REVENGE [M:C] ADDS TOKENS TO WARP ; Power by Cedric Chin You have the power of vengeance. Take an unused set of tokens. Whenever you lose any of your (or this unused set's) tokens to the Warp, place an equal amount of unused tokens in the Warp, up to 20 total. If you are Cosmic Zapped or lose your power, you may not add the unused tokens to the Warp and must treat the unused tokens as if they were not in the game. If you lose your power, all other colors without your color on foreign bases go to the Warp. In a multi-power game, do not use alongside powers which use an unused set of tokens or with the Zombie. History: Evolving in a violent and warlike society, the Revenge have turned their losses into a bittersweet power to rule the cosmos. Unable to compete with other races in initial battles, they quietly wait until their hatred makes them strong enough to conquer later. The cosmos will be theirs! They shall rule! Revenge shall be theirs! Wild: If someone has successfully challenged you during the game, you may take revenge and place one of their bases in the Warp. Discard after use. Super: You may add additional tokens directly to bases. ; REVOLUTIONARY [M:C] SUBTRACTS OPPONENT S CAPTURED TOKENS ; Power by Cedric Chin You have the power of revolt. Whenever you are a main player, your opponent subtracts from his Attack total any tokens on his Star Disc. \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 or ally in a challenge, your opponent subtracts from his Attack total the number of tokens you and your allies have on his Star Disc. Super: If you win the challenge, you and your allies take back their tokens from your opponent's Star Disc. ; RING - EON [M:9] RING HEX ; Power by Cedric Chin You have the power of the Eon Ring. You now use the Ring 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 the game, arrange your tokens as you wish. When you are defending a Ring, you add the number on the Ring and one point for every other player's token on the Ring to you attack total. Other players' tokens are not affected by the challenge outcome. You lose your powers if you have tokens on less than three planets. History: A richly endowed super-planet, the Ring system allows its occupants the ability to add continuous resources not available to other civilizations. Wild: If you are defending in your own system, you may add to your total the number of bases your opponents have in your own system. Super: If you lose a challenge as a defender, all tokens are lost from the Ring you are protecting. ; RING - MAYFAIR [M:9] RING HEX ; Power by Cedric Chin You have the power of the Mayfair Ring. You now use the Ring 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 the game, arrange your tokens as you wish. When you are defending a Ring, you add or subtract the number on the Ring. You lose your powers if you have tokens on less than three planets. History: A richly endowed super-planet, the Ring system allows its occupants the ability to add continuous resources not available to other civilizations. Wild: If you are defending in your own system, you may add to your total the number of bases you have in your own system. Super: If you are attacking and take token(s) from one Ring, you may add the value of the Ring to your attack. ; ROBOT [O:C] PREVENTS MAIN PLAYER FROM LOSING CHALLENGE ; Power by Cedric Chin You have the power to warn Will Robinson. Whenever you are an ally in a challenge, anytime before cards are revealed, you may warn the main player you allied with that he is in danger. If he accepts your warning and is the attacking player, tokens return to bases, cards return to hands, and play passes. If he accepts your warning and is the defending player, cards are discarded and only his opponent wins the challenge, but the main player you allied with does not act as if he lost the challenge, and other tokens return to bases. If your warning is accepted, you receive one card from the Deck for every token he had in the challenge. History: Wild: You may force one ally to wave his arms about and talk in a loud, monotone voice. Super: You may warn your opponent as well. ; ROME [M:C:L] DEMANDS TRIBUTE FROM CONQUERED SYSTEMS ; Power by Cedric Chin You have the power of payment. If a player uses his power(s) and you have a base in his system, he must pay you a Lucre. (Thus, a player with mandatory powers may prevent himself from using them by not paying you a Lucre.) If he cannot pay you a Lucre, you may make a deal with him. If the deal succeeds, he may use his powers, and if it does not, neither side loses tokens to the Warp but the player may not use his powers. After payment, the player uses his powers normally for the remainder of the challenge. History: Restriction: Use only in a game with Lucre! Wild: If you are the attacking player, you may demand one Lucre from every defending ally who puts tokens in the cone. Super: Payment is one Lucre for every base you have in his system. ; ROSETTE [M:9] ROSETTE HEX ; Power by Cedric Chin You have the power of the Rosette. You now use the Rosette 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 beginning of the game, arrange your tokens as desired (e.g.,. 1-6-1-6-1-5). When you are the defending player, you add not only your tokens on the defensive planet to your total (including when taking consolation), you add those tokens on adjacent planets. Tokens on adjacent planets are not at risk in the challenge. History: A system of planets in close orbit, the Rosette defenses offer capabilities beyond that of a normal system. Wild: If someone is attacking a base on a planet on which you have a base, you may add your tokens to his in calculating the attack total. Your tokens are not lost to the Warp. If the defender makes a deal, you are also involved. If the defender takes consolation, you take one card from the attacker for every token you have on your base. Super: You may add to your total your tokens on any two planets, instead of just the adjacent ones. ; ROT [M:C] TAKES OTHERS CARDS TO DISCARD PILE ; Power by Cedric Chin You have the power to waste away. Whenever you discard cards to the discard pile, you take along an equal number of other cards. You specify which player(s) must lose them, and how many the player must lose. Cards lost are chosen randomly. Cards lost to your power are in addition to any cards normally lost in a challenge. History: Wild: For every token of yours lost to the Warp, discard a card. Super: When you give cards to another player (in a deal or during consolation), you draw an equal number of other cards randomly from any player. ; ROUND ROBIN [O:C] ROTATES CARDS AMONG PLAYERS ; Power by Cedric Chin You have the power to relocate. Whenever you are a main player, before cards are played, you may give any player with a hand one of the following card types: lowest Attack card, Compromise, highest Attack card, Edict, or Flare. That player then must give another player with a hand a card of the same or higher type than he received, but he cannot give the card he was just given. If a player cannot give such a card, he gives a card randomly. Any player who has already received a card does not give one, and you must be the last player to receive a card. History: Wild: If you are a main player, before cards are played, randomly draw one card from any player. Super: You may give away any card and declare it to be of another type. S&L [O:C:L] DETERMINES VALUE OF GAME COMPONENTS ; Power by Cedric Chin You have the power to appraise. At the beginning of a challenge, you may declare, double or halve the value, in Lucre, of a particular card or type of card (e.g.,. the Plague Edict or odd Attack cards) or tokens. You begin the declaration at one Lucre and may not increase or decrease the value of an item more than once until the beginning of your next turn. Players turning in property round down to the nearest Lucre. Cards traded in for Lucre are discarded. Tokens traded in for Lucre go to the Warp. If a player cannot lose cards to the Deck / tokens to the Warp, he cannot trade in cards / tokens for Lucre. History: Wild: When you are about to discard this card, play it. You are bankrupt. Immediately lose all your Lucre. Collect one Lucre from each player. If the amount of Lucre you have on your Star Disc is less than the amount you lost, continue collecting until you have a number of Lucre more than or equal to the number you lost. Super: You need not wait until the beginning of your turn to increase or decrease the value of an item. ; SACRIFICE [O:C] DISCARDS CARDS INSTEAD OF OTHER PLAYERS ; Power by Cedric Chin You have the power to relinquish. Whenever another player discards one or more cards, you may instead discard an equal number of cards from your own hand and force him to keep the cards he just discarded. You may not discard your last challenge card. History: Wild: If you are a main player and your opponent plays a Flare, you may discard a Flare from your hand and take the card your opponent just played. Super: If you discard one or more cards, you may keep any number of these cards and discard one card for every card kept. ; SAFETY [M:C] ALLIES DO NOT GO TO WARP ; Power by Cedric Chin You have the power to protect. If you are a main player, your allies do not go to the Warp. If you are an ally, your tokens do not go to the Warp. History: Wild: If you are the main player and have just lost the challenge, winning allies collect rewards as usual, but their tokens go to the Warp. (Winning offensive allies establish a base with 1-4 tokens from other bases.) Super: You may prevent yourself or the main player you have allied with from losing tokens to the Warp. ; SCRIP [O:C] INTERCHANGES LUCRE AND CARDS ; Power by Cedric Chin You have the power of paper. You may receive Lucre from the Box instead of cards from the Deck and vice-versa. You may randomly discard cards instead of spending Lucre to the Box, or spend a Lucre and take back a card you were about to discard. When you give or take cards from or to another player (except in a deal), you may give and take Lucre instead, and vice-versa; cards are given/taken randomly. If you use your power before cards are played and have only one challenge card left, set it aside before giving away cards. History: Wild: If you must discard your hand, receive one Lucre for every card discarded. Super: When you give or discard cards instead of spending Lucre, you choose with cards to give. ; SELECTION [O:C] CHOOSES WHICH CARDS TO RECEIVE FROM DECK ; Power by Cedric Chin You have the power of choice. Whenever you draw cards from the Deck, draw the top seven cards and choose which cards you receive. Put the rest in the Discard Pile. Only the card(s) you select counts as a drawn card (e.g.,. for the Siren Flare), and the cards you put in the Discard Pile do not count as discards (e.g.,. for the Vulch). History: Wild: When you must randomly draw cards from another player, you may instead look though his hand and select the cards you are entitled to. Super: You may look through the entire deck when choosing which cards to receive. ; SHANGHAI [O:C] TAKES OTHERS TOKENS FROM WARP TO STAR DISC ; Power by Cedric Chin You have the power to conscript. Whenever you retrieve tokens from the Warp, you may take other players tokens from the Warp instead to your Star Disc on a token-for-token basis. Tokens on your Star Disc are traded per Assessor. If Mobius Tubes are played, you may not take other players tokens. History: Wild: If you win a challenge as a main player, you may shanghai your opponents tokens. Take the losing tokens to your Star Disc and add the total number of tokens on your Star Disc to your Attack total. When this card leaves your hand, tokens on your Star Disc go to the Warp. Super: Whenever you retrieve tokens from the Warp, you may take an additional number of other players tokens. ; SHELL GAME [M:C] FORCES OPPONENT TO ATTACK OTHER SYSTEMS ; Power by Cedric Chin You have the power to switch. At the beginning of the game, draw five discs from the Destiny Pile. Whenever you are the defending player, before the cone is pointed, arrange these discs face-down behind your planets. After allies are committed, but before cards are played, reveal the color of the disc behind the planet challenged. Move the cone to the corresponding system planet of the revealed color. That system owner is now the main defending player, even if it is the person attacking. You may ally with either main player if he now invites you. When the Destiny Pile is reshuffled, return your discs, shuffle the Pile and draw five new discs. History: Smiling with syrupy grins, the pleasant (but backstabbing) Shell Game welcome all and help no one. Restriction: Do not use in a 2 or 3 player game. Wild: If the Destiny Pile is about to be reshuffled, if you can guess the color of the last disc in the pile, you may challenge it, per Timegash. Super: You may choose not to shuffle in your discs when the Destiny Pile is reshuffled. ; SHUTTLE [M:C:L] FORCES PLAYERS TO PAY LUCRE TO LAND ON MOONS ; Power by Cedric Chin You have the power to ferry. Whenever a player lands on an unoccupied moon, they must pay you a Lucre. You may also force a player to evacuate a moon so that another player may land on it. You may look at any face-down moon per challenge. History: Wild: If you are a main player, before tokens are placed in the cone, you may pay your opponent a Lucre and force him to land upon or challenge a moon in your system. Super: The player evacuating the moon must also pay you a Lucre. ; SHYSTER [O:C] INTERRUPTS DEALS AND CONSOLATION ; Power by Cedric Chin You have the power to represent. Whenever two players are about to engage in a deal, you may force one player to let you negotiate for him. If the deal succeeds, he must accept the terms. If it fails, you pay the penalty. Whenever a player is about to take consolation from another player, you may choose to give consolation instead. History: Restriction: Do not play in a two-player game. Wild: If two players are about to engage in a deal, you may limit the deal to one of the following: cards, bases, or Lucre (in a Lucre game). Super: If a player is about to take consolation, you may take it instead. ; SIDESWIPE [O:C] RECEIVES CARDS FROM OPPONENT ; Power by Cedric Chin You have the power of damages. Whenever you are the main player, you may randomly draw one card from your opponent for every token he has in the challenge. History: Wild: If you lose tokens to the Warp other than because of a challenge outcome or failed deal, you may collect damages of one card per token lost from the player who caused you to lose tokens. Super: You also may draw one card from your opponent's allies for every token they have in the challenge. ; SINGULARITY [M:9] SINGULARITY HEX ; Power by Cedric Chin/Ken Cox You have the power of Singularity. You now use the Singularity 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 Set up by arranging your tokens as you wish on your planets. You lose the use of your Alien Power if you have tokens on less than three planets. \r\r Whenever a planet or Moon in your system is the target of a challenge, any tokens other than your own that are lost in the challenge go to the Singularity instead of the Warp. The number of tokens lost determines where the tokens are placed. At the start of each player's turn all tokens in level 1 of the Singularity are released and go to the Warp. Tokens in the lower levels each move up one level. History: As the eons passed, a black hole slowly increased in strength, pulling into it a highly advanced civilization adept at manipulating gravity itself. Wild: Tokens (except yours) lost in your system to the Warp go to your star disc instead. On each flip of the Destiny Pile, place one token from your star disc to the Warp. Players may rescue tokens from the Warp or your star disc. Super: All tokens (except yours) lost in challenges outside your system go to the Singularity. ; SIPHON [O:C] TAKES/GIVES HAND FROM/TO OPPONENT ; Power by Cedric Chin You have the power to shift. Whenever you are the attacking player, anytime before cards are played, you may take your opponent's hand. Whenever you are the defending player, anytime before cards are played, you may give your opponent your entire hand. History: Wild: If you must take consolation, take the entire hand of your opponent. Super: Whenever you are a main player, anytime before cards are played, you may take your opponent's hand or give your opponent your hand. ; SIX-PACT [M:9] SIX-PACT HEX ; Power by Cedric Chin You have the power of the Six-Pact. You now use the Six-Pact 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 beginning of the game, arrange your tokens as you wish. Draw one alien power for each planet. As a defensive player in your own system, before the offensive player puts tokens into the cone, you choose which planet he will attack (as long as he has no bases there), and use the power of the planet he is attacking instead of your main powers. If you lose a challenge, you lose that planet's power, but not until the end of the challenge in which it was used. Otherwise, you may use either your main power or any remaining planet power, after which at the end of the challenge, that planet power is permanently lost. You lose your main power if you lose four home bases. Do not use Warpish as any of your powers. History: Upon contact with greater forces within the cosmos, six smaller civilization banded together under one greater charismatic power to dominate the cosmos. Restriction: Use only in a multi-power game. Wild: Draw another power from the unused power deck. You may use this power when defending (and not use one other power), but if you lose, you must discard this power and this flare. Super: Powers used in an attack are not lost. ; SKIPPY [O:C] CAUSES PLAYERS TO LOSE CARDS AND TOKENS ; Power by Cedric Chin You have the power of the Supervirus. At the beginning of the game, take your flare as part of your hand. Whenever another player discards this flare, immediately take it; your power works before any other flare-salvaging power or card. If you are Cosmic-Zapped or lose your power and the Skippy flare is in the Discard Pile, you may take it into your hand when you regain your power and if it is still in the Discard Pile. History: Wild: Whenever you are a main player, you must give away this flare to any player in the challenge and force him to lose one of the following (your choice): two tokens, two Challenge cards, or an Edict or Flare. He chooses which tokens / cards to lose. This flare does not affect the Skippy. Super: As a main player, you may give this card to any player in the challenge and force him to lose two tokens, two Challenge cards, and an Edict or Flare. He chooses which tokens / cards to lose. ; SLAP [O:C] REPLACES REVEALED CARD ; Power by Cedric Chin You have the power to injure. Anytime before cards are revealed, you may place your highest or lowest challenge card face-down. After main players have revealed their cards, but before Attack totals are calculated, if you played your highest Attack card, you must force any main player who played a higher card to take back his card and play yours. If you played your lowest Attack card, you must force any main player who played a lower card to take back his card and play yours. Compromises are counted as Attack 0 s. History: Wild: Between challenges, you may force all players to play one round of War, using their Attack cards. Other cards are set aside during the game. Discard after use. Super: If you switched cards through this power, you may take or discard the card not played, instead giving it back to the main player who played it. ; SLAVE [M:C] OWNED BY ANOTHER SYSTEM ; Power by Cedric Chin You have the power of a slave system. Set up another system, but draw no cards for it. This system receives one power. It does not act as a main offensive player. At the beginning of your challenge, you rescue one slave token from the Warp and place it on any slave base. When you are a main player, you may use these tokens as allies. If the Slave system gains or loses cards, they go to and come from your hand. When the slave system defends as a main player, you use your cards and its power. You may ally with the Slave system. If you Attack a Slave planet, it may not ally with you, but you win automatically. (Defending tokens go to the Warp.) Slave having bases do not contribute towards your victory, and bases in the Slave system do not count towards yours or an opponent's victory, even if you lose this power or suffer a Cosmic Zap. If anyone has three bases in the system, they have use of its power. If the Slave loses a third home base, it loses its power, though others can use it. If you lose the Slave power, you may not use its tokens, no one may use its power, and all Slave tokens on foreign bases go the Warp. A Cosmic Zap prevents anyone from using the Slave power or Slave tokens. History: With no will to live, and no direction of its own, the Slave were quickly subjugated by other, more aggressive powers. Let their treatment at the hands of their oppressors be a dark indicator of the times to come!!! Wild: You are now the slave of the player from whom you received this card. You must ally with him if he invites you. At the end of the challenge in which you have been forcibly allied, you give this card to any player except the one who enslaved you. (You are not a slave if you drew this card from the deck.) Super: You may use the Slave's power in addition to your own. ; SLAVE PEN [M:C] ADDS CAPTURED TOKENS TO ATTACK TOTAL ; Power by Cedric Chin You have the power to enslave. Whenever you are a main player or ally in a challenge and win, losing tokens go to your Star Disc. Whenever you are a main player, add the number of tokens on your Star Disc to your Attack total. You may trade tokens on your Star Disc per the Assessor. History: Wild: You may revolt . If you have the most tokens in the Warp or any player's Star Disc, immediately release them to your bases. Play at the beginning of your challenge. Super: If you are an ally, you may add the number of tokens on your Star Disc to the total of the main player you allied with. ; SLAVER [O:C] RAIDS TOKENS FROM WARP ; Power by Cedric Chin You have the power of enslaving. After a challenge is over, but before the Destiny Pile is flipped, you may make a challenge against the player whose color is shown on the Destiny Deck (any player if the "Any System" Destiny Deck appears), using his tokens in the Warp as his defending tokens. If you win the challenge, you may take these tokens and place them on your star disc. At the beginning of a challenge in which you are a main player, you may make a deal per the Assessor. History: Adding insult to injury, the callous Slaver regularly and predictably made their attacks after their victim's resources were depleted. Wild: If you are an attacking player and share a base with your opponent, you declare your opponent's tokens on one such base enslaved. These tokens join your side in the challenge and are treated as allies. Super: If you win the challenge, you may place all tokens from the Warp onto your star disc. ; SLEIGHT [M:C] DEALS CARDS ; Power by Cedric Chin You have the power of the deck. Whenever anyone draws from the deck, you deal them the cards from the Discard Pile, the bottom of the Deck, the top of the Deck, or any combination thereof. You may look at the top and bottom cards in the Deck at any time. History: Familiar with little more than the grassy peaceful sunny world they evolved in, the Sleight delighted themselves in the art of card tricks and other stage magic. Singing songs of their greatest exploits through simple trickery, they see the warfare of the cosmos as nothing more than another opportunity to display their talents against the greatest forces in the universe. Wild: You may draw cards from the Discard pile Super: You may deal cards from people's hands. ; SLOW NEUTRINOS [M:C] DRAWS CARDS FROM UNUSED FLARE DECK ; Power by Cedric Chin You have the power of intensity. At the beginning of each challenge, draw a Flare from the unused Flare Deck and discard a non-Flare from your hand. When you discard your hand, discard any Flares to the unused Flare Deck. Flares discarded to the unused Flare Deck may not be salvaged (e.g.,. by the Vulch Super). History: A mutation of uncontrollable growth, the Slow Neutrinos are quick to rise yet just as quick to fall. Wild: Each player now draws an additional power at the beginning of each turn. When this cards leaves your hand, players discard these additional powers. Super: You may discard a Flare instead of a non-Flare. ; SNAG [M:C] TAKES ONE RESCUED TOKENS AND NEW CARDS FROM PLAYERS ; Power by Cedric Chin You have the power of pettiness. Whenever a player gains more than one card (e.g.,. a new hand, consolation, as normal defensive ally rewards), except in a deal, you automatically take one of these cards. Whenever a player rescues more than one token from the Warp, except in a deal, one of these tokens goes to your star disc, where you trade them per the Assessor. Whenever a player gains more than one Lucre, except in a deal, you take one of these Lucre. If Extortionist is in the game, your power only affects the odd card. History: Wild: Whenever you take only one card as consolation, normal defensive ally rewards, etc., take another card. Super: Even if the player gains but one card, token, or Lucre, except in a deal, you take it. ; SNATCH [O:C] TAKES CARDS ; Power by Cedric Chin You have the power to pilfer. Whenever you are a player or an ally in a challenge, before cards are played you may randomly take one card from the hand of either the offensive or the defensive player. History: Embracing a lifestyle based on thievery, the Snatch have managed to redirect more resources, albeit in a somewhat less-than-stealthy form. Wild: You may take the hand of any player who is not a main player and set yours aside for the duration of a challenge. You may play cards from this hand as possible, but must return his hand at the end of the challenge. Super: You may take one card per token you have in the challenge. If this causes your opponent to run out of challenge cards, he has lost the challenge. ; SNIPER [M:C] REMOVES TOKENS FROM PLANETS ; Power by Cedric Chin You have the power of assassination. Before play begins, you may plant snipers -- one for each player in the game. To do this, make a note of where each sniper is placed. Planets are numbered from each player's right hand side, for example: Red planet #1, Blue planet #3 etc. The snipers may be distributed any way you wish among the different systems, or all on one system, even all on one planet. At the beginning of each player's turn, immediately after the cone is placed, a sniper may execute one token of your choice from the planet in the order listed. A sniper fires only once although he need not execute a token when firing. As part of a deal, you may remove snipers(s). Whenever you have no snipers in play, you may plant another series of planets. If you lose your power, your snipers still attack, but you many not plant additional planets until you have regained your power. History: Wild: If you are the main player or ally in a challenge, you may snipe one token from the cone into the Warp. Super: You may plant a new sniper each turn. ; SNITCH [M:C] REVEALS CARDS OF ANOTHER PLAYER ; Power by Cedric Chin You have the power to tattle. When you are a main player or ally in a challenge, you may force one side to reveal his cards throughout the challenge. The other side plays his kickers and challenge cards first. History: Tiny squeaky mammals with huge noses, the Snitch prize their ability to discover a secret and others prize their ability to be unable to keep it. Wild: You may look at the top seven cards in the Deck. Super: You need not reveal the cards to the other players. ; SNIVELER II [O:C] GAINS EDICTS AND FLARES ; Power by Cedric Chin You have the power to whine. If you are a main player or ally in a challenge, you may whine about the number of Edicts / Flares in your hand. If this is the least number of Edicts / Flares in all the player's hands, either one player gives you an Edict/Flare, or all players discard all such cards until the number of Edicts/Flares in their hands equals this number. History: Wild: If you are an ally and the main players make a deal, you may force them to either let you participate in the deal, or pay the penalty to make a deal and make a deal without you. Super: You may use your power even if you are not involved in the challenge. SOCIALISM [O:C] REDISTRIBUTES CARDS GIVEN TO/FROM OTHER PLAYERS ; Power by Cedric Chin You have the power to reallocate. Whenever any player draws / takes additional cards (but not a new hand), you choose who receives them. Your power does not affect the transference of an entire hand from one player to another, unless the number of cards given happens to consist of the entire hand of the player giving cards. (Thus, you cannot affect the Trader, but you can affect Consolation.) History: Wild: If another player trades, gives, or discards his entire hand, you may randomly take one card from this hand. Super: You may look at the cards given before redistributing them. ; SPACE DUST - EON [M:9] SPACE DUST HEX ; Power by Cedric Chin You have the power of Eon Space Dust. You now use the Space Dust 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 Scatter singly all your tokens and three of your four star discs on your hex; shuffle the fourth "reverse cone" star disc into the Destiny Pile. Each token (and star disc) counts as a planet base for you; if you remove a token (or star disc), you lose that base. When you are the defensive player, each token base is worth one, and each star disc base is worth ten. When another player is entitled to establish a base in your system, he stacks his tokens and this stack is his base. Star discs are treated as tokens, except they add ten to an attack, you may move only one star disc token into a challenge, and star disc token that should be lost to the Warp enters the Destiny Pile discard pile (and may not be retrieved), and star discs establishing bases may not be moved unless it is to the Destiny Pile discard pile. If you have no tokens on your hex, you lose your alien power and may not place a new token onto your hex. You may not use the Moon Boon. History: Spawn from the cosmic debris, this nebula-based civilization became astounded at its initial contacts with planet-based entities. Curious at the prospects of such existence, they are not above cosmic domination to obtain it. Wild: On any challenge in which your color is determined on the Destiny Pile, you may add ten to your challenge. Super: You may stack your tokens as you wish within your hex and rearrange them once per challenge in which you are the main player. SPACE DUST - MAY [M:9] SPACE DUST HEX ; Power by Cedric Chin You have the power of Mayfair Space Dust. You now use the Space Dust 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 Scatter singly all your tokens and three of your four star discs on your hex; shuffle the fourth "reverse cone" star disc into the Destiny Pile. Each token (and star disc) counts as a planet base for you; if you remove a token (or star disc), you lose that base. When you are the defensive player, each token base is worth one. When another player is entitled to establish a base in your system, he stacks his tokens and this stack is his base. In a challenge, you may play one of your star discs on your hex and add five to your total. If you win, the star disc stays on your hex. If you lose, it goes into the Destiny Pile discard. You must keep three tokens on this hex or you lose your power. History: Spawn from the cosmic debris, this nebula-based civilization became astounded at its initial contacts with planet-based entities. Curious at the prospects of such existence, they are not above cosmic domination to obtain it. Wild: On any challenge in which your color is determined on the Destiny Pile, you may add five to your challenge. Super: You may remove one of your Star Discs from the Destiny Pile at the beginning of your turn and place it on your hex, so long as there is at least one of your Star Discs in the Destiny Pile. ; SPACE PLATFORM [M:C] ADDS ATTACK CARDS TO ATTACK ; Power by Cedric Chin You have the power of the Space Orbital Platform. When you are the main player in a challenge, you may propose a deal. If your opponent refuses, play the challenge normally. Whenever you play a compromise card and your opponent plays an Attack card, or whenever you are involved in a failed deal (including one you propose), place one Attack card to the side (add it to any other Attack cards you have already placed aside). This is your Space Orbital Platform. In any challenge, including this one, you may add the sum of all the cards in the platform to your Challenge card, if it is an Attack card; discard your platform immediately after using it. Your platform cards are not subject to loss and are not part of your hand. If you are Cosmic Zapped, or lose your powers, your platform cards are not discarded, but you may not use them. History: Created by the great god Skippy, the mighty wielders of the Space Orbital Platform claim it is their right to bully other lifeforms, and, if that is not possible, get back at them really, really, nastily. Wild: If your opponent refuses to make a deal, he must give to you his highest or lowest attack card (your choice) in addition to other penalties. Super: You may add two Attack cards instead of one. ; SPACE STATIONS [M:9] SPACE STATIONS HEX ; Power by Cedric Chin/Ken Cox You have the power of Space Stations. You now use the Space Station 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 the game, place two tokens on each Space Station and the remaining eight on the central planet. Each station and the central planet counts as a separate planet for game purposes, and you lose the use of your Alien Power if you have tokens on less than three of them. \r\r During play, each station may have at most two tokens on it. A station may be challenged with more than two offensive tokens, but if the offensive player wins, you select two of the tokens to arrive on the Space Station and the rest return to bases. No player (including yourself) may add tokens to a Space Station that already has two tokens. \r\r Whenever you Attack or defend your central planet, you may count all of your tokens on the Space Stations toward your total as if they were your allies; however, you do not get ally rewards for these tokens, and they are not affected by the challenge outcome. In addition, provided you have a base on your central planet, before the start of each challenge you may rearrange your tokens freely among the central planet and those Space Stations where you have bases. History: A huge planet of high technology, the civilization known as the Space Stations system concentrated upon its defensive system, to the point of not having an offensive one. Caught in the middle of a cosmos-wide war, they hesitatingly, but confidently, look towards the impending struggle. Wild: If you are defending a home base, you may add two to your challenge total for every home base you have. Super: You may choose whether your opponent may attack any of your space stations or only your central planet. ; SPECTRE [M:C] RECEIVES TOKENS FROM WARP INSTEAD OF OTHERS ; Power by Cedric Chin You have the power of life-draining. Whenever another player retrieves token(s) from the Warp, you return to bases either a number of your tokens equal to the number he was entitled to or all your tokens from the Warp, whichever is less. He rescues a number of tokens equal to the number he was entitled to minus the number of tokens you took out. If Healer is in the game, his power occurs before yours. History: As eons passed, and beings became stronger, the ability of the Spectre to destroy their enemies in the realm of life gradually waned until it disappeared entirely. However, within the realm of death, they are as strong as ever. Wild: If you are a main player in a challenge, and lose tokens to the Warp except as a result of a challenge, your opponent loses tokens instead. Super: For every token of yours retrieved from the Warp because of your power, you may force another player to lose a token to the Warp. ; SPIRAL [M:9] SPIRAL HEX ; Power by Cedric Chin You have the power of the Spiral. You now use the Spiral 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 the game, arrange your tokens as you wish. When you defend a home planet on which you have tokens, immediately after the outcome is determined, regardless of the result of the challenge, you draw cards and/or tokens from the Warp equal to the number on the planet. Cards are subject to the Extortionist. History: A warlike society where even violence is more important than victory, every battle, every struggle, brings its people to muster greater resources towards the eventual domination of the cosmos. Wild: When you are the defending player in a challenge and win, you gain one card from the deck for every token you have in the challenge. Draw these cards after everyone else has. Super: When you are the attacking player in a challenge, you gain one card from the deck for every token you have in the challenge. Draw these cards after everyone else has. ; SPY [M:C] STEALS CARD FROM OPPONENT ; Power by Cedric Chin You have the power of secrets. Whenever you are the main player, or when another player draws a new hand, you may declare a card from this list: Kicker, Edict, Flare, or an Attack card above a certain number. If the other player has one of these cards, he either gives it to you or you randomly draw a card from his hand. Once you have declared a card, you may not declare it again until you have exhausted the list. History: A society based upon espionage and stealth, the tricky Spy not only steal the most valuable secrets from others, but publish a darn good magazine. Wild: You are the publisher of Spy magazine. Everyone must now display either an unused Flare, Edict, Kicker, or their highest Attack card. Super: The other player must give you the card. ; SQUATTER [O:C] LANDS ON ASTEROIDS ; Power by Cedric Chin You have the power of settlement. If you are attacking another player's system with an asteroid, you may choose to attack the asteroid instead. No allies are permitted, and the defensive player defends with zero tokens. The defensive player may use the asteroid power during this challenge. If you win the challenge, you occupy the asteroid and no one else may use its power until you leave it. Occupancy of an asteroid counts as a moon base (it does not count towards the win, occupancy cannot be granted in deals, and it does not enable the Plant to graft). If another player's tokens somehow land on this asteroid, they must immediately return to bases. If a player challenges a system in which you have an occupied asteroid, they may attack your asteroid instead. No allies are permitted, and you may use the asteroid power during this challenge. If you lose, the attacker's tokens return to bases and your tokens lose normally. You may not land on an empty asteroid in your system. If there is but one asteroid in the game, it may not be removed from the gameboard. When you use this power, immediately add an asteroid to your system if no asteroids are in play. History: Wild: Draw an additional moon to your system and immediately land on it. Discard after playing. Super: You may land on an empty asteroid in your system. ; SQUEAL [M:C] SEES CARDS EXCHANGED BETWEEN OTHER PLAYERS ; Power by Cedric Chin You have the power to overhear. Whenever a card is exchanged from one hand to the other, or whenever a player shows a card to another player, they must first show you the card. History: Wild: Once per challenge, you may take the hand of another player and announce any of its cards to the other players. Super: You may look at cards drawn from the Deck. ; STUCK [M:C] KEEPS TOKENS ON BASES