases with markers do not count towards your victory. History: Born with every advantage imaginable, the Joneses managed to acquire obvious status and wealth, making them the most despised people in the galaxy. Restriction: Do not use in a 5 or 6 player game. Wild: Immediately gain a base in any system and place a marker on it. When you lose this card from your hand, lose the base you gained because of this card. Super: You may remove one of your markers. Discard this card after use. ; JUNK [O:C] REMOVES CARDS FROM OPPONENT S AND HIS HANDS ; Power by Cedric Chin You have the power of refuse. When you are a main player in the challenge, you may discard a number of cards equal to or less than the number of tokens you have in the challenge. For every card you discard, you randomly discard a card from your opponent's hand. History: Wild: Once per challenge, you may randomly discard one card from a player's hand. Super: You may discard up to your entire hand. ; KAMIKAZE [O:C] SENDS TOKENS FROM CONE TO WARP ; Power by Cedric Chin You have the power of suicide. Whenever you are involved in a challenge and before cards are revealed, you may move up to all your tokens from the cone or defending base to the Warp. For every token of yours placed in the Warp, you may take one token from the opposing side from the cone/defending base to the Warp. History: Dedicated and fiercely loyal to their masters, the Kamikaze are not only mere tokens, but true pawns. Wild: You may voluntarily lose the challenge and force your opponent to lose the challenge as well. All tokens are lost to the Warp. Play before challenge cards are played. Super: You may commit suicide after cards are revealed. ; KA-THUD [O:C] REMOVES TOKENS FROM PLANETS ; Power by Cedric Chin You have the power to hurl large objects. At the beginning of your turn, you may choose a planet, roll a die, and remove this number of tokens from this planet. If you have tokens on this planet, they must be removed first. History: Silicon beings from a violently destroyed planet, the Ka-Thud are adept to hurl large chunks of their erstwhile homeland at other planets, causing great havoc and destruction. Ironically, their sensitivity to this rock causes them to become the first casualties. Their goal is to discover the lost relics of their cousin races, the Ka-Blam, and the Ker-Splat. Wild: If you have an Attack card whose value equals the number of tokens on a planet, discard the card and remove the tokens from this planet. Super: You may remove your tokens last from this planet. ; KELVIN [O:C] TOTAL CLOSEST TO ZERO WINS ; Power by Cedric Chin You have the power of absolute zero. In any challenge, before cards are played, you may declare Kelvin . The winner of the challenge is the player whose total is closest to zero. If both players equal zero, the make a deal. If Anti-Matter is in the game, you may not use your power when he is the attacking player. History: A conformist order bent upon imposing a standard of base ten upon the entire cosmos, the Kelvin have managed to revolutionize the concepts of Nothing and Everything. Wild: If another player has zero cards, you may give him your hand and draw a new hand. Super: You may declare after cards are played. ; KICK-VULCH [O:C] COLLECTS DISCARDED KICKERS ; Power by Cedric Chin You have the power of salvaging. You may collect any Kickers that are discarded by other player. History: Specialists in the art of salvaging, the radiation-proof Kick-Vulch manage to recover incredible amounts of lethality from otherwise useless, spent arsenals. Wild: You may discard a Kicker into another person's hand at the end of a challenge. Super: You may keep your Kickers and this Flare if you must discard them. ; KIDNAPPER [O:L:C] HOLDS OTHER S CARDS HOSTAGE ; Power by Cedric Chin You have the power of bond. Whenever you are a main player or ally in a challenge, you may randomly take from either main player one card for every token you have in the challenge. He may randomly take back one of his cards for every Lucre he pays you. He may look at the card he drew before purchasing another one. At the end of the challenge, if your side wins the challenge, you give him back the cards you took. History: Wild: You may give any player this card and kidnap four of his cards, unless he pays your a Lucre. Super: You do not have to give back any cards. ; KITSCH [M:C] DRAWS ADDITIONAL CARDS WITH LOW CARDS ; Power by Cedric Chin You have the power of junk. Whenever you draw cards from the deck or another person, for every card you draw that is a single-digit Attack card, a Compromise, or a Kicker equal to or between 1 and -1, draw an additional card from the Deck. History: Born on a planet of infinite collectibles, the Kitsch seem to collect the oddest things. Wild: If you are a main player in the challenge, you may take your opponent's challenge card if it is lower than yours (or a Compromise), subject to other powers and Supers in the game. Super: You may discard any card you draw. ; LARGESS [O:C] RECEIVES HAND WITH OTHER PLAYERS ; Power by Cedric Chin You have the power of bestowal. Whenever any player draws a new hand, immediately draw an equal number of cards. At the beginning of the game, you draw a double-sized hand. History: Wild: If another player forces you to discard your hand, discard your hand into his then take his hand. Super: You may discard any cards you drew through this power. ; LATER [O:C] POSTPONES RECEIVING CARDS, TOKENS, AND LUCRE ; Power by Cedric Chin You have the power to delay. Whenever you receive cards, tokens, or Lucre, you may instead receive these items later in the game. You may not use your power to prevent an action you must take, however (e.g.,. drawing a new hand as the defensive player when you need to play a Challenge card). History: Wild: You may delay receiving rewards, winning a base, or taking Consolation until the end of a challenge. Super: While you have this card, you may delay losing cards, prisoner tokens, and Lucre to other players, tokens to the Warp, and cards you are forced to discard (this does not include cards that are played and discarded). ; LEECH [M:C] DRAWS CONSOLATION WITH OTHERS ; Power by Cedric Chin You have the power to drain. After another player besides yourself takes Consolation (and puts these cards in his hand), you take the same number of cards either from the person who took Consolation, or from the person giving Consolation. History: The notorious Bad Boy Bloodsuckers from Betelgeuse 9 , the greedy Leech don't just kick a man when he's down, but suck him dry completely. Wild: You may force an ally of the winning side to give Consolation instead of the main player. Super: You may look at the cards given during Consolation. If you like them, take them instead of drawing from either player. ; LEMMING [O:C] THROWS TOKENS INTO WARP ; Power by Cedric Chin You have the power of Walt Disney. Whenever you are involved in a challenge and before cards are revealed, you may put one token of your color into the Warp, and one token of each color of the opposing side from the cone/defending base to the Warp. History: Although their behavior at seems disturbing but natural, the Lemming have turned their exploitation at the hands of a more powerful entity into a semi-suicidal, but perhaps useful, method of gaining the cosmos. Wild: You may force a player to put a token into the Warp at the beginning of his challenge, instead of taking a token out of the Warp. Super: You may put up to all your tokens from the cone into the Warp, taking one token of each opposing color to the Warp for each of your tokens. ; LOA [M:C] CONTROLS DEFEATED OPPONENTS ; Power by Cedric Chin You have the power of voodoo. Whenever you are a main player or ally and win, take all losing tokens to your star disc. If you have another player's token(s) on your star disc, you may put them into the Warp and use one power belonging to that player for the duration of a challenge, or use all of these tokens as allies. He may not use his power while you are using it, and any tokens used as allies receive no rewards and go to the Warp after the challenge is over. History: Restriction: Do not use if you are also the Assessor or any power which automatically acquires tokens to your Star Disc. Wild: If you are a main player in a challenge and win, put your opponent's tokens on your star disc. During the next challenge in which you are a main player, either use these tokens as your allies (the token s owners receive rewards as allies), or put them in the Warp. Super: You need only put one token of your opponent's from your Star Disc to the Warp to control one of his powers. ; LOTTERY [M:C:L] FORCES OPPONENTS WITH NO LUCRE TO PUT TOKENS IN WARP ; Power by Cedric Chin You have the power to exploit the poor. If you are a main player or ally in a challenge, after allies tokens are put into the cone, every player on the opposing side with no Lucre must place one of their tokens of your selection in the Warp for every Lucre you have on your star disc. History: Wild: At the end of a challenge, lose one Lucre to the Warp and pass this card to the player on your left. However, if you win a challenge and have this card in your hand, discard this card and take out all the Lucre in the Warp. Super: In addition, your opponents as a group must pay you one Lucre for every bankrupt player on their side. If they cannot pay, they lose the challenge. ; LUCRE [M:C:L] ADD LUCRE TO GAME ; Power by Cedric Chin You have the power of Lucre. If this power is drawn at the beginning of the game, players now play with Lucre and start with four Lucre each. If this power is drawn in the middle of the game, players do not add four Lucre, but Lucre income begins at the beginning of the next player's turn. Discard and draw a new power. History: As civilizations progressed in the art of warfare, so did their economies. Yet despite their advances, warfare nonetheless continued. Restriction: Use only in a game with Lucre! Wild: If you have no Lucre, discard this card and draw five Lucre from the box. Super: If you have Lucre, draw a random Lucre power and play it while this card is in your hand. ; LUCREMANIA [M:C:L] USES LUCRE AS TOKENS ; Power by Cedric Chin You have the power of liquidity. At the beginning of the game, use 20 Lucre as tokens. Whenever you remove or put Lucre on your star disc, you may remove or put Lucre from your bases instead. History: It was inevitable -- an economy so dominant that its own lifeforms were reduced to monetary units. Restriction: Use only in a game with Lucre! Wild: Once per challenge, you may put one of your tokens in the Warp and receive one Lucre. Super: Your tokens are lost to your star disc, not the Warp. ; LUNACY [M:C] LUNACY HEX, ONE PLANET ; Power by Cedric Chin You have the power of moon planets. You now play the Lunacy hex, with one planet and five moons. 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 the game draw five Moons at random and place them on the crescents. Do not use a moon which must be moved from your system. Place your tokens as you wish on the central planet and moons. \r\r You moons are immune to removal from your system and are not discarded (moons which say "discard after use" are used once and cannot be used again during the game). All moons are treated as Secret then Continuous (effects may only be used once per challenge); only their occupants or you may reveal them. If you reoccupy a moon, you may conceal it again without its effects occurring. Bases on your moon are treated as bases on planets. Opponents may attack the central planet instead of a moon. You lose your power if you occupy less than three moons. History: A system of planetoids, the Lunacy system produced one of more fascinating, if not unpredictable, civilizations in the universe. Wild: Once per turn, you may place (face down) a moon on any blank planet. This planet is still considered a planet, but the planet also has the moon's effects once landed upon. Once you lose this card, remove all "moon-planets" created with this flare. Super: You may replace one of your moons each turn. ; LUNCH MONEY [O:C:L] CANCELS CHALLENGES AND SAVES OWN TOKENS ; Power by Cedric Chin You have the power to be extorted. Whenever you are a main player in the challenge or someone uses a power or plays a card causing you to lose tokens to the Warp, you may, before challenge cards are revealed or just after the power or card is used, you may ask your opponent to take a Lucre to cancel the challenge. If he accepts, tokens return to bases, cards return to hands, and the attacking player restarts the challenge (flip over the next color of the Destiny Pile to determine the new defender). If your opponent decides not to cancel and you lose tokens to the Warp, you may keep one token on the base for every Lucre you spend to the Box. History: Wild: As a main player, if you have won, you may bully each player on the opposing side one Lucre. If they cannot pay, you may place one of their tokens in the Warp. Super: Your opponent must accept your offer to cancel the challenge, card, or use of power. Furthermore, the challenge is counted as a challenge won by you, the card is discarded, or the power is Cosmic-Zapped. MACRON II [M:C] EACH TOKEN IS WORTH 3 ; Power by Cedric Chin You have the power of mass. Each of your tokens has a value of 3. You may take only up to two tokens in an offensive challenge or as an ally, but they count three each towards the total. When collecting consolation or rewards, your token counts as one, just as any other token. History: Wild: As ally or offensive player, you may put up to five tokens into the cone. Super: You can take up to five of your tokens in the cone as an ally or offensive player. ; MACRON III [M:C] EACH TOKEN IS WORTH 2 ; Power by Cedric Chin You have the power of mass. Each of your tokens has a value of 2. You may take only up to three tokens in an offensive challenge or as an ally, but they count two each towards the total. When collecting consolation or rewards, your token counts as one, just as any other token. History: Wild: As ally or offensive player, you may put up to eight tokens into the cone. Super: You can take up to eight of your tokens in the cone as an ally or offensive player. ; MAD BOMBER [M:C] DESTROYS BASES ; Power by Cedric Chin You have the power of wanton destruction. Whenever you are a main player, before cards are revealed, you must discard an Attack card. Move one token from the defensive planet right a number of planets equal to the value of the Attack card (left if the Attack card is negative). If you do not have any Attack cards, play as if you had no Challenge cards, unless you have the Super of this power. All tokens on the planet on which the token lands are sent to the Warp. History: Wild: Then penalty for your opponent when you try to make a deal is a base to the Warp. Super: You may discard any card beside an Attack, for no effect. ; MARBLE [M:C] MOVES TOKENS ; Power by Cedric Chin You have the power to roll. Whenever you are a main player, before cards are revealed, you must discard an Attack card. Move one token from the defensive planet right a number of planets equal to the value of the Attack card (left if the Attack card is negative). If you do not have any Attack cards, play as if you had no Challenge cards, unless you have the Super of this power. History: Restriction: Do not use in a multi-power game with the Plant. Wild: When you are the main player, you may roll one token within the cone to either the mouth or the defensive ring. Winning tokens receive rewards as if they were ally tokens. Super: You may discard any card beside an Attack, for no effect. ; MEAN [O:C] AVERAGES OPPONENT'S CARDS ; Power by Cedric Chin You have the power of averaging. When your opponent decides to play an Attack card, he must play two of them, if possible. Take the average as his Attack card. Kickers and tokens modify this number. He then discards either card, his choosing. When your opponent decides to play a Compromise card, he must play two of them, if possible. He has then played a Compromise card and discards one after the challenge is over. History: Proponents of a mathematica-socialist philosophy, the Mean also have created one of the universes most persuasive forms of propaganda. Ostensibly promoting fairness and equality among men, the Mean easily convince their fellow countrymen to redistribute their resources, although some would debate that, as the Mean have yet to implement this policy among themselves. Wild: You may average your hands with your opponent. Give or take (randomly) cards with your opponent until you have an equal number of cards (you may have one more card than him if averaging is not possible). Super: You opponent must discard both cards. ; MEDIAN [O:C] FORCES OPPONENTS TO PLAY MEDIAN CARD ; Power by Cedric Chin You have the power of the middle. As a main player in a challenge, you may decry, "Median". Your opponent must play his median Attack card. If he has the choice of two cards, he chooses. History: Blind philosophers on a neutron system, the quiet whispers of the Median voices easily persuade opponents that moderation, and not excess, shall bring them joy and salvation. Whether this philosophy works or not is in question, as the Median, like their cousins the Mean, have yet to implement it. Wild: You may take the median Attack card of your opponent. If he has the choice of two cards, he chooses. Super: You may choose the median card. ; MERCENARY [O:C:L] RECEIVES PAY TO ALLY ; Power by Cedric Chin You have the power of contract. Before cards are played, another player may ask you to put one to four mercenary tokens (their choice of how many) for a fee you set in Lucre. You may refuse or accept his offer. At the end of the challenge, you receive the Lucre and your mercenary tokens return to bases, regardless of outcome. You may ally as normal in addition to your Mercenary power. History: Opportunists to the end, the avaricial Mercenary make their fees, do their duties, and leave regardless of outcome, and occasionally of employer. Wild: You may hire out an Attack card from your hand for Lucre. Super: If your side wins, your mercenary tokens gain rewards as allies. ; META-ATTACK [O:C] MODIFIES ATTACK CARDS ; Power by Cedric Chin You have the power to change attacks. Before cards are revealed, you may play an Attack card onto either side of the challenge. This Attack card adds to the Attack total before tokens are added. If the side you are adding on plays a Compromise, your card is ignored. The Attack card you played is discarded. History: Interstellar shapeshifters, the Meta-Attack easily redistribute their resources, albeit not necessarily to the benefit of any. Wild: You may give another player an Attack card. Super: You may keep the Attack card. ; META-KICKER [O:C] MODIFIES KICKERS ; Power by Cedric Chin You have the power to change Kickers. Before cards are revealed, you may play a Kicker onto either side of the challenge. This Kicker modifies the Attack total before tokens are added. Plus/ Minus Kickers take effect after Times Kickers. The Kicker you played is discarded. History: Shapeshifters of the nth degree, the slow but deadly Meta-Kicker are feared by all, curried by all. Wild: You may give another player a Kicker. Super: You may keep the Kicker. ; MISER II [M:C] OWNS TWO HANDS ; Power by Cedric Chin You have the power to hoard. At the beginning of the game, you are dealt two hands. These three hands are equivalent: You may play cards normally from any hand as you choose, all hands are subject to loss or addition of cards, and when any hand is out of Challenge cards, you may receive a new one according to normal rules. If any hand runs out of Challenge cards and you are the attacker, your turn ends immediately. If you lose your power, choose one of these hands as your normal hand; you may no longer play out of your other cards. History: Restriction: Do not use in a game with Plant. Do not use with a small Deck. Add one flare, one Kicker, one Edict, and six Challenge cards to the Deck before play. Wild: You may win with at least three external bases, but each must be in a different system. Super: If you must lose or give cards or your hand, you may choose which hand is affected. ; MISER III [M:C] OWNS THREE HANDS ; Power by Cedric Chin You have the power to hoard. At the beginning of the game, you are dealt three hands. Keep these separate. You may only use one hand at a time, switching only when you become a main player (i.e.,. when you begin your turn or your color is revealed by the Destiny Pile). Only the hand you are using is subject to loss or addition of cards, and only when this hand is out of Challenge cards, may you receive a new one according to normal rules (thus you may begin a challenge with a hand of zero cards). As an attacker, if the hand you are using runs out of cards, your turn ends immediately. History: Restriction: Do not use in a game with Plant. Do not use with a small Deck. Add two flares,two Kickers,two Edicts, and twelve Challenge cards to the Deck before play. Wild: You may win with at least two external bases, so long as they are in the same system and the system owner no longer has his power. Super: You may make an additional switch anytime during the challenge. ; MONTY HALL [O:C:L] OFFERS EDICTS OR LUCRE FOR CARDS ; Power by Cedric Chin You have the power of prizes. When you are the main player in a challenge, at the beginning of a challenge, randomly draw a card from your opponent, take a card from your hand, and take an Edict from the unused Edict deck. Look at them and place them mixed face-down. Your opponent picks one of the cards and you take the rest in your hand. When you are not a main player, you may announce a particular card (e.g.,. Virus Flare) or class of cards (e.g.,. any Edict) and if anyone has it, he may trade it to you for one Lucre from your star disc. History: Ostensibly devoted towards the awarding of unusual prizes, the Monty Hall are one of the greater swindlers in the cosmos. Restriction: Use only in a game with Lucre! Use with an unused Edict deck. Wild: You may force one player per turn to trade you one Lucre for a card, randomly picked, from your hand. Super: You may take the three cards from any players' hands, including yourself. ; MOON DOOM HEX [M:C] ADD MOON DOOM HEX TO GAME ; Power by Cedric Chin You have the power of the moon doom. The Moon Doom hex is now in the game. Discard this power and draw a new one. History: Planetoids in constant flux, the Moon Doom system epitomizes the adage, "a nice place to visit, but you wouldn't want to live there". Wild: If you have not tokens in the Moon Doom hex, you may move the Moon Doom disc ahead one space per challenge. Super: If you have no tokens in the Moon Doom hex, you may prevent the Moon Doom disc from moving. ; MOONS - HOUSE [M:C] ADD MOONS TO GAME ; Power by Cedric Chin You have the power of the moons. Moons are now in the game. Each player now adds two moons and a Power Moon. Without looking at them, players place them face-down in their systems, the normal moons to the right, and the Power moon to the left. Players can freely land on a normal moon, but the system owner may challenge anyone attempting to land on a Power moon. (If Machine is in the game, players landing on moons discard a card of their choice first.) Moons landed upon and abandoned are placed face down. If a player has a base on a Power moon of his own power, he does not lose his power. Discard this power and draw a new one. History: Planetoids of curious effects, the Moons bring boon, bane, and, at times, mere silliness. Wild: When this card enters your hand, and if you have no moons, immediately add one moon to your system. Super: When this card enters your hand, and if you have a moon, add one moon to all systems or remove one moon from all systems. ; MOON MEISTER [M:C] COUNTS MOON BASES AS BASES ; Power by Cedric Chin You have the power of invasion. Any bases you have on moons count as normal bases. History: Wild: You may force the system owner to defend his moon if it has no tokens on it. Super: You may make a moon challenge on any occupied moon at the end of your turn. ; MOON MEN [O:C] PROTECTS MOONS ; Power by Cedric Chin You have the power to defend moons. Whenever another player is about to land on an unoccupied moon, you may force him to challenge it instead, with you as the main player. Allies are permitted in the challenge. You may ally as a defensive player; if you do so, your tokens land on the moon, as well as receiving normal rewards. In addition, if you have successfully challenged a planet, you may land on any moon in the challenged system per the moon rules (this landing does not count towards your two challenges). History: Repeatedly dismayed at intruders landing on their property, the Moon Men decided to retaliate! Protect the moons! Get out the scrootch gun!!! Wild: You may scrootch any moon base, once per challenge. Tokens may not be removed from this base under any circumstances until the end of the challenge. Super: You may force the system owner to defend the moon instead. ; MOON MICE [M:C] USES EXTRA TOKENS FOR MOON BASES ; Power by Cedric Chin You have the power of green cheese. Place twenty tokens of an unused color on your Star Disc. Whenever you are involved in a moon challenge, you may use these tokens as if they were yours. If any of these tokens land on a planet or are sent to the Warp, they return to your Star Disc. If you lose your power or are Cosmic-Zapped, these tokens cannot activate or defend moons. History: Restriction: Use only in a game with moons. Wild: If another player voluntarily evacuates a moon, you may place one of your tokens on it. Super: Tokens as a result of this power may be used like your other tokens. ; MORATORIUM [M:C:L] PREVENTS PLAY OF OPTIONAL CARDS ; Power by Cedric Chin You have the power to limit. If a player plays more than one card during a challenge, he must pay you one Lucre. History: Wild: Once per challenge, you may force any one player receiving rewards, consolation, or a newly acquired base to receive it as if he had one token. Super: If a player plays more than one card during a challenge, he must pay you one Lucre for every card played. ; MR. NEUTRON [O:C] TRADES BASES FOR POWERS ; Power by Cedric Chin You have the power of being powerful. Whenever you are a main player, you may discard any of your powers (except this one) and gain a base on any of your home planets. Or you may remove one of your bases (tokens from the removed base go to other bases) and draw a power from the unused Power Deck. A Cosmic Zap against this power does not affect any powers you obtained in a previous challenge. History: The greatest being in the galaxy, able to bend wills and governments through his pinky, Mr. Neutron plots and plans to rule the entire cosmos, although he prefers to do gardening in Manchesterworth, England. Why? Only Mr. Neutron knows! Wild: Immediately draw a power from the unused Power Deck. When this card leaves your hand, discard one of your powers. Super: You may discard any of your powers and gain a base on any planet. ; MR. PEABODY [O:C] ALTERS TIME ; Power by Cedric Chin You have the power of the WABAC. If you are an ally in a challenge, after challenge cards are revealed, you may declare WABAC . Played cards are discarded normally, and tokens do not go to the Warp but, instead, stay in the cone. Play cards again, with yourself and the opposing main player as main players. Before cards are revealed, declare whether you will be receiving ally rewards, or main player rewards. The main player you allied with receives main player rewards if you choose ally rewards, and ally rewards if you choose main player awards. History: Renowned scientist and time-travelling busybody, the hardworking Mr. Peabody not only straightens out timelines and histories, but occasionally rewrites them himself. Wild: You may declare one player to be Sherman. He must now ally with you in every challenge until you no longer have this card, but is limited to one token. Super: Each of your allies may use the WABAC once and may only receive ally rewards. ; MUSTER [M:C] ADDS TOKENS IN SYSTEM TO CHALLENGE TOTAL ; Power by Cedric Chin You have the power of reinforcements. Whenever you calculate your challenge total, all of your tokens in the system being challenged, except those in the challenge, add to your total . However, these are not figured in taking consolation, etc. History: Wild: If you are a main player in a challenge outside your system, you may ally with yourself, taking up to four of your tokens from bases in the system being challenged. Super: All tokens in the system being challenged, except those in the challenge, add to your total. ; MUTANT LESSOR [O:C] KEEPS 5-CARD HAND ; Power by Cedric Chin You have the power of the mutant. Whenever you have less than five cards, you may draw cards from any player until you have five cards. You may begin the game with a hand of five cards. History: Evolving on a highly radioactive and unshielded moon, the protean Mutants quickly learned to augment their silicon-based heredity. Before long they began to control and accumulate key heredity codes of other life forms, stripping opponents of their most basic defenses in a Mutant drive to transform the Universe. Wild: If you are a main player and win or make a deal, take one card at a time from the hand of your opponent or one of his allies until he has five cards. Super: You may discard your hand and select a new one consisting of five randomly chosen cards taken from the hands of other players. ; MUTANT PRIME [O:C] KEEPS 10-CARD HAND ; Power by Cedric Chin You have the power of the mutant. If you have less than ten cards and are a main player, you may draw from your opponent until you have ten cards. History: Evolving on a highly radioactive and unshielded moon, the protean Mutants quickly learned to augment their silicon-based heredity. Before long they began to control and accumulate key heredity codes of other life forms, stripping opponents of their most basic defenses in a Mutant drive to transform the Universe. Wild: If you are a main player and win, take enough cards from your opponent until you have ten cards. Super: You may discard your hand and draw a new one consisting of ten cards. ; MX MISSILE [O:C] MAKES MULTIPLE ATTACKS ; Power by Cedric Chin You have the power of multiple warheads. When you are the main player in a challenge, you may first offer your opponent a deal. He may accept this deal anytime in the challenge until cards are revealed. You now may put down as many challenge cards as you have tokens in the challenge. Your opponent places down one challenge card per card you played, but may not draw any cards from the deck if he runs out of cards. Compromises count as Attack 0, and if the opponent cannot play a challenge card for a "mini-challenge", he has played an Attack 0. Reveal all cards, adding tokens to each card and resolving each "mini-challenge" individually. Kickers only modify the "mini-challenge" that they were involved in. If either of you lose any "mini-challenge", the loser's tokens go to the Warp. Survivors, if any, win as normal. If you are playing against a power that affects the cards, you may only use your power when you are the offensive player; your opponent cannot use his power. If you have won any of these "mini- challenges", you have won the challenge for purposes of taking a second challenge. History: Created by the great god, Skippy, the followers of the MX Missile have elevated destruction to a high art. Their next goal is to not involve themselves in their art. Wild: If you lose a challenge as the offensive player, you may make another one. Do not reposition the cone. Super: You may put down as many challenge cards as you have in your hand. NEBULA [M:C] NEBULA HEX ; Power by Cedric Chin You have the power of the nebula. You now use the Nebula 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 When you acquire this power, and when the Destiny Pile is shuffled, draw three Special Destiny cards (i.e.,. comets and instructional Destiny Cards). After the Destiny Pile is flipped, you may play (and discard) an instructional Destiny Card to overrule the Destiny Pile and/or a Comet to alter the challenge. History: Restriction: Do not use with the variant in which the Special Destiny Cards are shuffled into the Deck. Wild: Keep, face-down, any Special Destiny Cards you draw from the Deck or keep the Special Destiny Card Deck face-down to one side. At the beginning of any second challenge, you may force the offensive main player to draw a card from the top of the Special Destiny Card Deck. If he draws a Comet, his next draw is from the Destiny Deck. Super: You may keep the Special Destiny Card you played. ; You may play a normal hex instead of the Nebula Hex. The Nebula hex is a parallel to the ; Worldships hex (which should have been just a power). ;