Challenge, only your allies may surprise. History: Age-old crystals on a predator-infested ice-world, the Wavebender ability to bend light and make themselves invisible has become second nature to them. Upon discovering the existence of whole races dedicated to the subjugation of the universe, the Wavebender seek alliances with lesser beings so that all may coexist, passively if necessary, in a harmonious cosmos. Wild: You may make one player's tokens on a planet invisible during a challenge. Invisible tokens do not add to the challenge total, but are not lost to the Warp. Super: You may place your tokens into the cone after cards are revealed. Allies place tokens in the cone per your power. ; WAX [M:C] GAINS POWERS WITH HOME BASES ; Power by Cedric Chin You have the power of rise. When you have five bases, draw three extra powers randomly from the unused Power Deck. When you have four bases, draw two extra powers. When you have three bases, draw one extra power. You may not use flares of any wane powers you have drawn. If you lose your power or are Cosmic Zapped , you may not use powers drawn because of this power. History: Wild: For every base you gain, draw one power from the unused Power Deck. When you lose this card, discard any powers you have drawn through this card. Super: You may use flares of any powers you have drawn. Select your drawn powers by drawing the top flare from the unused Flare Deck and shuffling the flare into the Deck. ; WAY STATION [M:C] RECEIVES AND GIVES FLARES AFTER USE ; Power by Cedric Chin You have the power of transfer. After any other player plays a Flare, he must immediately give it to you (unless it is discarded because of the Flarezap, etc.). After you play a Flare, you must give it to another player (unless it is discarded because of the Flarezap, etc.). History: Restriction: Use only in a game with Flares! Wild: If you have a Flare of a power not in the game, you may remove it from the game and take the top Flare of the unused Flare Deck. Super: You may keep any Flares you play. ; WEALTH [M:C:L] POSSESSES AS MUCH LUCRE AS PLAYER WITH MOST LUCRE ; Power by Cedric Chin You have the power of riches. At the beginning of a challenge, if any player has more Lucre than you do, immediately draw Lucre from the Box until you have as much Lucre as he does. History: Wild: At the end of a challenge, draw Lucre from the Box until you have as much Lucre as your opponent. Super: Your power also works at the end of a challenge. ; WELFARE [M:C:L] EARNS LUCRE FROM OTHER PLAYERS ; Power by Cedric Chin You have the power of poverty. At the beginning of your turn, you do not receive Lucre from the Box. Instead, the player(s) with the most Lucre must give you one Lucre each. However, if you are one of the players with the most Lucre, you receive no Lucre at the beginning of your turn. If you are playing in a multi-power game and have a power allowing you to receive more than one Lucre at the beginning of a turn (or challenge), the Lucre you receive is taken from the wealthiest player(s); if he does not have enough Lucre, the extra Lucre is lost. History: Wild: If, at the end of a challenge, you have no Lucre, immediately take one from the Box. Super: At the beginning of your turn, if you are one of the players with the most Lucre, you still receive Lucre, from the wealthiest player(s) excluding yourself. ; WEREWOLF [M:C] MULTIPLIES ATTACKS WITH MOONS ; Power by Cedric Chin You have the power of lunation. Whenever you are a main player in a challenge and play an Attack card, the attack card is multiplied by the number of moons you occupy. History: Wild: Any challenges you make against occupied moons do not count towards your normal challenge limit. Super: You attack card is multiplied by the number of moons you and your allies occupy. ; WHAT [O:C] IGNORES OPPONENT S DEMANDS ; Power by Cedric Chin You have the power of I can't hear you. Once per challenge, whenever a player makes a demand or request of you, you may treat his statement as if you were not affected by it. If he must make that statement (e.g.,. answering yes/no to a deal), he must make a statement to replace it, so long as the replacement statement is not the same in spirit to the original one. History: Wild: Your opponent must bellow out his words in as loud a voice as possible. Super: You may ignore two statements per challenge. ; WHITMAN [O:C] GIVES AWAY SAMPLE POWERS ; Power by Cedric Chin You have the power of sampling. At the beginning of a challenge, you may draw a power from the unused power deck. Look at it and keep it face down. At any time until the next time you draw, you may assign the power to another player. The power you assign to the other person must be used by him as soon as possible, and then may be used as normal. If you draw Schizoid, discard it and draw again. Before you draw the next power, "sampled" powers are discarded. History: Lacing their "gifts" with an addictive dark drug, the Whitman package harmless-looking substances with less-than-useful labels, ranging from "Lime Cream" to "Spring Surprise". Their victims usually vow never to pick up another "gift" from them again, but have yet to be able to resist temptation. Wild: If you are a main player and must play a challenge card, you may draw from the Deck and play the first challenge card that appears. All other cards you draw are discarded. Super: You need not discard your revealed hidden power until you wish to do so. ; WIMP [O:C] CONTROLS NUMBER OF TOKENS IN CONE ; Power by Cedric Chin You have the power to scare off. After allies have committed, you dictate which players must either add tokens such that they have an equal or greater number of tokens in the challenge than you have in the challenge or remove their tokens from the cone. History: Formerly 98-pound weaklings, the Wimp were met by the mysterious force of Charles Atlas and became the veritable bullies of the beach. Frightening away less muscular lifeforms, the Wimp now inflict both sand and terror at anyone with fewer forces than they. Wild: You may wimp out of a challenge and remove your tokens from the cone before challenge cards are revealed. Super: After allies have committed, players with fewer tokens than you automatically must leave the challenge. ; WINDFALL [M:C] INCREASES REWARDS/CONSOLATION ; Power by Cedric Chin You have the power of quantity. As a main player, your tokens count as four apiece towards consolation or other rewards, but not towards Attack totals. If you are invited to ally by the defensive player, he may specify how much each of your tokens is worth towards collecting rewards (between one and four) before you ally, with each token worth four if he does not specify. History: Wild: If you are an ally or main player and have won, in addition to normal rewards, you receive one card for each of your tokens in the challenge. Super: If you collect consolation and your opponent runs out of cards, draw the remaining number of cards from the Deck. If you are a defending ally, your tokens are worth four when collecting rewards, regardless of the value you agreed upon. ; WINNEBAGO [O:C] ADDS MOBILE PLANET TO GAME ; Power by Cedric Chin You have the power to move. When you activate this power, add a planet to the game and move up to four of your tokens from bases to it. When you are a main player, you may move this planet one hex to the right or left. This planet is considered to be a normal planet in the system it is in, except that you may force the attacking player to attack this planet if he may make a challenge there. This planet may be bombed (e.g.,. by the Terrorist), and is designated as the Winnebago planet. This planet may not be removed from play or destroyed. If you are Cosmic-Zapped or lose your power, bases on the planet are counted as if they were moon bases (moon bases do not count towards victory conditions, may not graft per Plant, and may not be granted as bases in a deal). History: Restriction: In a multi-power game, you may not also play the Plant, Disease, or any power requiring a base in another player's system. Wild: Once per challenge, you may switch all tokens on one planet with all tokens on another planet so long as you do not gain a base and each planet has tokens to switch. Super: You may move the added planet to your system at any time. ; WITCH II [O:C] CASTS SPELLS ; Power by Cedric Chin You have the power to curse. Whenever your opponent refuses to make a deal, you may cast a spell against him for the duration of the next challenge in which he is the main player. Whenever a main player refuses to invite you as an ally, you may cast a spell against him for the duration of the present challenge. For example, you can make all their Attack Cards worth 4 for the challenge. Each spell can affect only one of the following game operations: alien powers, token selection, token placement, cone placement, Attack Cards, Compromise Cards, alliances, consolation, Edicts, Flares, Moons, deals, and Lucre. Each type may be used only once (in any order) until you manage to cast spells which affect all types. Then you may work through the list again. If you lose your power (except to a Zap) your curse stays in effect. History: The Witches so concentrated their anger about life's injustices that their inner rage became a force they could project against others. Now they never seem quite as happy as when an ill turn of fate releases this power and they can bewitch their enemies. Wild: You can use your power if someone has played a Flare which prevents you from using your power or causes you to pay a penalty to use it. (You may thus use your power without paying the penalty.) Super: You may lift a curse which you previously made. ; WORLDSHIPS [M:9] WORLDSHIPS HEX ; Power by Cedric Chin You have the power of Worldships. You now use the Worldships 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, and after the Destiny Pile is reshuffled, you receive three Star Discs from the Destiny Pile. During your challenge, you may play (and discard) one star disc to override the color revealed by the Destiny Pile. When someone flips your color, you may play (and discard) one Star Disc to override the color revealed by the Destiny Pile. When the Destiny Pile is reshuffled, shuffle in any discs you have not used. History: Escaping from a dying planet, the Worldships live on, on huge mobile planets that move an attack and destroy anywhere they choose. Wild: When you are making a challenge, you may treat the color on top of the Destiny Discard Pile as the color you have flipped. Super: You need not discard the Star Disc played. ; WRAP [M:C] RECEIVES FALLEN TOKENS FROM PRAW ; Power by Cedric Chin You have the power of wreckage. The Praw collapses when the number of tokens in the Praw equals the number of players in the game times four. Whenever the Praw collapses, any tokens, except yours, all ready in the Praw go to your Star Disc. You may trade tokens on your Star Disc per the Assessor. When you draw this power, add the Praw to the game. History: Wild: Once per challenge, you may send two tokens from the Warp or any Star Disc to the Praw. Super: Whenever the Praw collapses, all tokens, including yours, all ready in the Praw go to your Star Disc. ; WRATH [M:C] MULTIPLIES ATTACK TOTAL BY NUMBER OF TOKENS IN WARP ; Power by Cedric Chin You have the power of revenge. When you are the main player, you multiply your Attack total by the number of your tokens in the Warp. Whenever a player retrieves a number of his tokens from the Warp, he may instead take a number of your and his tokens from the Warp equal to the number he would have retrieved. He then places any tokens of yours he took from the Warp on any of your bases. History: Wild: You may multiply your Attack card by the number of bases your opponent has in your system. Super: You may prevent others from removing your tokens from the Warp as a result of your power. ; ZAP [O:C] ZAPS ANY PLAYER ; Power by Cedric Chin You have the power of the Zap. Once per challenge, you may perform any one of the following Zaps: Cosmic, Edict, Flare, Moon, Asteroid, Kicker, or Challenge. Once you have performed on type of Zap, you may not use it again until you have exhausted this list. If you Zap a Challenge or Kicker, you must Zap it before it is revealed; it is then discarded. If you Zap a Challenge card, the player plays another one. History: Denied power, the Zap have managed to pervert their inabilities into an offensive weapon. Forever unable to twist the universe to through their own powers, they seek to do unto others as the cosmos has done unto themselves. Wild: This is an Un-Zap. Once played, you may return it to your hand. You may not Zap the Zap with this card. Super: You need not exhaust the list before Zapping again. ; ZAPPA [M:C] USES MOONS AS POWERS ; Power by Cedric Chin You have the power of Moon Units. At the beginning of each challenge, draw a moon and use its effects for the duration of the challenge. The number of tokens landing on the moon is equal to the number of home bases you have. Other players may not land on this moon and this moon is immune to moon zaps. History: A curious race dedicated to forms of communication and methods of appearance unknown to most of the universe, the Zappa not only wish to revolutionize the cosmos, but expunge disco as well. Wild: This is the Moon Unit Zappa. Once per challenge, you may replace any moon (except Zappa) with a new one. Tokens on the old moon are lost to the Warp. Or, if from the Power moon pile or discard your Moon Unit. You may draw new moons only between challenges. Super: You may choose not to use the effects of the moon you have just drawn. ; ZERO [O:C] MAKES PLAYER S TOKENS EQUAL TO ZERO ; Power by Cedric Chin You have the power of nothingness. Whenever you are a main player or ally, before tokens are placed in the cone, you may name one player whose tokens are worth either nothing towards the Attack totals, or nothing towards rewards and consolation. History: Wild: If you are a main player, before cards are played, you may make both you and your opponent's tokens worth zero towards either the Attack total or consolation and rewards. Super: You may declare before cards are revealed.