Copyright (C) 1991 by Ken Cox. Distributed as Freeware. Permission is given to copy, modify, and distribute this material freely provided this notice is retained. PRISONER RULES version 1.1, Oct 1991 Version 1.0: Initial release Version 1.1: Settled on method of determining capture challenges (one Destiny card of each color, same as Reverse Cone). Slight modification to the timing of the prisoner exchange (from "after disc flipped" to "after defensive player is determined", since the two do not necessarily coincide). Since Mayfair doesn't provide Star Discs, and since people complained that Star Discs were getting croweded, added "Prisons" (no actual change in rules, just in phrasing). Effects that allow a player to select tokens (e.g. Assassin, Bully, Super Vacuum) do NOT permit him to choose prisoners, even if the card is worded ambiguously; this changes the use of a number of Powers and Flares from version 1.0. Added play notes for the Mayfair Powers/Flares. A few other minor modifications. I wish to thank the many people who sent playtest results and suggestions for improvements. Unfortunately I didn't write down all the names.... ------------------------ EXPANSION SET CONTENTS: Rules for use of Prisoners; Capture Challenge Destiny cards, one for each hex color and one Wild Capture Challenge card; Prisoner Rulings cards; Prisoner Powers and Flares; one Prison for each player. ABOUT PRISONERS: Players hold prisoners (tokens belonging to other players) in their Prisons. Prisoners introduce another mechanism whereby tokens are removed from play and add another element to deals and the strategy of challenges. Certain Powers are designed to use prisoners, but any game can use them. SETUP: Shuffle the Prisoner Rulings cards into the deck before dealing hands. Sort out the Capture Challenge cards for those colors that are in the game and, if desired, the Wild Capture Challenge card, and shuffle them into the Destiny deck. (As in the case of Reverse Cone Challenges, there is one Capture Challenge destiny card for each color.) Each player takes one Prison and places it near his hex. PRISONS: Each Prison is considered part of the associated planet hex; if two players exchange hexes, the Prisons are also exchanged. Prisons do not count as planets or Moons. CAPTURE CHALLENGE: When a Capture Challenge card is flipped, the challenge proceeds normally with the indicated color as the destiny color; however, the challenge is now a Capture Challenge. A capture challenge proceeds normally until the challenge is resolved. Then: 1) If one player wins the challenge, all losing tokens of his opponent and allies are placed in the winning player's Prison instead of going to the Warp (or Void). The normal rules for consolation still apply, even though the lost tokens go to Prison instead of the Warp. 2) If the main players must make a deal, if no agreement is reached the tokens lost by each of the players as penalty for failure to deal are placed in his opponent's Prison instead of going to the Warp (or Void). (See below for Diplomat deals.) In a capture challenge only the losing tokens in the challenge (i.e., tokens in the Cone or defensive ring, defensive tokens on the planet, and Bullied tokens) are imprisoned; this includes Zombie tokens. Any other tokens lost during a capture challenge go to the Warp. This includes tokens lost when Powers such as the Assassin, Gambler, and Vacuum act, those lost to Flares such as the Wild Assassin and Wild Disease, and those lost to Edicts such as the Plague. In addition, when tokens go to a Prison instead of the Warp, powers that say "to the Warp" (Fungus, Healer, Void, Zombie, etc.) do not apply. PRISONER EXCHANGE: When playing with prisoners, the challenge sequence has an additional "exchange phase" which occurs just after the Cone is pointed (determining the defensive player) and just before allies are invited. If the Cone is later moved, or if the offensive or defensive players change, there is not an additional exchange phase. During the exchange phase, if either (or both) main player(s) has tokens belonging to the other in his Prison, the players engage in a "prisoner exchange" before continuing the challenge. In a prisoner exchange, the defensive player first has fifteen seconds to propose any legal exchange (see below). The offensive player may accept this proposed exchange without modification, or reject it; if he rejects it, he has fifteen seconds to propose a legal exchange, which the defensive player must then accept without modification or reject. Either player may choose not to propose an exchange; if the defensive player chooses not to propose an exchange, the offensive player is permitted to make a proposal. There is no penalty for choosing not to propose an exchange, or for rejecting an exchange. If a proposal is accepted, the players immediately implement it. The challenge continues normally after the exchange, whether a proposal is accepted or not. In a prisoner exchange, at least one imprisoned token (of any color) must be exchanged. The tokens to be exchanged must be specified in the proposal, either verbally or by gesture. The exchange may also include the trade of Lucre and cards drawn randomly from hands (offers of, or demands for, specific cards or types of cards are not permitted). The following are examples of legal proposals: "I'll give you a green prisoner in exchange for nothing." "I'll give you a red for a green." "All my prisoners for all of yours." "THESE" (selects some tokens in his Prison) "for THOSE" (points to some tokens in the other's Prison) "and a card." "I'll give you two of Oracle's tokens for three cards." "I'll give you two Lucre and a yellow prisoner for two of Zombie's tokens and a card." The following are not legal: "I'll give you an Attack 12 for two red prisoners." (You can't ask for a specific card.) "I'll give you a blue prisoner for an Edict." (You can't ask for types of cards.) "I'll give you four prisoners for three cards." (You must specify the tokens.) If either player is Silenced before an exchange is accepted, the exchange cannot take place; the decision to accept an exchange may be Negated. When playing with other expansion sets, use the rule that anything that may be exchanged in a deal (except bases) may be exchanged in a prisoner exchange. For example, if in the Technology expansion tech units can be traded in a deal, they may also be traded in a prisoner exchange. DEALS: Prisoners, as well as cards, Lucre, and bases, may be traded when players must make a deal. The word "deal" never refers to the prisoner exchange part of a challenge. TREATMENT OF PRISONERS: A player who receives his own tokens from a Prison, or who finds some of his own tokens in his Prison, immediately returns them to any of his bases; if he has no bases, the tokens must be put in the Warp. A player who receives prisoner tokens of other colors (in an exchange, capture challenge, deal, or for any other reason) places them in his Prison. Players may not release tokens from their Prison, or remove tokens from other player's Prisons except as part of a prisoner exchange or deal. RESCUING PRISONERS: Because of the "mini-Void" effects of the prisoners rules, players may wish to adopt the following rule: At the beginning of each of his challenges, a player may rescue a token from the Warp to a base, raise a token from the Praw to the Warp, or rescue one of his tokens from any player's Prison to a base. If you adopt this rule, note that imprisoned tokens may not be taken as defensive rewards or purchased using Lucre. Mobius Tubes and Warp Break have no effect on tokens in Prisons (unless the Force is with you, or the Witch curses them). PRISONER RULINGS -- Prisoner Rulings are cards which are shuffled into the deck and treated like any other card (subject to consolation, may be traded in deals, etc.). You play a Prisoner Ruling by putting it face up in front of yourself. Discard after playing. (Prisoner Rulings are thus used in a manner similar to Edicts, but they are not Edicts; in particular, the Mesmer may not change Rulings into other Rulings, and the Vulch does not pick up Rulings after they are discarded.) The Prisoners Expansion contains the following Rulings: 2 General Amnesty 2 Jailbreak 1 Prisoner Swap 2 Take Prisoners 2 Victory or Death 1 Commando Raid 1 Raid on Entebbe 1 Prison Deaths PostScript that generates the Rulings is available in "pr-rulings.ps". This file must be used with the font.ps and cards.ps header files. Prisoner Rulings are played as follows: GENERAL AMNESTY: Use "Amnesty" to free all prisoners from all Prisons. Each player receives all his imprisoned tokens and may return them to any of his bases; if a player has no bases, his tokens go to the Warp. You may play Amnesty only between challenges. JAILBREAK: "Jailbreak" frees all prisoners held in any one player's Prison; indicate which Prison when you use the card. All tokens in the Prison return to bases, or go to the Warp if the player has no bases. You may play Jailbreak only between challenges. PRISONER SWAP: Play "Swap" anytime between challenges. When you play it, all players have one minute to try to trade any prisoners they hold for other prisoners. All exchanges must be one token for one token, but the colors of the tokens do not matter. Players may accept or reject any offered exchange without penalty. No Powers, Flares, or Edicts may be used during the exchange. Note: All Powers, Flares, etc. that refer to a "prisoner exchange" refer to the prisoner exchange portion of the challenge, NOT to the exchanges of a Prisoner Swap. TAKE PRISONERS: Play "Prisoners" in any challenge anytime before cards are revealed. The challenge is then converted into a capture challenge. VICTORY OR DEATH: Play "VoD" in any capture challenge anytime before cards are revealed. The challenge is then converted into a regular (i.e., non-capture) challenge. COMMANDO RAID: Play "Commando" after a player wins a challenge (but not in a deal situation). All tokens in the losing main player's Prison that belong to the winning main player and each of his allies are returned to their owners. Other tokens remain imprisoned. RAID ON ENTEBBE: Play "Entebbe" between challenges. When you do so, you become the offensive player in a challenge to rescue prisoners held by any other player. You do not rescue/raise a token, flip the Destiny Pile, or engage in a prisoner exchange in this challenge. Put from one to four tokens into the Cone and point it at any other player's Prison. That player becomes the defensive player; he may put from zero to four tokens into the defensive oval of the Cone after you point it. You then proceed as in a normal challenge (starting from the invitation of allies). Powers, Flares, Edicts, and Kickers may be used as appropriate during the challenge. If you win the challenge, you and each of your allies receive any of your own tokens held in the defensive player's Prison; you then take any tokens that remain in the defensive player's Prison, as well as all tokens in the defensive end of the Cone, and put them in your own Prison. If the defensive player wins, each of his allies receives any of his tokens in the defensive player's Prison; the defensive player then puts all the tokens in the offensive end of the cone into his Prison. After the "Raid" concludes, play resumes where it was interrupted. PRISON DEATHS: Play "Deaths" at any time. Select one imprisoned token of each color and put it in the Warp. If a player has no tokens in prison, you do nothing for that color; but if a player has any imprisoned tokens, you must select one. You may take tokens from any prison(s). USE OF EXISTING POWERS AND FLARES WITH PRISONERS -- As general rules for interpretation: Imprisoned tokens never count as a base for the use of Powers, Flares, or Edicts. Imprisoned tokens retain their state. For example, Fungus stacks remain together in Prison, even if some of the tokens in the stack belong to the Prison's owner; Vampire slaves remain upside-down and are treated as Vampire tokens. Each imprisoned token counts as one token, whatever properties they normally have; each Macron token and each Fungus stack counts as a single token when it is in a Prison. "Tokens that go to the Warp" does not apply to tokens that go to prison; the powers of the Healer, Void, Zombie, etc. do not apply to imprisoned tokens. Similarly, "from the Warp" never means "from prison". With the exception of Bullied tokens, all tokens that are lost during a capture challenge for any reason other than direct involvement in the challenge go to the Warp, not prison. This includes tokens lost when Powers such as the Assassin, Gambler, Grudge, Skeptic, Terrorist, and Vacuum act. Tokens lost in a secondary challenge -- Boomerang, Pirate, Wild Warrior, etc., but not Timegash -- are imprisoned if the main challenge was a capture challenge. Effects that allow a player to select tokens do NOT allow him to take tokens from Prisons, even where the wording is ambiguous. The following additional clarifications for Powers are made; [E] applies to the Eon version of the power, [M] to the Mayfair, and [EM] to both. ASSASSIN [EM] -- May not assassinate a prisoner. ASSESSOR [E] -- Tax tokens are not prisoners. BOOMERANG [E] -- Destiny card for the main challenge determines the type of the Boomerang challenge. BULLY [E] -- Bullied tokens are imprisoned in capture challenges. Bully may NOT choose imprisoned tokens (despite wording of card). DICTATOR [E] -- Changes the destiny color, but not the type of challenge. DIPLOMAT [E] -- In three-way deals in a capture challenge, if Diplomat and main players fail to deal, the three tokens each loses are imprisoned by the involved player (Diplomat or main player) to the player's right. DRAGON [E] -- Does not receive Lucre exchanged for prisoners. EXTORTIONIST [E] -- Does extort cards exchanged for prisoners. FILTH [EM] -- May share prisons with other player's tokens. FORCE [E] -- May modify effects of Prisoner Rulings, including modifying General Amnesty and Jailbreak to include the Warp/Praw/Fan and modifying Mobius Tubes and Warpbreak to include Prisons. FUNGUS [EM] -- Does not adhere to losers in a capture challenge. Stacks do not break up in prison. Each stack in a prison counts as one Fungus token. GAMBLER [EM] -- Tokens lost when opponent calls bluff go to the Warp. GRUDGE [E] -- Grudged tokens go to Warp. HEALER [EM] -- May not heal tokens that become prisoners. JUDGE [E] -- Fiats may involve prisoners, i.e., "loser gives winner all the tokens he has imprisoned". Fiat may not cause tokens to be imprisoned (e.g. "winner imprisons all the tokens the loser has in the challenge"). LLOYD [E] -- If insured tokens are imprisoned, the insured player pays the Lloyd. MACRON [EM] -- Macron tokens in prison each count as one token. MESMER [E] -- Does not affect Prisoner Rulings; may not turn Edicts into Rulings. NEGATOR [E] -- May not negate the taking of prisoners, but may negate acceptance or rejection of an exchange proposal. PHANTOM [M] -- Ghost tokens cannot be imprisoned. PIRATE [E] -- Tokens lost in raid go to prison in a capture challenge. SIREN [E] -- Destiny card determines type of challenge when Siren lures. SKEPTIC [E] -- "Double-doubted" tokens in a capture challenge go to Warp. SYMBIOTE [M] -- Second-color tokens can be imprisoned; each counts as one Symbiote token. TERRORIST [EM] -- In capture challenge, winning player takes prisoners, then lands on the planet; only then do bombs go off and send all tokens on the planet to the Warp. VACUUM [EM] -- Does not take catharsis when his tokens are imprisoned. When he takes catharsis, the other players must select tokens from bases (despite wording of card). VAMPIRE [M] -- In a capture challenge, takes prisoners instead of slaves. Slaves remain slaves in Prison, and count as Vampire tokens; they are freed from the Vampire by Mobius Tubes or Warp Break but remain in Prison (unless they then belong to the Prison's owner). VOID [EM] -- In a capture challenge, takes prisoners instead of eradicating. VULCH [EM] -- Does not salvage Prisoner Rulings (even as Super Vulch). WARRIOR [E] -- Wild Warrior challenge is the same type as the preceding one. WILL [EM] -- Flips a card to determine the type of challenge. WITCH [E] -- Optionally add "curse affecting prisoners" to list. WRACK [EM] -- May NOT take opponent's tokens from any Prisons when torturing. ZOMBIE [EM] -- Can be imprisoned. The following additional clarifications for Flares are made; [E] applies to the Eon version of the power, [M] to the Mayfair, and [EM] to both. ANTI-MATTER [M] -- Wild Anti-Matter puts tokens in the Warp. ASSASSIN [EM] -- Wild Assassin put tokens in the Warp, not in Prison, but the winner of the challenge still imprisons the losing tokens. ASSESSOR [E] -- Wild Assessor captured tokens are not prisoners. BOOMERANG [E] -- Wild Boomerang does not prevent tokens from being imprisoned. BUTLER [E] -- Wild Butler may NOT secretly take his own tokens from Prison and put them in the Warp. CRYSTAL [E] -- Super Crystal arrangements occur before the prisoner exchange, and may include understandings about prisoners. DELEGATOR [E] -- Super Delegator does not delegate loss when imprisoned. DEMON [E] -- Wild Demon takes all tokens on planet prisoner if he wins in a capture challenge. DIPLOMAT [E] -- In Wild Diplomat deals, tokens go to the Warp. EMPATH [E] -- Wild Empath sends tokens to Warp. EXTORTIONIST [E] -- Wild Extortionist always sends tokens to Warp. FILCH [E] -- Wild Filch may NOT take his own tokens from Prisons to bases. FILCH [M] -- Wild Filch may NOT steal Rulings as they are played. FILTH [EM] -- Wild and Super Filth send tokens with no bases to Warp. FUNGUS [EM] -- Wild Fungus may not be used in capture challenge; the losing tokens must be imprisoned. Tokens captured with the Wild Fungus are returned to their owners (Eon) or put in the Warp (Mayfair) when appropriate, not in Prison. LOSER [M] -- When Wild Loser is used, each main player imprisons all tokens lost by the other side. PACIFIST [EM] -- Super Pacifist failing to deal in capture challenge gives one token to opponent for imprisonment and receives five. SUBVERSIVE [M] -- Wild Subversive tokens go to the Warp, not Prison. SYMBIOTE [M] -- Tokens on planet when Wild Symbiote is used do not go to Prison. TERRORIST [EM] -- Tokens held hostage by Wild Terrorist go to Warp. VACUUM [EM] -- Super Vacuum may NOT select prisoners. VAMPIRE [M] -- Super Vampire may not be used in a capture challenge. VOID [EM] -- Super Void does not eradicate tokens in a capture challenge. VULCH [EM] -- Super Vulch does not salvage Prisoner Rulings. WARRIOR [E] -- Wild Warrior challenge is the same type as the preceding one. WRACK [EM] -- Wild Wrack "power fee" tokens go to Warp. ZOMBIE [E] -- Super Zombie takes prisoners in capture challenge, not "zombie slaves". ZOMBIE [M] -- Tokens taken from Warp by Super Zombie are imprisoned in a capture challenge if the side loses. -------------------- PRISONER POWERS The powers are included in a separate file named "pr-powers". The file is in the ce-conv format, so you can run the file through that program and get PostScript that can be used with the cards.ps and powers.ps headers (available elsewhere in this archive). The powers all include histories and Flares, both Eon (multiple-use) and Mayfair (one-shot) styles. There's a total of eighteen powers, three of which are also Lucre powers. However, three of the non-Lucre powers -- Clement, Slaughter, and Philosopher -- are for all practical purposes identical and only one should be used, giving a total of sixteen powers.