You can also return to the CE Index or to the main Last Homely House.
ANCIENTS Keeps Own Flares You have the power of Eon. You need not discard any wild flare that you play. You may instead keep it to use in another challenge. However, the following flares follow the immortal words of use once and discard : Aristocrat, Darwin, Demon, Disease, Doppelganger, Dragon, Fate, Filth, Immigrant, Insect, Magnet, Praw, Replicant, Serpent, Vacuum, Vampire, Void, Wabbit. HISTORY: Eons ago, an alien power dominated the universe during an old Cosmic Encounter. After millennia of rule, they retired to the West End. Out of nostalgia for their history, they have returned to reconquer the universe only to find the universe once again at war. While the Ancient ones recognize some old foes, they are also met with new ones, and even though the rules of war have changed, their retention of the old ways will surely mean their ultimate victory. WASTREL Discards Own Hand You have the power to discard. As offensive player, you may discard your hand to get a new one after playing any appropriate cards. You may do this upon winning your first challenge but lacking a challenge card with the hope of getting one to do your second challenge. If you then do not get a challenge card, your turn ends. As soon as you are determined to be defensive player, you may play any appropriate cards, discard your hand, and get a new one. HISTORY: The Wastrels have no sense of conservation. They wantonly use what they need and rid themselves of excess. Quickly depleting their own reserves, they seek to exploit the resources of the cosmos. BEGGAR Uses Other Players' Lucre You have the power to panhandle. You start off the game with no lucre and do not receive any during the game. However, when you are required or have an opportunity to spend lucre because of a card, moon, another person's power etc., you ask another player to pay for you, which he must. If no player has enough lucre, what ever you need the lucre for is free. If for some reason you receive lucre during the game, you must immediately spend it. Any left over is saved until you can buy something, which you must. HISTORY: An alien battle over the Beggars world almost completely destroyed their planet. Left in utter destitution with no hope for an economy, the Beggars have no choice but to ask for handouts from others. Unfortunately, the Beggar's do not have the wisdom to save what little they receive. Only by cosmic rule will the Beggars finally have financial security. Use only in a game with Lucre BUREAUCRAT Enforces The Rules You have the power of red tape. Whenever another player breaks a rule he is not entitled to, you put any one of his tokens into the warp. Some common illegal rule breaks are: not putting tokens into the cone before pointing it at planet to be challenged, defensive player asks for allies first, token retrieved from warp is placed on the cone not a base, forgetting to return tokens to bases or discarding played cards, etc. HISTORY: Bureaucrats always have a conniption fit whenever people don't follow the most simplest of procedures because it always leads to confusion and delay. Once everyone follows the Bureaucratic way, then there will be happiness, and it will be mandatory! CONTINUUM Settles Game Play Disputes You have the power of arbitration. This is an extra power a randomly selected player receives at game set up. Whenever there is a disagreement among the players concerning game play, even if you re involved, you make the final decision for the solution. If zapped, all players must vote but you still break ties. This power is not effected by the number of home bases a player has. In any case, after the decision has been made, give this power to the player who lost out on the decision. If you decide against yourself, you keep this power. If Silenced, the player may still speak but only to use this power. HISTORY: Tired of the silly arguments of inferior races, the Continuum take it upon themselves to determine the rules of conduct for all. CHAMELEON Changes Colors Of Tokens You have the power of camouflage. When ever you are attacked on a planet where you share a base with other players, including offensive player, or in your home system even if you re attacked where you have no tokens, all other tokens change to your color. You then defend all tokens normally. Players whose tokens you defend may not ally voluntarily, except Parasite as per his power. However, their tokens retain any special characteristics. Ex: Macron tokens are still worth 4. If you lose the challenge, all defensive tokens go to the warp. If you win, owner's of other tokens do not receive any rewards. If you fail to deal, you lose 3 of your own tokens. HISTORY: The Chameleons, at the bottom of the food chain, developed the ability to hide in natural surroundings for survival. Since their enemies could not find them, their numbers grew until they overpowered their foes. Paranoid to the core, the Chameleons now hide among the Cosmos, waiting for their new enemies to destroy each other. Do Not Use With Reverse System Hexes CLOWN Destiny Determines Offensive Player You have the power to fool. Instead of the destiny pile determining the defensive system, it determines the offensive player who attacks the player whose turn it is in his own system. Clown does not come into play on wild cone or special destiny cards. On your turn, the destiny pile determines the defensive system as normal. HISTORY: Laughter is the best medicine, and the Clowns excel at it. Adept at the practical joke, the Clowns easily turn the tables on everyone. As everyone laughs at the Clowns antics, some begin to wonder why they feel they just got hit in the face with a pie. Do not use with Machine or Pod CRIPPLE Opponents Cannot Use Flares or Edicts You have the power to handicap. As main player, your opponent may not use any edicts or flares except to stop you from using this power. HISTORY: A genetic disease rare among the Cosmos had nevertheless infected the Cripples. Horribly malfigured, aliens have no choice but have pity and do not have the courage to take advantage of them. The Cripples hate this pity, but they ll show everyone they re just as capable as they are. In fact, they re better! DICE Rolls Dice In Challenges You have the power of chance. As main player, instead of playing challenge cards, you may have the challenge be determined by rolling dice. You roll three 6 sided dice and your opponent rolls two. Conclude the challenge normally. Any card, power, moon, or rule that effects challenge cards effect the dice as well. If necessary, players may write down dice rolls for future use instead of rolling where applicable. You need not get a new hand as main player when out of challenge cards. HISTORY: The Dice have no patience to wait for defense contractors to build their weapons. Instead, the Dice mastered the theory of numerological mechanics to do the work for them. While other aliens can grasp some of the laws, the Dice's knowledge of how wearing green can win a battle gives them the advantage. Do not use with Freak DOPPELGANGER Uses Opponent's Challenge Cards You have the power to haunt. In the beginning of the game, you do not receive a 7 card hand nor receive one during the game. Whenever you are main player and must play a challenge card, you may ask any one player for his highest Attack card and a Compromise card. If he only has one that's all he gives. Instead, you may draw from the deck until you get a challenge card, discarding all others. After the challenge is over, if given 2 cards, return the second card to the original owner. If you somehow receive cards during the game by other means, discard all challenge cards, but you may keep all others for later use. DARWIN Uses Flares As Powers You have the power of evolution. At game set up, there will be 30 Flares put into the deck. When you get a Wild Flare, you may ignore its effects. Instead, when you play a Wild Flare, you would get to use the power that is the name of the Flare. The Flare gets discarded as normal. Flare Zaps have no effect when you play a Flare in this way. While you still must abide by any time constraints of the various powers, you need not show you have a particular Flare until you actually use it. If there is a lien on your hand, you may still play a Flare Power but only if the power is actually used. Use of this power is allowed when opposing Cripple. Under Sanity, if you decide to use this power, you may play any number of Flare Powers you want. Under Insanity, you must as possible use at least one Flare power but you need not play all of them nor use them as regular Flares. You are permitted to use a Wild Flare normally instead of using the power. Should you get a Flare whose power can't be used because of ambiguity, not allowed because of another power in the game, or has a game artifact, you may exchange it with a random Flare drawn from the unused Flare deck. HISTORY: The Darwins believe that life forms develop from inferior predecessors. To prove their theory, they have perfected the science of advancing the evolutionary stages of alien DNA. However, the Darwins are eager to try to evolve already developed creatures. They ll just have to get volunteers from the cosmos. EINSTEIN Not Bound By Timing Rules You have the power of relativity. You are not bound by normal timing rules for game actions. You may place tokens into the cone out of order though not after challenge cards are revealed. You may also play all edicts, flares, moons, and powers at any time provided all conditions except for timing are met. Ex Playing a Mobius Tubes when another player asks for allies is ok. You may not take a turn or challenge out of sequence, thus Queue will still determine your turn order. However, a Timegash in the middle of a challenge is ok. You may play cards when there's a lien on your hand. Obvious powers must still be played before cards are revealed, such as Loser and Mirror. You may play a Cosmic Zap at any time. You need not be offensive player to play a Mobius Tubes. HISTORY: When the Einsteins failed to grasp simple mathematics, they determined it was due to the subjectiveness of their professors. They therefore created a New Math, freeing them from the stoic laws of the rest of the universe. Now they want to supplant those laws with their own. ENTERPRISE Controls Token Movement You have the power to transport. When any player returns tokens to bases for any reason, you decide to which bases they will go. Tokens must go to already existing bases. HISTORY: A long time ago, the Enterprises were interested in nothing but exploring new worlds and new civilizations. However, the newest generation would only deliver people they already knew to places they ve already been. However, this does leave Deep Space outposts poorly defended. ROOKIE Takes Back Game Actions You have the power of inexperience. Once per challenge, you may take back any one game action that you did regardless of how long ago you did it provided it was in the same challenge. Other players may not take back any reactions they may have done. For example, if you play a Flare but it gets zapped, you may put it back into your hand for use in another challenge, but the Flare Zap remains discarded. Perhaps as an ally you decide to take back your tokens after cards are revealed, unless forced by Magnet or Glue. You cannot take back any action that is mandatory. For example, as offensive player, you cannot take back your tokens after cards are revealed since committing tokens is mandatory. Even though the number you commit is voluntary, you still may not take back any tokens since it involved a mandatory procedure. It multi-power games, you may take back the use of another power after cards are revealed such as with Calculator or Mirror. If this power is zapped as you attempt to use it, deciding to take back that action would mean you decide not to use this power at all. It is the same as taking back your decision to use the Calculator or Mirror power. Therefore, the Cosmic Zap works anyway. HISTORY The Rookies only recently developed space travel and thus are inexperienced in knowing how things work in the Cosmos. When they realize they made a mistake, they call for a do-over to make things right. While this does cause complications for everyone else, they ask for understanding and say they are just learning. They promise that next time they will do things correctly. However, the Rookies know how to take advantage of always looking for new next times. EXPONENT Has A Hand Of Ten Cards You have the power ten. Your hand consists of 10 cards. At the beginning of the game, and whenever you get a new hand, you receive 10 cards. If you have 3 or less cards, even if you have challenge cards, you may proceed as if you have no challenge cards at the appropriate time. HISTORY: Like most aliens, the Exponents have ten digits at the end of each extremity. In fact, the first thing Exponent babies learn is how to count on them. Their own self-fascination dominates their lifestyle. They now seek to benefit the universe with their rule of ten. FATE Determines Destiny You have the power of destiny. Before the game starts, after the first player has been determined, you arrange the destiny pile as you wish. You also select the special destiny cards. During the game, when the destiny pile must be reshuffled, except by Super Crystal, repeat this process. You may look through the destiny pile at any time. HISTORY: Many an alien has bemoan his luck when enemies attack at the most inopportune time. Is it truly bad luck, or is there some sinister intelligence behind it? HEX Uses A Reverse System Hex You have the power of advantage. At game set up, you may choose any one of the reverse system hexes to be your home system for the entire game. This power is immune to anything that would prevent you from using this power. You are immune to the Wild Schizoid Flare. HISTORY: There is a vast region of space that defies the known laws of physics. Any alien who occupies it has a great advantage over those who live in the more common of solar systems. Use in games with multiple powers Do not use with Changeling, Gorgon, Insect, Link, Plant, Terrorist, or Reverse System Hexes FREAK Opponents Play Lowest Attack Card You have the power of low. As main player, your opponent must play his lowest Attack Card in any way he plays Challenge Cards. HISTORY: While many aliens can be considered ugly, the Freaks give them a run for their Lucre. Because of their pathetic appearance, their enemies feel overconfident and don't want to waste their more powerful weapons upon them. Naturally, the Freaks have no desire to inform them of their error. Do not use with Dice GLUE Moves Other Players Tokens You have the power to stick. From any place where you move tokens where other players have tokens, you must take with you as possible one player's token for each token you move. Different tokens may stick to different players tokens. If it causes a player to be an ally, he must despite Force Field or Magnet. Players may add tokens normally in a challenge, even for the opposing side. You may force a player to ally against himself. You cannot stick to Filth. HISTORY: The Glues fear isolation. Through out their lives each Glue has someone to be with. When they learned space travel, they saw how all the worlds were far from each other. The Glues want to save them from their isolation by being all over the place. Do not use with Sting HUMAN No Allies Or Deals You have the power of inferiority. Because aliens look down upon you, the following happens: You may not be asked to ally. As main player, neither you nor your opponent may ask for allies. Your opponent cannot collect consolation cards from you except per Ethic's power. You cannot make deals with other players unless it is by a power, card, or moon. Discard all Compromise Cards that you receive. HISTORY: After millennia of warfare, Humanity developed a world government and jump started their space program to boldly go where no man has gone before. Their lack of any nifty abilities bring scorn and laughter from the more advanced alien races. Having to explore space alone, the clever Humans will show who is the true master race. IMMIGRANT Shares Bases With Other Players You have the power to assimilate. If you win as offensive player for a planetary base, your opponent's tokens remain on the planet. As a losing defensive player for a planetary base, your tokens remain on the planet. Consolation is still taken as appropriate in either case. HISTORY: As the great cosmic war develops, countless refugees travel among the stars. While they have no desire to force others from their homes, neither do they want to leave their own. IMP Keeps Or Discards Compromise Cards You have the power of vice. As main player, you may either collect all Compromise Cards from all players or else give away all your Compromise Cards to other players. HISTORY: Pranksters to the core, the Imps delight in playful torturing. More then willing to take upon themselves other people's handicaps, they are just as quickly to bombard others with handicaps of their own. ILLUMINATI Makes Private Deals You have the power of conspiracy. You may have at your discretion a secret meeting with each player once during a challenge. Player status in a challenge is irrelevant, and a meeting may take place after challenge cards are revealed. Players may decline a meeting request. You and that player may have the meeting at some distance away from the game area, including another room. You both take with you all your cards, Lucre, unoccupied home system Moons, Power Cards, and anything written down like Terrorist's bomb list or Schizoid s winning conditions. In this secret meeting, you and the other player may try to develop a strategy for the current challenge and/or future challenges. You may also freely exchange any Lucre, cards, Moons, Powers, and/or written information as desired and agreed upon. Miser may exchange cards from his hoard. Neither of you are obligated to show the other player any of your cards, Moons, or written information. Other players are not told what gets exchanged unless and if such a change is noticeable when you return to the game area. Fnord example, it will become obvious if Powers are exchanged. Any deals agreed upon other than what gets exchanged are not binding. No one may gain a base through this secret meeting. However, the defensive player can agree to purposely lose the challenge in exchange for keeping his tokens on the base if not a Moon challenge or vice versa with resect to the offensive player keeping his tokens for purposely losing any challenge but again, it's not binding to let him keep his tokens should he lose. However, you would have to be a main player. Other players may not initiate any private meetings even if they are normally permitted through house rules or custom except with you. You may initiate a meeting with a player just after he does some action with the hopes of getting him to take back his action which he may do if he agrees. HISTORY: Ahem. Are you sure you are feeling all right? You mustn't be so paranoid. There is no conspiracy. It is a figment of your imagination. Please come this way. Ignore the men in the white coats. This is fnord your own good. Trust me. KAMIKAZE Purposely Loses Challenges You have the power to self destruct. As main player with tokens at stake in the challenge, after cards are played but before they are revealed, you may declare the attack to be a suicide mission. The cards are discarded and all your tokens and all your opponent's tokens go into the warp. Both you and your opponent are considered to have lost the challenge. However, all allies are considered to have won the challenge and get the base or rewards as appropriate. HISTORY: A deeply religious race, the Kamikazes do not fear death for they know that through martyrdom, they will truly be the universal ruler. LIBERAL Controls Other Players Thoughts You have the power of political correctness. Before each turn, you may secretly declare a word offensive to your feelings. For the rest of the game, any other player who says any of the offensive words or their derivatives must lose 2 tokens of their choice to the warp after announcing the offending word he uttered. Players may use alternative words even if an offensive word is necessary for their power. You may write down a list to help remember which words are offensive. HISTORY: The Liberals place the utmost value on good self-esteem. They view it distasteful for anyone to consider themselves better than others in any way. To ensure that no one feels bad, the Liberals seek to eradicate all insensitive thoughts. Of course, all thoughts that disagree with theirs are always insensitive. LINK Uses Allies' Powers You have the power of comraderie. As main player or ally, you may use one power of one player on your side of the challenge. Players maintain use of their own powers and timing conflict rules apply. You may use a power only available earlier in the challenge using the Insect vs. Loser rule. If linked to Changeling, you must swap this power with the opposing main player's power. If you lose the challenge when linked to Reincarnator and its incarnation, you must discard this power and get a new one. HISTORY: Lacking their own initiative, the Links borrow ideas from their friends. They spread among the cosmos so that they can learn from everyone. MAFIA Uses Attack Cards As Lucre You have the power of business. You may use any Attack card from 1 to 7 as Lucre. If paying to the bank, the card is discarded. If paying to a player, give him the card. Any change due is payed back in Lucre. You may spend regular Lucre with the card. Using a card this way does not count as playing a card. HISTORY: We are just a loving family. Family is important. We are just humble businessmen, but you know something? It really would be a shame if anything bad happened to you. Use only in a game with Lucre MASOCHIST Tries To Lose Own Tokens You have the power to hurt yourself. You are not bound by normal winning conditions nor Schizoid. Instead, you win the game if all your tokens are lost. This includes tokens in the warp, out of the game, or held by other players. This power is not bound by the number of home bases you have. HISTORY: The Masochists suffer from a neurological disorder where they derive pleasure from self-flagellation. However, some are beginning to wonder if it's really a religious ritual to bring forth their dominance in the universe. MERCENARY Gets Paid To Ally You have the power to be hired. If only one main player asks you to ally, if you agree to ally, he must pay you 4 Lucre. If he doesn't have enough, you may look through his hand and take any one card. If both main players ask you to ally, and you agree to ally, they must have an auction. You must ally with the highest bidder who must pay you his bid. You do not get paid in a forced alliance, but you may keep the Lucre if you are forced out of the challenge or delegated to main player. HISTORY: The Mercenaries hire themselves out to the highest bidder for they love to fight. However, their ultimate plan is to establish such an indispensable position in the universe so that they can turn the tables and force their former employers to fight each other in their arenas for their entertainment. Use only in a game with Lucre MAYFAIR Changes Rules Of Game You have the power to change the rules. In the beginning of each challenge, you may add, remove, or change any one game rule. This rule is made public and bound by all players. The rule may not duplicate any power currently in the game nor essentially nullify such a power. Changing the number of home bases to be able to use your power is ok. Also, you may not alter any conditions in winning the game. That perogotive is for the Schizoid. You may not change card values or instructions. You may not have a player essentially automatically win a challenge or the game. The rule may not single out any one player for better or for worse. You may not repeat a rule change. The rule change only lasts until the end of the challenge. HISTORY: When the Mayfairs came onto the cosmic scene, it brought utter disaster and chaos to the space/time continuum. Some alien races could not handle hit, being forced to change their way of thinking and doing things. One alien race even changed color! Only through a temporary truce could they stop the Mayfairs from completely ruining everything. However, while the Mayfairs have been contained, they still seek to change the universe to their reality. MUMMY Has Pre-selected Bases You have the power of embalming. At game set-up, you set aside any number of your tokens off the board. You also select a number of bases equal to the number of players in the game where you will have entombed tokens. Divide your set aside tokens among those bases secretly written down somewhere. When any player establishes a base on a planet as a result of winning the challenge or making a deal where you have a tomb, place the appropriate amount of set aside tokens there and establish a base. When you have no more tombs, if and when you have tokens in the warp, take them out, set them aside, and choose two more bases as tombs, and divide those set aside tokens as before. If you lose the use of this power, tombs will still open, but your tokens would then go into the warp. HISTORY: Before the current cosmic war, the Mummies explored the universe. Those brave souls who unfortunately passed away were buried among the alien worlds. Excelling in mummification, they knew that under the right circumstances, they can bring back to life their dead ancestors. What better way to honor them then by giving them the universe to rule? MERCHANT Spends Less Lucre You have the power of bargains. When you spend Lucre for a fixed price, even to another player, you need only pay half the amount rounded up. HISTORY: Always looking for bargains, the Merchants have excelled in being able to purchase items they need at the best price. Their excess cash will certainly help in buying off the cosmos. Use only in a game with Lucre PIRANHA Forces Players To Lose Bases You have the power to devour. When the destiny pile is flipped, if you share a base in the system indicated, and you have more tokens there than another player, you may put all of his tokens on that planet into the warp. The number of tokens other players have on that planet do not matter, but you may only use this power on one player on one base. For a wild or special destiny, if a system gets attacked, that is where you use the power. HISTORY: The Piranha are always eager to lend their fin in the spirit of friendship. However, their so called friends learn too late that they are actually the Piranha's prey. POD Uses Other Players' Tokens You have the power to impersonate. You do not have a system hex, tokens, or destiny color. Through out the game, if you have no tokens as offensive player, just point the cone as normal. Whenever you win the challenge as main player, flip over all losing tokens. They go/remain on the base and are your tokens for the rest of the game. Players can only get them back if they beat their own tokens in a future challenge. They would still go to the warp. Other of your losing tokens would also go to the warp but remain yours. Void and Fungus, for example, are forced to use their powers on their own tokens. Whenever you have tokens involved in the challenge, you may use any of the powers corresponding to the powers of the original owners of the tokens involved in the challenge, if the original players still have use of their powers. If any power combination causes a conflict of interest, you decide which power shall prevail, the other being ignored. A Cosmic Zap stops you from using those powers or collecting tokens should you win. You cannot be reincarnated. If this power somehow gets transferred to another player, you essentially switch everything. You get his powers, tokens, cards, home system, etc, and he gets whatever is yours. In games with Lucre, you will collect 4 Lucre plus 1 Lucre for each base you have on your turn. HISTORY: Many a general will get reports of unrest at a remote colony only to find everything is peaceful upon investigating the matter. Assuming everything is fine, the general leaves, ignorant of the fact that intelligent microorganisms have taken over. Do not use with Insect or Link NERD No Specific Player Status You have the power of no status. As main player, you may play cards and other of your powers only available as an ally. As an ally, you may play cards, except challenge cards, and other of your powers as a main player. Use normal timing rules in case of conflict. Your power works even for cards which are stricter. For example, you may play cards only available as an offensive player not only as an ally but also as defensive player. If you are playing with Lucre, you may purchase items with Lucre as an ally. HISTORY: The Nerds have become an outcast of the cosmic clique, never welcomed among the cool parties and celebrations. However, the highly intelligent Nerds use this forced segregation to their advantage by ignoring the accepted rules of etiquette and do anything they want. POSTMAN Other Players Must Wait For Cards You have the power of slowness. When any other player is entitled to cards from the deck, discard pile, another player, or unused flare deck, he does not receive it immediately. Instead, the cards are set aside out of play. The player does not receive them until the corresponding step in the next challenge. If the offensive player has no challenge cards, his turn ends, even if he must lose his entire turn. There are certain conditions which supersede your power: game set-up, Mutant using his power, Miser getting cards for his hoard, defensive player getting a new hand for lack of a challenge card, and any power where cards exchange hands but only if by use of power it must be carried out for challenge to continue. For example, if Trader trades hands, the cards are exchanged immediately because cards are needed to play challenge cards; however, Philanthropist's gift can be set aside until next challenge since even though the gift must be sent, it doesn't have to be played. HISTORY: Many a customer complain about late deliveries of packages, but the Postmen always say that it can't be helped due to the huge demand of their services. Their true motive, of course, is to get into a position where everyone would have no choice but to depend on the Postmen to be in charge of everything. PRAW Creates A Second Warp You have the power of abyss. When there are 15 or more tokens in the warp, they all leave the warp and go into the Praw. If any of those tokens are yours, you return them to bases. Anything that can take tokens out of the warp will also take tokens out of the Praw into the warp. However, if this puts the token count in the warp at 15 or more, they all go back into the Praw. If you lose your power, tokens remain in the Praw but are considered in the warp. HISTORY: Deep within the warp, unknown to the wisest of sages, exists another dimension where the remains of the departed go, unaffected by the latest warp-resurrection technology. What is even more dangerous, they don't even know it is expanding. PROGENITOR Has A Second Home System You have the power to uplift. You have a second system hex complete with its own tokens, cards, destiny color, powers, etc. You decide where to place it on the board. You play this system like a player normally would. Both system tokens may ally with each other but may not share cards. To win the game, either you or your second system must have 5 foreign bases, but not collectively. Bases in each other's system do not count. If you lose your power, everything regarding your second system is frozen until you get your power back, but players bases there still count for the win. If you or the second system draws the other in destiny, draw again. The second system is considered a game artifact. HISTORY: Much to everyone's denial, the Progenitors claim to be the first alien race of the universe, having created all the others. Ignoring their children s denial, the Progenitors continue their life-giving ways. They would be so proud if their child race gained dominance over the cosmos. Naturally, though, that child would always do what its parent says. SALT Main Players Discard Attack Cards You have the power of disarmament. As main player, before cards are played, if you have an Attack Card, you may call out disarm. Your opponent must discard his highest Attack Card, and you must discard any one of your Attack Cards. If, as a result, the offensive player has no Challenge Cards, his turn ends and tokens return to bases. If the defensive player has no Challenge Cards, he gets a new hand as normal. HISTORY: Long ago, the Salts were on the verge of destroying themselves. Through a necessary trust of their enemies, the Salts began a disarmament program. Finally able to breathe with a sigh of relief, the Salts now seek to disarm the universe. REPLICANT Copies Same Player's Power You have the power to duplicate. On each challenge, you may use this power as one of your other powers. That power can then be used twice in the challenge if appropriate. Ex: Negate twice, Snivel twice, Assassinate twice. Should the original power be stopped, you may still use it. To use this power as Changeling, swap this power with one of your opponent's. When replicating a power with an artifact, you are only replicating the power, not the artifact. Therefore, you get 2 of that artifact. Ex: Replicant/Schizoid means you have a set number of bases (both Replicant and Schizoid would have to be equal) but two different extra conditions that must both be fulfilled. Replicant/Progenitor allows the player 2 extra home systems. Replicant/Pentaform, Replicant has its own set of 5 powers. In games of 3 or more multi powers, you may switch between powers, but not in the same challenge. Any Replicant artifacts are frozen and not in play. You are not forced to replicate a power. You may replicate a power at game set up. HISTORY: Left by themselves, Replicants sit around and do nothing, but give them any attention, they will hug you, and love you, and call you George, and do everything you can do to have you like them. Use only in a game with multiple powers SUPERHERO Makes Defensive Player Win Challenges You have the power to rescue. When not a main player, after challenge cards are revealed, if the defensive player loses, you may replace his challenge card with one of your own so that the defensive player wins. You may then take a token out of the warp or card from the deck. HISTORY: Faster then a speeding Edict! More powerful than a 40 Attack Card! It's a Comet! It's a Flare! It's Superhero! A strange creature from another planet who seeks nothing but to save the innocent and the helpless. Of course, the Superhero can better protect everyone if they would all do what the Superhero wants them to do. SCAVENGER Takes Cards From Discard Pile You have the power of recovery. When you are to take consolation or rewards, you may instead take them randomly from the discard pile. You may use your power when opposing Human. HISTORY: Knowing that one alien's garbage is another alien's treasure, the Scavengers scrounge around the refuse of wasteful civilizations, hoping to find the goods necessary to force the entire universe to be their own garbage dump. SCOOP Commits Alliances You have the power of contracts. As main player, you always invite allies first. Your opponent may not invite to ally any player whom you invited to be an ally, regardless of whether or not that player allies with you. HISTORY: Always rushing to get the story first, the Scoop entice people to give them the exclusive. The Scoop use their privileged information to establish themselves in a position where nothing can happen without their knowledge, or approval. TOADY Helps Another To A Shared Win You have the power to kowtow. As soon as you get this power, you announce another player to be your lord. When your lord is main player, you may ally with him without being invited, but may not voluntarily ally against him. Also, before cards are played, you may show your lord any of your cards. He may take them as a group if he wants. As main player, if you pick your lord s color in destiny, you may only attack a different player in his system. If not possible, flip again. If your lord wins the game, you share the win. HISTORY: The Toady recognize that they lack the skills to make excellent leaders. However, they know how to placate the most irritable of people. While anyone would welcome such willing servants, they soon find it bittersweet when they realize they have no choice but to share their authority. TWINS Keeps Lost Tokens You have the power of replacement doubles. When you lose tokens to the warp, instead, flip them over. If they were on a planet, they remain, else they return to other bases. These flipped tokens count as your tokens in every way. When flipped tokens must go to the warp, they then do so reflipped. The act of flipping can effect things like Terrorist's bombs. Also, anything that can release tokens from the warp can reflip flipped tokens. Glue's power can't do this, but tokens glued to the warp are not flipped and remain in the same condition upon leaving the warp. When applicable, losing unflipped tokens go directly into the Void. HISTORY: Aliens do a double take when they see their enemy whom they just sent to the warp alive and well as if nothing has happened. The Twins are determined to never leave. VENTRILOQUIST Risks Another Player's Tokens You have the power to throw your voice. As offensive player, instead of putting tokens into the cone, you select another player, not defensive player, to risk his tokens at a number you specify. That player chooses the tokens. Those tokens then count as yours in every way. The dummy is not considered involved in the challenge in any way at this time. He may not ally normally. However, if you win the challenge, you must put the same number of tokens on that base as well. Only you get the base in moon challenges. The dummy returns his tokens to other of his bases. HISTORY: Aliens go about their business in their cosmic struggle for universal dominance. Some are beginning to wonder, however, if there is really someone else who is pulling their strings. TRAITOR Opponent's Tokens Help Win Challenges You have the power of treachery. As main player, if both you and your opponent reveal Attack Cards and you lose, if the difference between the challenge totals is less than or equal to the number of tokens your opponent and his allies have in the challenge, then you win the challenge. This comes into effect after all other challenge manipulations, including Loser. HISTORY: The Traitors are adept at convincing the lower ranks of their enemies at how under appreciative they are. They thus learn their enemies secrets and win all battles. WABBIT Gains Many Tokens You have the power to breed. At the start of each of your turns, for every 2 tokens you have on all your bases, rounded down, you may place one token there from those not in the game. This is immune to effects such as Terrorist s bombs. When there are no more tokens, use Lucre counters. The added tokens/counters are now considered your tokens for the rest of the game. HISTORY: They re cute. They re fuzzy. They re disgustingly affectionate. They breed profusely. They just keep going and going and going. Soon there will be no room for anyone else in the universe, not that they ll ever notice. That is why many an alien will sing, Kill the Wabbit! Kill the Wabbit! Kill the Wabbit! Kill the Wabbit! WEREWOLF Moons Help Towards Win You have the power of moons. All moon bases that you have outside your system count towards the win. You are still bound by Schizoid. Moon Base Omega counts as only one base. You may also recycle moons. That is, as offensive player, if you have a moon base in the defensive system, you may abandon the base and reestablish it in that challenge and have the moon's effect take place again. HISTORY: Normal people by day, at night, the Werewolves undergo a painful metamorphosis into horrible creatures on site of a full moon. Achieving space travel, they are in an eternal night with full moons all over the place. Now permanently transformed into those horrible beasts, the Werewolves ravage the cosmos, making everyone loony. Use only in a game with Moons Xx Switches Revealed Challenge Cards You have the power to double-cross. As main player, if you reveal a Compromise Card, you may do one of the following: exchange it with an Attack Card from your hand, exchange your opponent's Attack Card with a Compromise Card from your hand, exchange your opponent's Compromise Card with an Attack Card from your hand. No other power can prevent the replacement. Also, as main player or ally, you may take any Compromise Cards discarded by other players. HISTORY: Upon first reaching space, the Xx made peace with an alien race, who immediately betrayed them and conquered their planet. After centuries of resistance, the Xx overthrew their conquerors. Once again in space, they remember the lesson their oppressor taught, and teach it well. ARCHAEOLOGIST Bases Provide Extra Income You have the power of discovery. When you collect Lucre for income, you receive three Lucre plus two Lucre for each home base you have and one Lucre for each foreign base you have. When other players collect Lucre for income, they must pay you two Lucre for every base they have in your system else lose the base. Tokens return to other of owners bases. HISTORY: The Archeologists are able to dig up the ruins of other civilizations to learn from them. However, they have also learned that many an alien are willing to pay for the various old relics that they find. Who are the Archeologists to deny others their quest for knowledge? They really (snicker) aren't in it for the money, after all. Use Only In A Game With Lucre ATOM Edicts And Flares Add To Challenge You have the power to explode. As main player, after challenge cards are revealed, for every Edict you discard from your hand, add 5. For every Flare that you discard, add 10. You may not also play the Edict or Flare. You may use this power when opposing Cripple. HISTORY: After millennia of nuclear warfare, the Atoms have become quite radioactive. Now even their most conventional of weapons can be used to ensure mass destruction. GROVEL Can Beg Opponents To Reconsider You have the power to plead. As main player in a challenge, you may beg any player to modify his actions immediately after he takes them. You may ask him: to point the cone at a different planet in your system, not to use a card just played (You may only plead about each type of card once.), not to use an optional Alien Power; not to invite allies, and if your opponent wins the challenge, to allow the tokens you lost in the challenge to return to other of your bases instead of going into the warp. If he agrees to your request, you may plead once more in the challenge. You may no longer plead once your second request is granted. If a request is refused, the refusing player must put one of his tokens into the warp. You may plead later on a different subject. If refused again, that player must also put a token in the warp, and so on. HISTORY: Overawed by the vast power of other Aliens, the Grovels adopted an attitude of excessive, even subservient, politeness. When attacked, they beg their opponents to show mercy. When their requests are met, the Grovels are placated, but when refused, they strike out violently and increase their demands. CANARY Commits Tokens Later You have the power of timidity. Whenever you put tokens onto the cone, only put in one token. When challenge cards are revealed, evaluate challenge totals normally. You may then put up to three more tokens into the cone and reevaluate challenge totals. You need not put in the extra three tokens at once. You may put in one and wait to see if anyone is going to play a Flare, for example. When all players have declared they will not play any more cards, you may put into the cone any of the extra tokens you have left. At this point, no other player may play any cards unless it is to stop you from using this power until the challenge is concluded. HISTORY: The Canaries are an extremely terrified race. While they must be brave enough to encounter the vast dangers of the cosmos, they prefer to test the waters before finally committing themselves to take action. They'll only feel completely safe when they are in total control. Do Not Use With Crystal PALADIN Plays Flares For Other Players You have the power of chivalry. You may take the top Flare from the unused Flare pile, look at it, and put it aside. In between challenges you have the option of discarding it, but not onto the discard pile, and select another Flare. Once per challenge, at any time and special conditions that particular Flare allows, you may play it for another player, regardless of your involvement in a particular challenge. That player would then get the benefit of that Flare. He cannot refuse and must abide by it. If the Flare requires a particular target for it to take action, the player who is getting its benefit decides. You are permitted to offer a suggestion. However, you may override his decision if it causes you to lose tokens, a base, Lucre, a challenge, cards, etc. unless you don't particularly mind. You would then select the target. Ancients does not get to keep the Flare, Darwin cannot make it a power, and you may play the Flare for a player opposing Cripple. After the Flare is played, you may put it in your hand for your own future use. You would then select another Flare from the unused Flare deck as before. Your Paladin Flare is immune to the Flare Zap only. A Cosmic Zap not only prevents the Flare from being played, but also get discarded onto the discard pile. However, you would then select another Flare when your power is available again. Should you get the Human or Masochist Flare through your power, you immediately discard it, but not onto the discard pile, and select another Flare. HISTORY: The gallant Paladins travel the Cosmos in a holy quest to do good. Their hearts and souls pure, they are content with the knowledge that their unselfish acts bring delight upon all they encounter. VIOLIN Chooses Consolation Cards You have the power of pity. As main player, when you collect consolation cards, you may look through your opponent's regular hand and choose the cards you want. When your opponent collects consolation cards from you, you select the cards he gets. HISTORY: When something goes wrong for the Violins, they play music to enhance the effect to impress upon others the sadness they feel. They use the music to distract their enemies as they take away their strengths for themselves to use. Do Not Use With Insect GALACTICA Tries To Get Back Home Bases You have the power to go home. At game set up, take 5 moons and place them over any 5 bases in other players home system and place 4 tokens on each. These are not moons. They are treated as bases in every way. Therefore, you are sharing the bases with other players. These bases are considered your homebases in terms of collecting Lucre, being able to use your power, and any card that specifies home bases. As offensive player, if you draw your system color, proceed as any other player normally would when drawing your own color. Upon drawing another player's color, if you have a home base there but had lost it, you may challenge the defensive player there to get it back or instead, challenge him on a planet in his system as in a regular challenge. When another player draws his own color in destiny and you have a home base there, he may attack you as normal. If he draws your system color, again he attacks you as normal. However, if you win the challenge, you may establish a base on any planet in your home color system. You have two ways of winning the game. Either gain 5 foreign bases where your original home bases do not count, subject to Schizoid, or have all 5 of your home color system bases, not subject to Schizoid. You have use of your power by having at least 3 home bases of either your originals and/or home color system. If the Wild Void Flare is used on a planet in your home color system, you may still win the game by having bases on the other four planets. You cannot be reincarnated. HISTORY: Eons ago, the Galacticas home world was detroyed, forcing them to live among others in the cosmos. However, their legends tell of a lost tribe who left for the stars long before then. They hope to one day reuinite with that lost tribe for surely they ll have the power to ensure no one can harm them again. Do Not Use With Changeling, Insect, Link, Plant. Or Reverse System Hexes QUITTER Leaves The Game You have the power to quit. At the end of your turn, you may quit the game. When you quit you must discard your hand. All other players with tokens in your system must return them to bases. Your color is ignored in the destiny pile, but will be reshuffled in when applicable. No other player may benefit in any way from your tokens. All your tokens are returned to your home system including from Fungus, Vampire, and Void. Your tokens and home system are out of play. Other players may not effect them in any way. After one round of play when it would have normally been your turn, you reenter the game. You get a new hand. You also establish a number of foreign bases equal to the least number of foreign bases another player has, not counting moons. You may establish these bases anywhere. Play then resumes starting with your turn. You do not have to quit if you do not want to. You can only be zapped when attempting to quit, not reentering the game. When you are not in the game, you may not interfere in any way. HISTORY: The Quitters are always more than willing to join in fun and games, but when they realize they are in last place with no hope to win, they leave in disgust complaining about the unfairness of it all. However, they soon forget what they didn't like, miss the activity they were in, and return. As hard as Aliens try, no one can spot the Quitters until it's too late. The best they can do is placate them and hope the Quitters don't rub it in should they win. BUCK Tokens Come Back Later You have the power of the future. When ever you lose tokens to the warp, instead, set them aside and out of play. Write down the number of tokens you lost, from where you lost them, and the order in which you lost them compared to later tokens you may lose. For all such tokens, whenever a special destiny or comet is flipped in the destiny pile including Power Rewop or Power Outage, return those tokens that were gone the longest to exactly where they were before they had to go to the warp. If they return to the cone, they effect the challenge for the appropriate side they are on. You may still ally normally on either side. If they were offensive tokens, they become offensive allies unless you re the offensive player when they return. Tokens that would return to a moon occupied by another player return to your bases instead. However, if they return to an empty moon, that moon's effect takes place again. You can only be zapped at the time tokens would go off board, not upon returning. If for some reason you do not have your power, lost tokens go to the warp as normal but returning tokens still appear where they were lost. HISTORY: The Bucks have an uncanny ability to avoid the dreaded warp. They lose their way. The only thing they can do is go home, not realizing that a long time has passed and are now in their future. They don't know what to expect upon their return. They might even hurt their descendants, but at least they ll be there to pick up the pieces and return home to a hero's welcome. Do Not Use With Fate Or Serling SPOILER Ends The Game You have the power to party poop. At game set up, select any card in the bottom half of the challenge deck and turn it face up, leaving it in the challenge deck. During the game, when any player gets that card, the game ends and you win, despite the Schizoid. When any player is entitled to cards from the deck but not from the top of the pile, he may not select that card. If zapped or somehow don't have your power when someone gets that card, select another card from the bottom half of the remaining deck when you get your power back. HISTORY: It never fails that when everyone is having fun, there is always someone who has to leave right in the middle because it's getting late . This ruins the fun for everyone else, but the Spoiler doesn't care. DM Chooses Power You have the power of planning. At game set up, after everyone has chosen their powers and you know what they are, you may select any power from the unused powers to be your power for the game. HISTORY: The DMs ability to know the strengths of their enemies before battle even starts will surely mean their victory because they can then select their own strength that others cannot cope with. Do Not Use In games With Hidden Powers LAWYER Compensated For Losing Tokens You have the power to sue. You may force a player to pay you one Lucre for every token you lose to the warp, two Lucre for every token lost to another player's control but not the Praw, and four Lucre for every token permanently removed from the game. If no player has enough Lucre, get the Lucre from the bank. HISTORY: The Lawyers are quick to follow the injured to file a complaint against those who caused them their injury. Their greed is such that they now emasculate themselves to get the quick cash. Use Only In A Game With Lucre ECONOMIST Prices Increase You have the power of inflation. On each of your turns, when all players gain Lucre through income, they get 1 Lucre more, cumulatively. On each of your challenges on your turn, all Lucre prices, including powers, increase by one, cumulatively. All other players pay the inflated prices. You may pay the regular price as normal. HISTORY: The Economists are masters at the art of interstellar commerce. They use that knowledge to direct markets for their own economic advantage. Use Only In A Game With Lucre MURPHY Game Play Mistakes Remain You have the power to go wrong. Through out the game, if a mistake has been discovered, you may prevent its correction even if a rule is broken. If a player wants to change his mind for a game action already done or mentioned, you may force him not to. If a player realizes he could have done something but it is too late, you may prevent him from doing it even if other players would allow him or it was a mandatory power. In case of Terrorist forgetting there was a bomb on a planet, the bomb would remain. HISTORY: Many an Alien curses himself when something goes wrong in their daily routines or plan of action. While they try to recover from their errors, some are beginning to wonder if there is really an unseen force behind it all. HULK Uses Compromise Cards As Kickers You have the power of muscles. As main player, you may play Compromise Cards as if they are times two Kickers. If zapped, you must discard the Compromise Card. HISTORY: The Hulks are a peaceful race, but when angered, transform into powerful monsters destroying everything in their path. POLITICIAN Allies Don't Go To Warp You have the power to campaign. As a main player, if you lose the challenge, your allies do not go to the warp or other players as in Fungus or Void. They may return them to bases. If you win the challenge, for every token you have in the challenge, you may take a token out of the warp or card from the deck, immune to the Cosmic Gas. You need not have had allies for this ability. HISTORY: The Politicians travel the cosmos promising security for the votes of confidence of others. In the meantime, they secretly dip into the cosmic pool of resources for their own corrupt plans of domination. BANKER Loans Lucre To Players You have the power to mortgage. Any other player may borrow Lucre from the bank by putting their tokens up for collateral. They must give you one of their tokens for every 4 Lucre, minimum 1 token at least, that they borrow. Put the tokens off board and out of play. A player may borrow as often as he wants, even if you already have one of his tokens. However, players do not get back any of their tokens until they pay back in full their entire loan plus 25% interest, rounded to the nearest Lucre, minimum of 1. If Economist is in the game, the interest remains at 25%. The loan is paid back to the bank, but you collect the interest. Once a player has paid back his entire debt he will get back all of his tokens. A player need not pay back the entire loan at once; he may pay in installments. You may only be zapped at the time the loan is made. If you lose your power, you may not loan out any more Lucre, but players must still pay back outstanding loans, and you still collect the interest due. A player cannot win the game if he owes Lucre. HISTORY: The Bankers loan out money to cash starved Aliens who need it to finance their war plans. However, the Bankers use this leverage upon them to control the war effort for their own ends. Use Only In Games With Lucre GITH Warp Counts As A Base You have the power of limbo. When you have tokens in the warp, it counts as a base towards the win. You must have tokens in the warp to win the game. You may only move tokens into and out of the warp as any player normally would. Other players may challenge your warp tokens on any Wild Destiny or the Warp Challenge Special Destiny, ignoring its directions. If you win the challenge, proceed as if you won defensively on a regular base. If you lose the challenge, your opponent and his allies get a base anywhere in your system, and all your tokens are released from the warp. Return them to bases. HISTORY: The Gith know that everyone winds up in the warp. They utilize this eventuality by preparing the warp as their headquarters for universal domination. SERLING Players Choose Defensive Player You have the power of the twilight zone. At game set-up, the destiny pile consists of four colors of each player, the two wilds, one comet for each player plus one, and one special destiny for each player plus one. Shuffle the destiny pile and deal 6 to each player. You get the extra four. These destiny cards are not part of anyone's regular hand in any way. Now, when the offensive player would normally flip the destiny pile, he instead plays one of his destiny cards, with a comet is optional, to determine whom he will attack. A player may play a destiny card of his own color only if he would be making a challenge in his own system. Destiny based powers proceed as if that destiny color was normally flipped. If for some reason the offensive player does not have a destiny card that allows him to make a challenge he does not get one, though he may still take a token out of the warp and collect Lucre if applicable. His turn then ends. When you do not have a destiny card that allows you to make a challenge or you are the only player who has such a destiny card after finishing your turn, choose new special destiny/comet cards, shuffle all destiny cards, and redeal six destiny cards to each player, again keeping an extra four. You may cancel any destiny card played by another player by playing one of your own. That player would then have to proceed as if the destiny card you played is the one the player had played. You may also play a comet on someone else's challenge or even to override a comet another player has played. A Cosmic Zap can stop you from cancelling another player s destiny card, your play of a comet on another player's turn, or reshuffling the destiny cards when you re out of them on your turn provided at least one other player has playable destiny cards. The destiny pile only returns to normal when this power is permanently removed from play or you don't have it for lack of home bases. However, when you get your home bases back, reshuffle and deal the destiny cards as before. HISTORY: There's a fifth dimension between an Alien's mind and his imagination. You never know just when you cross over, but when you do, expect the unexpected. Do Not Use With Dictator, Fate, Hex, Pod, Or Reverse System Hexes UFO Shares Tokens With Other Players You have the power to abduct. As offensive player or ally, take one token on the defensive base (it does not have to be the defensive player) and put it on your star. At the beginning of each of your turns, wherever you share bases with players whose tokens you have taken, you must return them to among those bases but flip them over to designate their new status as hybrid tokens. These hybrid tokens are to be considered as your tokens in every way for the rest of the game. However, those tokens still count as regular tokens for their original owners. Therefore, you both get to use the tokens in every way tokens are used. Use the timing conflict rule with the Insect vs. Loser clarification when it becomes necessary to determine who may move and get the use of a token first. For purposes of play, that token then only counts for that particular player, such as getting defensive rewards as a winning defensive ally for example, but it still counts as occupying a base for both players. If you lose the use of your power, you do not get the use of these hybrid tokens, but you do regain their use when you get your power back, but you keep any tokens still held on your star. If a token should have a special characteristic because of another power, that token only has that characteristic when that other power is used. HISTORY: Many an Alien claim to have been kidnaped by flying saucers and subjected to horrible experiments. While their friends laugh at such a preposterous story, those experiments prove fruitful in the birth of new life. METEOROLOGIST Bases Have Weather Conditions You have the power of weather. At the start of each challenge, all players roll a 6 sided die to determine what weather condition will effect their home system for that challenge. You will have some immunity on the particular weather condition. 1 - Sunny - The challenge is carried out as normal. 2 - Rainy - All Offensive tokens are half their value unless you are on the Offensive side. 3 - Hail - All Offensive tokens are worth twice their value unless you are on the Defensive side. 4 - Foggy - All Defensive tokens are worth half their value unless you are on the Defensive Side. 5 - Blizzard - All Defensive tokens are twice their value unless you are on the Offensive side. 6 - Hurricane - No player may get a base in this system for any reason. Destiny is flipped again if necessary. You may ignore the Hurricane. Tokens worth twice their value allow the player double the amount of rewards or consolation. Tokens worth half their value limit the player to half as much rewards or consolation, rounded down. HISTORY: Nature has a way of helping or hindering Aliens in their quest for dominance. The Meteorologists can shape it for their own advantage.
FLARE HEX Power Of Advantage Wild: You may use your power regardless of the number of home bases you have. Super: You may use this card as an Attack 20, though it remains a Flare.If zapped, discard this Flare and select another Challenge Card. You may get a new hand if necessary. FLARE TRAITOR Power Of Treachery Wild: As a winning ally, you may have your side lose the challenge. Super: As an ally, your side wins the challenge if the difference between the challenge totals is less than or equal to the number of tokens on the opposing side. FLARE MUMMY Power Of Embalming Wild: When you get a new hand, you may randomly take the cards from the discard pile. Super: You may open any one of your tombs and establish a base now. FLARE TWINS Power Of Replacement Doubles Wild: You may retrieve all your tokens from the warp, Void, Fungus, etc. and return them to bases. Super; You may reflip all your flipped tokens immune to effects like Terrorist s bombs. FLARE CHAMELEON Power Of Camouflage Wild: If your color is flipped in the destiny pile, you may change it to another. Super: You may change your power to be the same as another power in the game for one challenge. Your power takes precedence at your discretion. FLARE PROGENITOR Power To Uplift Wild: As main player, you may use a randomly chosen power from the unused powers deck for one challenge. Super: If you and your second system collectively have 5 foreign bases, you win the game, despite Schizoid. FLARE BUREAUCRAT Power Of Red Tape Wild: As offensive player, if you won your first challenge but have no challenge cards, you may get a new hand and have your second challenge. Super: The offending player loses three tokens of your choice to the warp. FLARE BEGGAR Power To Panhandle Wild: As main player, you may prevent your opponent from spending any Lucre unless he's forced to. Super: As main player, you may ask any one player for all his Lucre which he must give you. FLARE IMMIGRANT Power To Assimilate Wild: Swap bases with any one player. All tokens are exchanged. You choose the bases. Super: As a winning defensive ally, you may also establish a base on the defensive planet. FLARE MASOCHIST Power To Hurt Yourself Wild: As soon as this card enters your hand, lose a base. Tokens go into the warp. Do not discard this flare. When you must get a new hand, even by a Hand Zap, gives this card to a player who didn't just give it to you. Super: Put 4 tokens into the warp. FLARE IMP Power Of Vice Wild: You may give away all your cards among the other players. Super: You may collect all cards from all player's except the Miser s Hoard. Extortionist may not extort. FLARE MERCHANT Power Of Bargains Wild: You may purchase cards randomly one at a time from another player. Pay him 2 Lucre per card. Super: Pay 1/3 the price for a fixed amount, rounded down at a minimum of 1 Lucre, for the rest of the challenge. FLARE DARWIN Power Of Evolution Wild: You may use your power as if you had it's Super flare. Super: You may use the Super of all your flare powers. FLARE LINK Power Of Comraderie Wild: As main player, your allies may give you any of their cards. Any you don t use return to original owners. If not given any cards, you may keep this flare. Super: As main player or ally, you may use one power of each player on your side of the challenge. FLARE CRIPPLE Power To Handicap Wild: As main player, you may prevent your opponent from using one of his powers. Super: As main player or ally, your main player opponent may not play any Edicts or Flares nor use his powers. FLARE EINSTEIN Power OF Relativity Wild: You may have the defensive player go before the offensive player in timing order. Super: If invited to ally, you may wait until after cards are revealed before committing tokens. FLARE GLUE Power To Stick Wild: For every token another player moves where you have one, you may move up to an equal number with them. You may ally against yourself. Super: One of your tokensmaystick to as many tokens as you want, not necessarily of the same player. FLARE FREAK Power Of Low Wild: As main player, your opponent may not play his highest attack card if he has another. Super: You may give your opponent your lowest attack card. If it's lower than his lowest, he must play it. FLARE SUPERHERO Power To Rescue Wild: When another player loses tokens to the warp you may have that player keep his tokens. Super: When not a main player, you may come to the rescue of the offensive player. FLARE MERCENARY Power To Be Hired Wild: You may sell any of your cards. Super: After collecting the Lucre or card, you need not ally at all. If both main players invited you to ally, you may ally on the other side but for free. FLARE ENTERPRISE Power To Transport Wild: You may redistribute all your tokens among your bases. Super: After a player has put tokens onto the cone, you may return them to his bases. You then select an equal number of his tokens to put back onto the cone. FLARE VENTRILOQUIST Power To Throw Your Voice Wild: If both main players invited you to ally, you may ally on both sides. Super: If you win the challenge, your dummy does not get the base. He returns his tokens to his own bases. FLARE WEREWOLF Power Of Moons Wild: You may randomly select a moon from the unused moons and put it in your system hex. Super: You may exchange the moon you re about to occupy with any moon of your choice from the unused moons. You may see the original moon first. FLARE DOPPELGANGER Power To Haunt Wild: When you are not a main player, you may play the hand of a player who has a base in your system. Return his hand at the end of the challenge. Super: You may take any one player's regular hand and make it your own. Discard all Challenge cards. FLARE SCAVENGER Power To Scavenge Wild: When someone takes consolation cards from you, you choose the cards he gets. Super: You may discard your hand and take any 7 cards you want from the discard pile. FLARE SCOOP Power Of Contracts Wild: If you invited allies but receive none, your opponent's allies must return their tokens to bases. Super: You may prevent your opponent from inviting allies. FLARE SALT Power Of Disarmament Wild: As main player or ally, you may force your opponent to reveal his highest Attack card. Super: When you calldisarm , you may announce any number of Attack cards up to what you have. You discard that many and so does your opponent but from his highest Attack cards. FLARE PIRANHA Power To Devour Wild: As a winning ally, you may put all tokens in the challenge of other winning allies into the warp. They do not get the base or rewards. Super: You may use your power now on all shared bases for all players where you have more tokens. FLARE WASTREL Power To Discard Wild: You may have a player discard his hand. Super: You may keep any non-challenge cards when using your power. FLARE FATE Power Of Destiny Wild: You may remove any one destiny card from the destiny discard pile to out of the game. Super: You may reorder all the destiny cards now. FLARE ETHIC Power Of Guilt Wild: When you take new cards from the deck into your hand, you may feel guilty and give away any or all of them. Super: You may collect consolation when you lose a challenge even you played an Attack card. FLARE WABBIT Power To Breed Wild: Take a moon from the unused moons, put it on your hex, and put some of your tokens on it. It is not a moon. It is forever more a 6th planet in your home system. Super: You may breed your tokens in the warp. FLARE POSTMAN Power Of Slowness Wild: You may force someone to wait until the corresponding step in the next challenge to take tokens out of the warp. Super: The set aside cards get lost into the discard pile. FLARE PRAW Power Of Abyss Wild: When someone tries to take tokens out of the warp, they must instead put the same number of their tokens into the warp. Super: All tokens in the warp and those going there this challenge go immediately into the Praw. FLARE MAYFAIR Power To Change The Rules Wild: You may win the game with 4 foreign bases, despite Schizoid. Super: You may have your rule change last until the end of the game. It is in effect when ever you have use of the Mayfair power. FLARE ANCIENTS Power Of Eon Wild: You may keep any one flare you play for use in another challenge unless it was zapped. Super: You may keep all non-challenge cards you play for use in another challenge. FLARE HUMAN Power Of Inferiority Wild: You may not use your powers. Do not discard this flare. It must be taken out of your hand by some other means. Super: You may be invited to ally and ask for allies yourself. Your opponent may still not ask for allies. Do not discard this flare. It must be taken out of your hand by some other means. FLARE LIBERAL Power Of Political CorrectnessWild: All players who say your token color lose a token of your choice to the warp. Super: You may add 4 words to your list. FLARE ILLUMINATI Power Of Conspiracy Wild: You may look through any one game artifact, including what another player has written. Super: You may take any cards, Lucre, and/or your tokens from anywhere to places where you have tokens at any time, even when not normally permitted. If you are caught, you must return what you have stolen. FLARE MAFIA Power Of Business Wild: When required to give consolation, you may instead pay your opponent one Lucre per card. Super: You may use any one positive Attack Card as Lucre. FLARE DICE Power Of Chance Wild: Roll a 6-sided die and take that many tokens out of the warp or cards from the deck, collectively. Super: You may roll four 6-sided dice. You may have dice rolls immune to effects that deal with Challenge cards. FLARE KAMIKAZE Power To Self Destruct Wild: As main player, before playing a challenge card, you may put all your tokens in the challenge into the warp. Super: All allies are considered to have lost the challenge and go to the warp when you self-destruct. FLARE CLOWN Power To Fool Wild: After agreeing to a deal, you need not fulfill your part of the bargain. You do not lose tokens. Super: You may discard your power and take any power you want from the unused powers deck. FLARE NERD Power Of No Status Wild: When someone wins the game, all players get one more challenge, in turn. If no one can win afterwards, the game continues. Otherwise, who ever can win does so. Super: If the total number of home and foreign bases that you have is exactly 5, you win the game, despite Schizoid. FLARE POD Power To Impersonate Wild: You may use any power of any one player. Super: Take 1 token from all players and make them your own. Put them on a base you have. If you have no bases, establish one anywhere. FLARE REPLICANT Power ToDuplicate Wild: When any Edict or Wild Flare is played, you may play this card and duplicate the effects, not necessarily on the same target or immediately, just in the same challenge. Any special conditions must be met. Super: You may replicate a power a third time. FLARE CONTINUUM Power Of Arbitration Wild: You may take the Continuum to be your power. Super: You may keep the Continuum power after announcing your decision. FLARE EXPONENT Power Ten Wild: You may make any Challenge card revealed become an Attack 10. Super: You may either fill your hand up to ten cards or else discard your hand and take 10 new cards from the deck. FLARE TOADY Power To Kowtow Wild: As main player, if your losing the challenging results in another player winning the game, you share the win. Super: You may change lords. Announce the new lord to all players. FLARE Xx Power To Double-Cross Wild: As an ally in a challenge, you may switch sides after cards are revealed. Super: You may exchange cards as an ally in a challenge. FLARE GROVEL Power To Plead Wild: When not a main player, if a player does not invite you to ally, show him this card. If he still refuses, put two tokens he has in the challenge into the warp. Super: If a player refuses your request, he loses three tokens to the warp, instead of one. You choose the tokens. FLARE CANARY Power Of Timidity Wild: As offensive player, before cards are played, you may chicken out. All tokens return to bases, and your turn ends. Super: You may return your tokens to your bases from the cone even if another player has a lien upon them for some reason. FLARE ARCHEOLOGIST Power Of Discovery Wild: When you collect Lucre for income, each foreign base you have adds 1 Lucre, including moons. Super: As soon as you get this card, collect 1 Lucre for every token you have not in the warp, out of the game, or held by other players. FLARE ATOM Power To Explode Wild: As main player, after challenge cards are revealed, for every Compromise Card you discard, add 1 to your challenge total. Super: After using your Edicts and Flares as per your power, you need not discard them. FLARE PALADIN Power Of Chivalry Wild: As an ally, you may play a Kicker for the main player on your side of the challenge. Super: When you take a Flare from the unused Flare deck for your power, you may look through it and select the particular Flare you want. FLARE VIOLIN Power Of Pity Wild: You may prevent your opponent from collecting consolation cards from you. Super: You may use your power while collecting consolation from you opponent's allies as well. FLARE GALACTICA Power To Go Home Wild: You may release all your tokens from the warp and return them to bases. Super: You may establish a base in your home color system. FLARE QUITTER Power To Quit Wild: As an ally, you may quit the challenge after cards are revealed. Return your tokens to bases. Super: Play this card when you quit. Upon your return, you will establish a number of foreign bases equal to the player who has the most foreign bases not counting moons. FLARE BUCK Power Of The Future Wild: You may look through the challenge deck and name a specific card you see. Should any other player get that card, he must give it to you. This flare can only be zapped as it is played, not when you get your named card. Super: When a Special Destiny or Comet is flipped, you may return all your tokens. FLARE SPOILER Power To Party Poop Wild: When not involved in a challenge, you may look at one of the main playerschallenge card and truthfully announce what it is. His opponent may then change his card, still subject to any applicable powers. Super: You may move the turned over card in the challenge deck 20 cards upwards. FLARE DM Power Of Planning Wild: When another player takes cards from the deck, you may look through it and select the cards he receives. Super: You may switch your selected power for another power of your choice from the unused powers deck. FLARE LAWYER Power To Sue Wild: As main player, if you lose the challenge, your opponent must pay you 5 Lucre else you win the challenge. Super: When another player wins the game, you may sue him for 12 Lucre. If he cannot pay, you win instead of him. FLARE ECONOMIST Power Of Inflation Wild: When another player pays you Lucre for any reason, he must pay an additional 50%, rounded up. If he doesn't have enough, he pays what he can. Super: You may have playersincome decrease by 2 with a minimum of what the rules normally allow. FLARE MURPHY Power To Go Wrong Wild: You may cancel a deal other players have made. They each lose three tokens to the warp. This counts as losing a challenge for both players if applicable. Super: You may cause a player to lose his turn. FLARE HULK Power Of Muscles Wild: As main player, you may play a Kicker after cards are revealed, subject to the Kicker Zap. Your opponent may now also play one. Super: You may have your Compromise Card be a times four Kicker. FLARE POLITICIAN Power To Campaign Wild: As main player, you may show an ally opposing you a card you will give him to switch sides. If he does not, you may keep this card. Super: Your allies go to the warp if you lose the challenge. FLARE BANKER Power To Mortgage Wild: You may loan the use of a power from the unused powers deck for 10 Lucre to another player. You choose the power. If the offer is not accepted, you may keep this card. Super: You may demand a player pay back his loan now. If he does not have enough Lucre, he pays what he can. You then get his power until he pays the difference. FLARE GITH Power Of Limbo Wild: When your color comes up in the destiny pile, you may have the offensive player attack yourwarp tokens. If you win, release them from the warp. If you lose, your opponent gets a base in your system. Super: If you have at least 10 tokens in the warp, it counts as two bases for the win. FLARE SERLING Power Of The Twilight Zone Wild: You may take a Special Destiny Card from the unused destiny cards to replace the destiny card drawn. Super: When the destiny cards are reshuffled and dealt, you decide who gets what cards. FLARE UFO Power To Abduct Wild: All players take a random card from the regular hand of the player on their right. If you get to keep this Flare for some reason, return it to your hand before cards are drawn. Super: You may convert any 4 of your hybrid tokens to become only your tokens for the rest of the game. FLARE METEOROLOGIST Power Of Weather Wild: You may have a tornado strike a base. All tokens there go to the warp. This is a use once and discard Flare for Ancients. Super: You may change the weather condition in the defensive system to any other condition desired. The challenge ends and tokens return to bases if you make it ahurricane. FLARE ROOKIE Power Of Inexperience Wild: As main player, you may take back your challenge card after cards are revealed and play another one, still subject to applicable powers. Super: You may take back a game action that was mandatory in addition to using your power as normal. Replace that action with a new one. EDICT REALITY CHECK You may benefit from the effect of any Super Flare instead of the Wild unless the Super Flare is power specific. EDICT TIME RIFT All players challenge the player to their left. No Destiny is flipped. All powers as possible are available. The Will may still attack anyone anywhere. EDICT INSANITY All players must use all powers, edicts, flares, moons, reinforcements, and kickers as possible this challenge. EDICT FLARE SAVER You need not discard any one Flare that you play. You may keep it to play in another challenge, even if it was zapped. EDICT SUPER SAVER If a Flare gets discarded that is of your power, you may take it and put it in your hand. EDICT RUBBER You may reflect any Edict or Wild Flare, as possible, played upon you back onto the player as if you played that card on that player. EDICT LUCRE ZAP You may stop a player from spending Lucre as soon as he attempts to spend some, unless he has no choice. EDICT SUPER COSMIC ZAP Nullify all powers of one player as soon as he attempts to use any one of his powers. Do not use during game set-up. EDICT DEVOLUTION You may use the Wild Flare instead of the Super when you play a Flare that is of your power. EDICT PLAYER ZAP You may have any one player lose his turn. He doesn't even get a token out of the warp. CHALLENGE CARD I LOSE CHALLENGE CARD I WIN EDICT MEGA ZAP Cause a player to discard his alien power and draw anew one as soon as he attempts to use it. Mesmer may not use his power to change an edict into this one. WILD CARD You may have this card be any card you want. The card must already exist.