NECROMANCER [O:C] PLAYS TOKENS FROM THE WARP ; Power by Cedric Chin You have the power to summon the dead. Whenever you place tokens in the cone, you may take them, flipped, from the Warp. These tokens are treated as your tokens in every way, except that, if they return to bases, they return to the Warp instead. History: Wild: Remove all your tokens from the Warp to bases. Use once and discard. Super: Flipped tokens return to bases instead of the Warp. ; NEGATION [O:C] MULTIPLIES BOTH SIDES BY NEGATIVE ONE ; Power by Cedric Chin You have the power of opposing signs. Before tokens are placed in the cone, you may multiply any of the following by negative one: the value of the attack cards, the value of the Kickers, the value of tokens in the challenge, the number of consolation cards taken (the player taking consolation gives cards), the number of tokens lost in a failed deal (the player rescues tokens from the Warp), the number of tokens/cards taken from the deck (the player discards cards to the Discard Pile), or any other number which may be multiplied. The terms must be attainable by both sides in the challenge. If Virus is in the game, your power occurs before his. History: Wild: If you are a main player, after cards are revealed, you may subtract the number of your tokens involved in the challenge from your opponent's attack total. Super: You may declare after challenge cards are played. ; NERDO [O:C] SQUARES BOTH SIDES ; Power by Cedric Chin You have the power of the square. Whenever you are a main player in a challenge, before tokens are put into the cone, you may square any of the following: the value of the attack cards, the value of tokens in the challenge, the number of consolation cards taken, the number of tokens lost in a failed deal, the number of tokens/cards taken from the deck, or any other number which may be squared. The terms must be attainable by both sides in the challenge (e.g.,. Kickers may only be squared if both sides play a Kicker). If Virus is in the game, your power occurs before his. History: Wild: You may square the value of any Kicker you play. Super: As an ally, you may use your power anytime after tokens are placed in the cone, but before cards are played. ; NETRUNNER [O:C] LOOKS AT AND TAKES/GIVE OPPONENT CARDS ; Power by Cedric Chin You have the power to alter data. Once per challenge, immediately before another player draws from the Deck, you may look at a number of cards from the top of the Deck equal to the number of tokens you have in the challenge. You may then either take one of these cards, add one of yours, or change the order of these cards. Return these cards to the top of the Deck, face-down. History: Wild: This card is ICE. If a player forces you to discard any other cards in your hand, you may keep them and send one of his tokens of your choice to the Warp. Super: You may use your power on any player. ; NILBOG [O:C] REVERSES ACTIONS OF PLAYERS ; Power by Cedric Chin You have the power to bollix. Whenever you are not involved in a challenge, anytime before cards are revealed, you may reverse the effects of any one action not related to a power, before or immediately after that action. The effect's scope must be either the main players or all allies. Thus, you may make allies tokens subtract instead of add, Attack cards Compromise cards, Times Kickers divide instead of multiply, Attack cards negative instead of positive, players losing because of a Compromise give cards instead of take cards, Flares be used upon the player playing it instead of by the player playing it, etc. History: Wild: If you lose your last home base to the Warp, but not because you selected tokens from it, you have won the game. Super: You may use your power if you are involved in the challenge. ; NULL [O:C] PREVENTS PLAYER FROM USING POWERS ; Power by Cedric Chin You have the power to void. Whenever you are involved in a challenge, you may force one player not to use a power of your choice. History: Wild: If a player forces you to discard / switch one of your powers, you may instead discard / switch his instead. (If the Wild Reincarnator is in the game, you may, instead of discarding your power, force the Wild Reincarnator to discard and draw a new power a second time.) Super: If you are in the challenge, you may prevent a player from using any of his powers. ; OBSTINANCE [M:C] PREVENTS OPPONENT FROM USING POWERS ; Power by Cedric Chin You have the power to deny. When you are a main player, your opponent may use all of his powers only if he has a base on each of his home planets. He loses use of one power of his choice for every home planet he does not have a base on. (If your opponent has all ready lost his powers, your power does not affect him.) History: Restriction: Use only in a multi-power game. Wild: If you are a main player in the challenge, both you and your opponent may not use a power during the challenge. You select which powers are not in use. Super: You choose which powers your opponent may not use. ; OFFAL [O:C] GIVES AWAY CARDS FROM DISCARD PILE ; Power by Cedric Chin You have the power of refuse. At the end of a challenge, you may take any of the cards played in the challenge and place it in any player's hands, even if they have no cards, except yours and that of the player who discarded the card. History: Wild: When you need to draw a new hand, you may instead look through the Discard Pile and select a new hand from it. Super: You may put the discarded card into anyone's hand. ; OPPORTUNITY [M:C] USES POWERS NOT IN GAME ; Power by Cedric Chin You have the power of availability. Before play begins, draw an additional Alien power. If you use a power drawn because of this power, or if you had an opportunity to use such a power during the challenge and did not, discard the power at the end of the challenge. If you do not have an opportunity to use any powers drawn because of this power, or if you have no powers drawn because of this power, draw a new power at the end of the challenge. History: Wild: If you are a main player and did not use a card, you may discard it and draw the top card of the Deck. Super: You need not discard a power if you had an opportunity to use it, but did not. ; ORBITAL [O:C] AFFECTS ASTEROID ROTATION ; Power by Cedric Chin You have the power to of orbits. When Asteroids are rotated in any challenge, you may decree that they all move two hexes to the right instead of one. When you use this power, if there are no asteroids in the game, immediately add one asteroid to any system. History: Spawned among the asteroid belts of a planetless star, the Orbitals learned to weave webs to capture and manipulate their rocky homes. Now they seek to control the mysterious fragments of dead worlds, and spread their influence around the Cosmos. Restriction: Use only in a game with Asteroids. Wild: You may copy a Power of the player on your left; use it as if it were your own. This Flare may only be used to copy one power per challenge. Super: When Asteroids are rotated in any challenge, you may decree either that they all move two hexes to the right, or that they all move one hex to the left. ; OTHELLO [O:C] DECLARES NORMAL AND REVERSE-CONE CHALLENGES ; Power by Cedric Chin You have the power of black-and-white. Before tokens are placed in the cone, you may alter any normal challenge to a reverse-cone challenge and vice-versa. In a reverse-cone challenge, offensive players gain cards/tokens from the Warp, and defensive players gain bases on the defending planet. History: Wild: If you are a main player, before cards are played, you may declare that tokens subtract instead of add to their Attack totals. This flare overrules the Anti-Matter power. Super: You may alter after tokens are placed in the cone. ; OUST [O:C] REMOVES ALLY FROM CONE ; Power by Cedric Chin You have the power to eject. Whenever you are an ally or main player in a challenge, you may force one ally to return tokens from the cone to bases before cards are revealed. History: Restriction: Do not use in a two-player game. Wild: If you are an ally, you may remove yourself from the cone before cards are played unless you have been forced to put tokens in the cone (e.g.,. by the Magnet). Super: You may use your power after cards are revealed but before the outcome is determined. ; PACT [M:C] ACCUMULATES HIDDEN POWERS ; Power by Cedric Chin You have the power of hidden powers. At the beginning of the game, draw one hidden power for each base you have. Whenever you gain a base, draw one more hidden power. You may activate a hidden power at any time, but you may only have one hidden power in use at a time, and it must be discarded by the end of the present challenge, or upcoming one if the power is used between challenges. If you are Cosmic Zapped and are using a hidden power, you must immediately discard the hidden power. History: To boldly go where no power has gone before. To seek new bases and get new powers. To scare the bejeezus out of everybody at the beginning of the game. To hope Filth is the next card drawn... Wild: You may draw another power and use it as a hidden power. You must discard it when you lose this card. Super: You may keep the power until you wish to discard it. You may not activate another until you have discarded your present power or this card leaves your hand. ; PALNU [M:C] TREATS POWERS AS CARDS ; Power by Cedric Chin You have the power of resources. At the beginning of the game, draw a hand of seven powers from the unused power deck. You do not reveal these powers to your opponents. When one of these "Palnu" powers is used, it must be immediately discarded to the unused power deck. You must use these "Palnu" powers interchangeably with normal cards: other players may take "Palnu" powers during consolation, you may draw from the unused power deck when drawing cards as a defensive ally, you may give these powers away in a deal, etc. However, when you need a new normal hand, you draw from the Deck. When you run out of "Palnu" powers, draw seven more. History: "Where's there's a will, there's a way. But where there's a check for 50,000 Crowns, there's better results." -- Lord Julius Wild: When you make a deal, you may give away and / or receive powers. These powers return to their original owners when this card leaves your hand. Super: You may treat your powers as Flares -- they are not discarded to the power deck after use. ; PASS [O:C] DISCARDS CARDS INSTEAD OF PLAYING CHALLENGE ; Power by Cedric Chin You have the power to cancel. Whenever you are the main player, anytime before cards are played, you may cancel the challenge, discard your cards, and draw a new hand. If a challenge is cancelled, tokens in the cone return to bases, cards return to hands, and the challenge is not counted towards the attacking player's total number of challenges. You may not use your power more than once per turn. History: Wild: As an attacking player, you may place zero tokens in the cone. Super: If you are a main player, you may use your power once per challenge. ; PATENT [O:C:L] RECEIVES PAYMENT FOR PLAYED CARDS ; Power by Cedric Chin You have the power of sole ownership. At the beginning of the game, you may place face up, if possible, either a Compromise, a single Attack card, or two Attack cards. If any player plays a card you displayed, or, if you displayed two Attack cards, a card whose Attack value is between the Attack values of the cards displayed, he must pay you a Lucre. If he cannot or will not pay you a Lucre, he cannot play the card. If he cannot play any challenge cards, he discards his hand and draws a new one. If he still cannot play a card and is the attacker, his turn immediately ends. If he still cannot play a card and is the defender, he draws and discards cards from the Deck and plays the first challenge card he receives. At the beginning of a turn, you may discard one of your face-up cards or display a new one, so long as these cards are a Compromise, a single Attack card, or two Attack cards. History: Wild: If you are a main player and your opponent plays the same card as you, he must pay you a Lucre, if possible. Super: You may take up any of the cards you discarded because of this power into your hand. ; PERIMETER [M:C] PROTECTS SYSTEM FROM OUTSIDE ATTACKS ; Power by Cedric Chin You have the power of defense. Take a regular unused hex and place it before yours. You are not affected by the Wild Schizoid unless you are given another Planet hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r Arrange tokens as desired. Bases on your outer planets do not count as a base towards victory conditions, and do not enable the Plant to graft. The offensive player and his allies may attack your inner planets only with tokens taken from the outer planets. If you are Cosmic Zapped or lose your power, the outer planet bases are still considered as moon bases, but your inner planets may be attacked normally. History: Wild: You may add one to your Attack total for each home planet you occupy. Super: When you are the main player, you may move one inner base to an outer planet or vice-versa, anytime before cards are played. ; PICKY [O:C:L] CHOOSES CARDS BOUGHT WITH LUCRE ; Power by Cedric Chin You have the power of finickiness. When you are a main player in the challenge and buy cards from the deck, if you do not like the card you drew, give it to your opponent and draw another. Repeat until you find the cards that you wish to purchase. History: Fastidious snub-nosed creatures, the Picky greedily take what is best, discarding the rest for others. Wild: If you are a main player, after allies have committed to the cone, you may uninvite an ally. He may ally with your opponent if your opponent had invited him. Super: Your opponent may not play any cards that you have given to him because of this power until the challenge is over. ; PILE [M:C] FORCES OTHERS TO SEPARATE CARDS ; Power by Cedric Chin You have the power to heap. All players except yourself must keep their cards in separate piles from left to right: Attack cards, Compromise cards, Edicts, Flares, and Kickers. Players do not disclose which cards are in which piles. If Aura is in the game,the main players cards are hidden, but still kept in piles. History: Wild: Before you take Consolation, you may force your opponent to separate one of the following types of cards into a pile: Attack cards, Compromise cards, Edicts, Flares, and Kickers. You then draw Consolation only from this pile (if any). Super: Once per challenge, you may look at one pile of any player. ; PINKERTON [O:C:L] FORCES MAIN PLAYER TO PAY ALLIES ; Power by Cedric Chin You have the power of surreptitious stealing. Whenever you are a main player or ally in a challenge, before cards are played, you may force one main player to pay a Lucre to each of his allies. Paid Lucre does not contribute to challenge totals. History: At best mercenaries relying upon their former reputations, the corrupt Pinkerton now suggest, often by their own example, an allies ability to take more than they are entitled to from their soon to be erstwhile employers. Wild: Before cards are revealed, you may force any player with tokens in the cone to lose one Lucre to the Box. Super: Paid Lucre goes to your Star Disc instead of allies. ; PIRANHA [O:C] ADDS SUM OF ATTACK CARDS BELOW OPPONENT S ; Power by Cedric Chin You have the power to en masse. When you are a main player, anytime before cards are played, you may declare piranha attack . You and your opponent may then play up to as many challenge cards as you have tokens in the challenge. Each main player's attack total is equal to the sum of their Attack cards below their opponent's highest Attack card; if this total is zero, the player's Attack total is equal to the highest Attack he played. If a player plays only Compromise cards, he has played a Compromise instead. All cards are discarded at the end of the challenge. History: Wild: If you share a base with your opponent and have more tokens on the planet than he does, you may overwhelm him and remove his tokens from the planet. Super: You may restrict your power to only one person in the challenge. ; PITIFUL [M:C] CHOOSES WHICH CONSOLATION CARDS TO GIVE / RECEIVE ; Power by Cedric Chin You have the power of pathos. When you must give consolation, you chose which cards to give. When you take consolation, you may look through your opponent's hand and take the cards you desire. History: Looked down upon as one of the most deplorable, contemptible races in the universe, the Pitiful have unusually managed to evoke feelings of sympathy, generosity, and mercy both unheard of and totally undeserving of this rightfully nauseating race. Wild: You may give consolation to anyone taking it instead of the normal player. Super: You may refuse to give or take consolation. ; PLANET BUSTER [O:C] DESTROYS PLANETS ; Power by Cedric Chin You have the power of destruction. At the beginning of the game, write down one planet (and moon if any) in each system that you have triggered to explode. To do this, make a note of where each explosion is placed. Planets and moons are numbered from each player's right hand side, for example: Red planet #1, Blue planet #3 etc. At any time during the game, you may explode one planet or moon, up to once per challenge. The planet or moon is removed from the game, and tokens on the planet or moon immediately go to the Warp. You may not explode the Gas Giant or Space Dust planets . History: Wild: You may force one star disc to go nova . Cover one of the planets in another player's system with his star disc. Tokens may not be removed from this planet, nor do they count as bases. You may use this card only once, and the star disc returns to normal once this card leaves your hand. Super: You may plant another bomb. Discard after use. ; PLEA [O:C] DRAWS ADDITIONAL CARD DURING CHALLENGE ; Power by Cedric Chin You have the power to entreat. When you are a main player in the challenge, after you have played your card (and no Kicker), you may draw a card from the deck. If it is a Flare or Edict, you must play it this challenge or else give it to your opponent at the end of the challenge. If it is a Kicker, you must play it beside your Challenge card. If it is an Attack card and you played an Attack card, add the two cards together. If it is a Compromise card and you played a Compromise card, the effect is as if you played a Compromise with a x2 Kicker. If the card you drew and the card you played are an Attack card and a Compromise card, and if your opponent plays a Compromise, you make a deal, and if your opponent plays an Attack, you play as if you played the Attack card and take Consolation if you lose. History: Living for eons within a computer-controlled biosphere, the Plea, once a highly technological race, now devolved to into a primitive culture, only calling upon their deity , a ancient machine with faulty wiring, during times of dire need. Wild: If you are a main player, before cards are played, you may draw a card from the deck. If you do not use it by the end of the challenge, discard it. Super: Draw two cards instead of one, and use whichever card you prefer. ; PLEASURE DOME [O:C:L] PREVENTS TOKENS FROM ENTERING WARP ; Power by Cedric Chin You have the power of pleasure. At the beginning of the game, look at and add two moons to every system. These are your Pleasure Domes. Whenever any player loses tokens to the Warp, they may land on a Pleasure Dome of the system instead, by paying a fee you set. If you lose tokens in your own system, you may land on your moons if you pay the fee to the player who caused you to lose these tokens. You may land on the Dome only by paying a fee the system owner sets. These are the only ways a token may land on the Dome. Once tokens land upon a Pleasure Dome, its effects are activated as if he landed alone on the moon. Tokens on a Dome are treated as moon bases (moon bases cannot be involved in a deal, plant may not use moon bases to graft, and moon bases do not count towards victory conditions). History: Using huge tractor beams, the Pleasure Dome have set up one of the greatest most lucrative leisure centers in the galaxy. Even within wars can these marvels of amusements be found in full operation. Granted, not all the domes are quite as pleasurable as the others, but business is business! Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: You may give all the rest of the players in the game some pleasure by paying off one Lucre to your opponent and preventing him from using the rest of his turn. Super: Your tokens may land on a Pleasure Dome without payment. ; PLURAL [O:C] MAY USE PLUS/MINUS KICKERS WITH COMPROMISE ; Power by Cedric Chin You have the power of asingularity. If you or the main player you allied with plays a Plus/Minus Kicker with a Compromise, the number of cards drawn in consolation or tokens your /his opponent loses in a deal is equal to the normal number plus the value of the Kicker you/he played. History: Restriction: Play only in a game with Plus/Minus Kickers. Wild: You may play two Kickers with a Challenge card. Multiply before adding/subtracting. Super: Before cards are revealed, if you play a Compromise and your opponent plays a Kicker, you may take his Kicker and play it alongside your Compromise. If you have already played a Kicker, use both Kickers; multiply before adding/subtracting. ; PRAW [M:C] ADD PRAW TO GAME ; Power by Cedric Chin You have the power of the praw. If you draw this, the Warp/Praw is used in the game. Discard this card and draw another power. Do not add the Praw if this card is drawn in the middle of the game. History: A void within a void, the Praw answers the question of whether or not loss could be worse than it is. Wild: If you have no tokens in the Praw, you may prevent tokens from leaving the Warp to the Praw. Super: If you have tokens in the Praw, immediately move them to the Warp. ; PRAW BEAST [M:C] RESCUES TOKENS FROM PRAW ; Power by Cedric Chin You have the power of escape. When your tokens fall into the Praw, you immediately return them to bases. As part of a deal, you may rescue another player's tokens from the Praw. If you play this power, add the Praw to the game. History: Fiendish life-forces from yet another dimension, the Praw Beast quickly dominated the first people who discovered them. Unable to possess others, like their cousins, the Warp Monster, the Praw Beast at least have kept their innate ability to escape the effects of the Praw. Wild: Once per challenge, you may rescue two of your tokens from the Praw to bases. Super: You may rescue tokens from the Warp. ; PRAW MASTER [M:C] SENDS TOKENS TO PRAW ; Power by Cedric Chin You have the power of doom. When you are the main player or ally in the challenge and have won, losing tokens go directly to the Praw. Whenever the Destiny Pile is flipped, you may raise one of your tokens from the Praw. As part of a deal, you may rescue tokens from the Praw. If you play this power, add the Praw to the game. History: Wild: Before challenge cards are revealed, you may declare that losing tokens go directly to the Praw. Super: If any player must lose tokens to the Warp, you may force them to go directly to the Praw instead. ; PRAW MEISTER [O:C] DICTATES PRAW MULTIPLIER ; Power by Cedric Chin You have the power of the multiplier. Anytime before cards are revealed, you may change the Praw Multiplier to any number between one and five, so long as this change does not cause tokens in the Warp to fall into the Praw. If you play this power, add the Praw to the game. History: Wild: You may raise two of your tokens from the Praw to the Warp at the beginning of each turn. Super: You may change the Praw Multiplier at any time, including immediately before tokens are placed in the Warp, regardless of the number of tokens in the Warp. ; PRAWISH [M:C] ADDS TOKENS IN PRAW TO ATTACK TOTAL ; Power by Cedric Chin You have the power of nonexistence. All tokens (including your own) which go to the Praw add to your total as a main player in a challenge for computing the outcome as though they were a part of your force. However, the tokens in the Praw are not figured in taking consolation, etc. If you play this power, add the Praw to the game. History: Seeking nihilism and the voidness of death, the Prawish seek the realms of unending nothingness. Now it has found solace in the nonexistence of the Cosmic Praw. Wild: You may raise two tokens from the Praw at the start of each challenge. Super: You may prevent player(s) from taking tokens from the Praw (unless the player has no bases). ; PROPAGANDA [O:C] LURES TOKENS FROM OPPONENTS ; Power by Cedric Chin You have the power of persuasion. When you are the main player in a challenge, before cards are played, you may discard an Attack card. Take from the Warp a number of your opponent's tokens equal to the value of this card divided by four. Flip these tokens over to designate that they are yours. When they are lost to the Warp in a challenge, they instead return to their previous owners. History: Loudmouthed demagogues from an alien star system, the Propaganda were masters of rhetoric, wile, and persuasion. Preying upon the downfallen forces of the opposition, the Propaganda easily convince them to defect, only for them to realize that the Propaganda are no better than their former masters. Wild: You may persuade your opponent to ally you, with as many tokens as you have in the challenge. Super: Tokens are taken from your opponent's bases. You opponent chooses which tokens you take. ; PROPERTY TAX [M:C:L] OPPONENTS PAY LUCRE TO ESTABLISH BASES ; Power by Cedric Chin You have the power to levy. Whenever one or more players (except yourself) in a challenge gains a base, one of these players must pay you a Lucre. If none of these players wishes to give you a Lucre, tokens on bases gained during this challenge return to bases. History: Wild: Players gaining a base in your system must pay you one Lucre. If they cannot pay, they cannot gain the base. Super: Whenever any player gains a base, he must pay you a Lucre. If he cannot, he cannot establish the base. ; PROTECTANT [O:C] PREVENTS OPPONENT FROM USING CARDS ; Power by Cedric Chin You have the power of prevention. Whenever you are a main player or ally, for each token you have in the challenge, randomly set aside one of your opponents cards. If he tells you it is his last Challenge card, he keeps it and you must immediately stop setting aside cards. He may not use set aside cards until the outcome of the challenge is determined, after which he places these cards back in his hand. History: Wild: When you are a main player, before cards are played, you may set aside one of your cards for each token you have in the challenge. Return these cards to your hand at the end of the challenge. Super: After the outcome of the challenge is determined, put the set aside cards into your hand. ; PULSAR [M:9] PULSAR HEX ; Power by Cedric Chin You have the power of the pulsar. You now use the Pulsar Hex. You are not affected by the Wild Schizoid unless you are given another Planet Hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r At the start of the game, arrange your tokens as you wish, so long as you have at least one token per planet. When you are defending a planet in your home system, you choose which planet the attacker attacks (so long as he does not already have a base there), and , before tokens are put into the cone, you whether the winner, if an Attack card is played, will be the player with the higher total or the lower total. If the Anti-matter is the attacking player, you may not "pulse high". History: Evolving around a neutron star, the pulsar system has the ability to manipulate its energies, such that conventional warfare may be changed in an instant. Losses become wins, victory becomes defeat, strategy changes in the hands of this system. Wild: You may use this card as a Kicker -1. Super: You may pulse after cards are played, but before they are revealed. ; PUNT [O:C] PLAYS KICKER AFTER CARDS ARE REVEALED ; Power by Cedric Chin You have the power of desperation. You may play your Kicker after cards are revealed. History: Wild: You may play your Kicker after Challenge cards are played, but before they are revealed. Super: If your opponent did not play a Kicker, you may also play a Kicker on his challenge card after cards are revealed. ; PYRRHIC [M:C] AS LOSER, FORCES OPPONENT TO LOSE TOKENS TO WARP ; Power by Cedric Chin You have the power of hollow victories. Whenever you lose a challenge, your opponent loses a number of tokens to the Warp, equal to the number of tokens he had in the challenge. History: Wild: You may force two players who have just made a deal to first pay penalties for failure to make a deal. The deal then continues normally. Super: Your power also affects your opponent's allies. QYS [M:C] HAS MULTIPLE POWERS ; Power by Cedric Chin You have the power of multiple bodies. At the beginning of the game, draw one power per player in the game. Whenever you wish to use one of these powers, announce its name before the Destiny Pile is flipped; you may use only one power at a time. History: Wild: You are Miracleman. Flip over a token and draw an additional power. When this token is involved in the challenge, you may use the power, subject to the limitations stated on the power card. Super: You may announce during a challenge instead. ; RADIATION [M:C] FORCES PLAYERS TO CHANGE POWERS ; Power by Cedric Chin You have the power of mutation. Whenever you are involved in a challenge, anytime before cards are played, all players involved in the challenge must discard their power and draw a new one. In a multipower game, you choose which powers are discarded. History: Wild: After a player plays a Flare, except one of a power involved in the game, you may remove it from the game and give the player the top card from the unused Flare Deck. Super: You may choose which players involved in the challenge are affected by your power. ; RADIO-CONTROLLED GODZILLA [O:C] ATTACKS SYSTEMS OF OPPONENT ; Power by Cedric Chin You have the power of great big monsters. At the beginning of each challenge, place a card beneath your star disc. Cards under your star disc are immune to loss. When you are the main player, immediately before the challenge begins, you may make a free monster challenge against your opponent . This challenge does not count towards your challenge total and is not subject to Boomerang. During this monster challenge, you may not put tokens in the cone, and your Attack total is equal to the total value of your Attack cards under your star disc. At the end of the monster challenge, or when the Destiny Pile is reshuffled, discard cards underneath your star disc. History: Wild: If you are a main player and played an Attack card, before cards are revealed you may draw a card from the Deck. If it is an Attack card, add its value to yours. Super: You may place up to your normal limit of tokens in the cone. ; RAMSHACKLE [O:C] DISCARDS CARDS ; Power by Cedric Chin You have the power to fall apart. Once per challenge, you may discard a card. Whenever you have no cards in your hand, you immediately draw a new hand. History: Architects of amazing incompetency, the willing Ramshackle again prove effort is not necessarily success. Wild: If you are the main player or ally in a challenge, you may discard a card. Super: If you must draw a new hand, you may take the hand of any player. ; RATION [M:C] DICTATES NUMBER OF CARDS DRAWN IN NEW HANDS ; Power by Cedric Chin You have the power to allot. When any player draws a new hand from the Deck (including at the beginning of the game, if you wish), you state the number of cards drawn from this list: 3, 5, 7, 9, 11. Once you have used a number, you may not use it again until the list is exhausted. As part of a deal, you may allow your opponent to discard his hand and let him draw a new hand. History: A nation having surfaced from a recent depression, the Ration were caught unawares when the cosmic wars began. Quickly mustering their resources, the Ration dominated the traditional forms of resources, hopefully using this ability to restore the universe. Wild: You may discard your hand and draw a new 7-card hand. Super: You may ignore the list and reuse numbers as desired. ; REBATE [O:C:L] RETURNS CARDS FOR LUCRE ; Power by Cedric Chin You have the power of refund. Whenever you draw cards from the Deck (including at the beginning of the game), you may discard one or more of the cards you drew and receive one Lucre from the Box for each card you discarded. You may not discard your last Challenge card. History: Wild: When you discard your hand, you receive from the Box one Lucre for every card you discarded. Super: When you take Consolation, you may immediately return one or more of the cards you drew to your opponent and receive one Lucre from that player for each card you returned. ; RECRUITER [O:C:L] BUYS TOKENS FROM OUTSIDE OF GAME ; Power by Cedric Chin You have the power of enlisting. Take an unused set of tokens. When you buy tokens, you may buy these unused tokens and use them as if they were yours. You may have a maximum of twenty recruited tokens. If you are Cosmic Zapped, your recruited tokens are treated as if they did not exist. If you lose your power, remove from the game any recruited tokens not accompanied by your original tokens on a planet. History: Wild: When you buy tokens from the Warp, the number of tokens rescued is two per Lucre. Super: You receive one recruit token at the beginning of each of your challenges. ; RECYCLER [O:C] PICKS UP DISCARDED HANDS ; Power by Cedric Chin You have the power of use. When another player discards his hand, he gives his cards to you. When you discard your hand, you discard to the discard pile. History: Having saved their system from the near-death of wasting their own resources, the Recycler are adept at exploiting the resources of others. Wild: You may draw seven cards from the discard pile when you discard your hand. (Do not draw any cards you discarded.) Super: When you discard your hand, keep all your Flares and Edicts and draw seven new cards. ; REINFORCE [O:C] MAY ALLY WITH SELF ; Power by Cedric Chin You have the power of support. If you are a main player in a challenge, you may ally with yourself, gaining ally rewards if you win. If you are an ally in a challenge, you may again ally with a number of tokens up to the number you originally allied with. Reinforcement tokens are immediately placed in the cone after players have placed their tokens in the cone. History: Wild: After allies have put tokens into the cone, but before cards are played, you may allow your allies to put in additional tokens into the cone, so long as each ally has no more tokens in the cone than he could have originally joined with. Super: You may use your power after cards are played, but before they are revealed. ; RERUN [O:C] GIVES OPPONENT TOP CARD OF DISCARD PILE ; Power by Cedric Chin You have the power to replay. If you are a main player, you may give your opponent the top card of the discard pile. If it is not a Challenge card, he must play the card, if possible, during the challenge; in any case, he discards the card at the end of the challenge. History: Syndicators from an irradiated planet, the wily Rerun manage to exploit the transmissions of successes (but mostly failures) past. Wild: If you are a main player, your opponent must discard the same type of card (Attack, Compromise, Kicker, Edict, or Flare) that appears at the top of the Discard Pile, if possible. Super: Your opponent must play any Challenge cards given him. ; RESUSCITATE [O:C:L] RETURNS BASES TO OWNERS ; Power by Cedric Chin You have the power to restore. If any player except yourself loses a base, you may allow him to regain this base for a fee you set in Lucre. Tokens lost through the challenge are not retrievable from the Warp, however. History: Restriction: Only play in a game with Lucre! Wild: Any player gaining a base in your home system on a planet where you have no base must grant you a base on this planet or lose this base to the Warp. Super: You may restore your bases for a fee payable to, and negotiated with, another player of your choice. ; RESURRECTION [O:C] TAKES ALLYING TOKENS FROM WARP ; Power by Cedric Chin You have the power to return. Whenever you are a main player, you may take up to four of your own tokens from the Warp and put them on your side of the cone (mouth of cone if you are attacking, defensive ring if you are defending). Treat them as normal allies. History: Wild: At the beginning of your challenge, instead of taking one token from the Warp and placing it on your base, take up to four of your tokens from the Warp and put them directly in the cone. Super: You may take all of your tokens from the Warp as allies. ; RETIEF [O:C] FORCES DIPLOMACY ; Power by Cedric Chin You have the power of two-fisted diplomacy. At the beginning of a challenge in which you are a main player, you may propose a deal. If your opponent accepts, the deal goes into effect and the challenge is over counts as a win. Return tokens to bases. If he does not, continue the challenge as normal. If you win, the deal also goes into effect. History: Ignoring conventional methods of dealing, the Retief's methods, while perhaps unorthodox, result in such unusual results as peace, harmony, and the occasional bloody nose. Wild: You may play this card as an Attack card. When revealed, results are ignored and you now make a deal with your opponent. Super: If your opponent refuses the deal, he loses three tokens to the Warp, the challenge ends, and the challenge is considered a loss. ;