; Power by Cedric Chin You have the power of immobility. Your tokens may only be removed from bases as a result of defending a base in a challenge, or voluntarily (e.g.,. to put into the cone). History: Blobs of glue, the Stuck have yet to make much of themselves, yet know exactly where they are. Restriction: Do not use in a two-player game. Wild: If you lose as a defensive player, your tokens stay on the planet. Super: If you are involved as a main player or an ally in a challenge and your side wins, all losing tokens are "stuck" in the Warp and may not be removed unless Mobius Tubes are played. You may "unstick" them as part of a deal. ; SUBSTITUTE [O:C] SELECTS OWN LOSING TOKENS ; Power by Cedric Chin You have the power to replace. Whenever you must lose tokens to the Warp, except because of the Bully or the Wrack, you may instead lose an equal number of your tokens from bases of your choice. History: Restriction: Do not play if you are also Filth. Wild: If a player gains a base, he instead returns these tokens back to bases and another player besides yourself gains a base on the planet. Use once and discard. Super: Whenever you must lose tokens from bases, including because of the Bully or the Wrack, you may use your power. ; SUCK [M:C] TAKES OTHERS TOKENS TO PRAW ; Power by Cedric Chin You have the power of purging. Whenever you lose tokens to the Praw, you take along an equal number of tokens to the Warp. You specify which player(s) must lose them, and how many the player must lose (he may decide from where to take the tokens you have demanded). Tokens lost to your power this way are in addition to any tokens normally lost in a challenge. When you draw this power, add the Praw to the game. History: The first to pierce the mystery of what lies beyond death, the volatile Suck were furious at what they found -- nothing but an infinite void. Desirous of inflicting this doom on its enemies, the vengeful Suck drag its enemies as far as they can go. Wild: You may raise a token from the Praw to the Warp for every Compromise card played. Super: Tokens lost to your power go directly to the Praw. ; SUMMIT [O:C] INCLUDES SELF AND OTHERS IN DEALS AND CONSOLATION ; Power by Cedric Chin You have the power of association. If you are an ally or main player, you may include any player in the challenge if a deal occurs, you may force any ally winning because of consolation to also give consolation, or you may allow any ally losing because of consolation to also take consolation. Allies give and take consolation after main players. History: Interstellar busybodies, the loquacious Summit have redefined the term unwelcome houseguest to new and greater heights. Wild: If you are an ally and lose tokens to the Warp because the main player you allied with played a Compromise, you take the consolation instead of him. Super: In addition to your normal powers, you may force the winning main player to give the losing player consolation, regardless of what cards were played. ; SUPER [M:C] USES SUPERS OF OTHER POWERS ; Power by Cedric Chin You have the power of superiority. You may use the power of any flare in your hand (the flare, therefore, becomes its power's Super). After using the power, discard the Flare. History: The short-lived Supers quickly use the powers of others as templates to rapidly copy, if not overshoot, the strengths of others. Restriction: Use only in a game with flares. Wild: This is the super of any of your powers. Super: You need not discard the current Flare. ; SUPERMAN [M:C] ADDS ATTACK CARD TO ATTACK ; Power by Cedric Chin You have the power of strength. At the beginning of the game, place an Attack card to the side. Flip over a token. This is your Superman. Whenever this token is involved in a challenge in which you are the main player, add this Attack card to your Challenge card after you have calculated your total. Whenever you draw a new hand, you may replace the current face-down Attack card with this one. This token may only go to the Warp through a challenge and cannot be removed from the game (send it to the Warp instead). If this token is sent to the Warp, discard the face-down card. If you lose your power or are Cosmic Zapped, send your Superman to the Warp. History: Born on a faraway, exploded planet, the Superman has adopted a poor defenseless race to battle the oppressive evil forces of the cosmos! Or so he thinks. Wild: This card is Kryptonite. All players with tokens in your system may not use one of their powers of their choice. Super: If you ally with the Superman token, add its Attack card to your side's challenge total. ; SWELL [M:C] INCREASES SIZE OF HAND ; Power by Cedric Chin You have the power to increase. Whenever you are the main player, increase the size of your hand to that of the largest hand of all the players by drawing from the deck. History: Wild: You may discard this flare for seven cards from the deck. Super: You may increase your hand at any time and draw from any player. ; SWINDLER [O:C] TRADES ATTACK CARD WITH OTHER PLAYERS ; Power by Cedric Chin You have the power of substitution. If you are a main player or ally in a challenge, you may give either main player two or more Attack cards. If he has an Attack card of greater or equal value of the total of the cards you have given him, he must give it to you. Regardless of whether or not he gives you cards, he keeps the cards you have given him. History: Thieves of the nth degree, the careful Swindler make sure they put in as much as they take out. Wild: Once per challenge, you may randomly take a Flare from another player, put it in your hand, and give him one of yours. Super: If the main player cannot give you a card, you take back the ones you gave him. ; SWITCHER [O:C] SWITCHES TOKENS IN CONE ; Power by Cedric Chin You have the power to turn tables. If you are a main player or ally in a challenge, before cards are played, you may switch the positions of two colors on opposite sides of the cone in the challenge, not including tokens of the defending player. Colors use the played challenge cards and receive rewards based on their new positions. History: Masters of deceit and betrayal, the sneaky Switcher live to confuse and obfuscate, leaving their victims hapless and unrewarded. Wild: You may replace an ally in a challenge you are not involved in. His tokens return to his bases and you replace them with an equal number of yours. Super: You may include the color of the tokens involved in the challenge and on the challenged planet in the switch. ; SWITCHEROO [O:C] REPLACES CARD OF MAIN PLAYER ; Power by Cedric Chin You have the power to supplant. Whenever you are not a main player, after cards have been played, but before they are revealed, replace any face-down Challenge card with a Challenge card from your hand or any face-down Kicker with a Kicker from your hand. History: Meddling beings from a land down under , the Switcheroo's doppleganger abilities are only betrayed by their tendency to hop around a lot. Their affected victims wish they d go back down under , albeit to a land unlike that they came from. Wild: If a player discards a card, you may give him this card and take the card he discarded. Super: You may look at one of the face-down cards before using your power. ; SYMPATHY [O:C] FOLLOWS ALTERNATE CONSOLATION RULES ; Power by Cedric Chin You have the power to console. Whenever you take consolation, your tokens do not go to the Warp and you may draw from the Deck instead. If your opponent is about to take consolation from you, you may force him to draw from the Deck. If you are a main player in a challenge, you may announce, before cards are played, that if your opponent takes consolation, his tokens are not lost to the Warp. History: Papal priests from a war-torn country, the Sympathy were a widely-known nonpartisan force, giving and receiving solace not from enemies and opponents, but from a better source. Wild: If you are to take consolation, you may forgo taking cards and return tokens to bases instead. Super: If you give or take consolation, you may look through the discard pile and determine which cards to give or take. T1 [M:C] CONTINUES ATTACKING ; Power by Cedric Chin You have the power of onslaught. Whenever you are the main player and lose a challenge, you only lose one token from the cone. Make another challenge against the same defending tokens until you have no tokens in the cone. If you successfully attack the defender in any of these additional challenges, you have won the challenge. Your additional challenges do not count towards your challenge total. History: I ll be back. Restriction: Do not use in a multipower game if you have a power that allows you to put more than four tokens in the cone (e.g.,. Amoeba) or limits the number of tokens you may put in the cone (e.g.,. Macron). Wild: You may clone yourself. Whenever you are the defending player, after the cone has been pointed, immediately double the number of your tokens on any of your bases, taking additional tokens from the Warp. Super: If you run out of challenge cards, draw a new hand and continue playing. ; T2 [M:C] CONTINUES DEFENDING ; Power by Cedric Chin You have the power of resilience. Whenever you are a defending player and lose, you only lose one token from your base. Your attacker then challenges this same base again until you lose a challenge in which you have no tokens, or until he decides to stop, making the challenge a loss for him and a win for you . These additional challenges do not count towards his two-challenge limit. History: And so will I. Restriction: Do not use in a multipower game if you have a power that allows you to put more than four tokens in the cone (e.g.,. Amoeba) or limits the number of tokens you may put in the cone (e.g.,. Macron). Wild: You may disguise yourself. Draw the top disc in the Destiny Pile, keep it, but do not reveal it. When the player indicated by the disc takes his next turn, you take his first challenge instead. If you win the first challenge, he takes the second one. Then you discard the disc to the Destiny Pile discard pile. Super: Your attacker may only continue attacking if he has tokens in the cone. (i.e.,. He must win all of the additional challenges to gain a base.) ; TAB [O:C:L] ALLOWS PLAYERS TO BORROW FROM BOX ; Power by Cedric Chin You have the power of credit. You may allow any main player to borrow from the Box up to his beginning amount of Lucre. He may not win the game unless he has paid back the Lucre. If you borrowed the Lucre, your payment goes to the Box. If another player borrowed the Lucre, his payment goes to you. If you are Cosmic-Zapped, all players still owe Lucre to the Box and may pay back Lucre owed, but you may not let them borrow more Lucre. History: Restriction: Use only in a game with Lucre! Wild: You may borrow the use of another player's (except your opponent's) Lucre instead of yours for computing your Attack total. Super: You may win the game without paying back the Box. ; TAXMAN [M:C:L] TAXES VOLUNTARY LUCRE PAYMENTS ; Power by Cedric Chin You have the power to levy. Whenever another player voluntarily spends Lucre to gain a benefit (thus Lloyd payments are taxed, but Butler payments are not), he must pay you a tax of one Lucre. If he cannot, he may not take the action. History: Wild: Whenever you are a main player, every time your opponent spends Lucre, you receive one of the Lucre he has spent. Super: Involuntary payments are also taxed, if the player can pay the tax. ; TAZ [M:C] TOKENS WORTH TEN AFTER LOSING ; Power by Cedric Chin You have the power of Rrarrghhgarrbllltt. Whenever you lose one or more tokens in a challenge, your tokens are worth ten in the next challenge for purposes of calculating Attack totals, not for taking Consolation. When your tokens are worth ten, you may put a maximum of one token in the cone. History: Wild: If you have lost the previous challenge, you may play this Flare as a Kicker x10. Give this Flare to your opponent after using it. Super: You may put up to your normal number of tokens in the cone. ; TEAMS [M:C] ADD TEAMS TO GAMES ; Power by Cedric Chin You have the power of cooperation. If this is a six-person game and this is the beginning of the game, players form teams of two each. Partners either sit next to each other or opposite. You may consult on your power choice, may ally together, may look at each other's cards, but may not attack each other nor trade cards or powers. Treat a flip of your team-mate's color as you would your own, including raising a token from the Praw. Winning conditions are five foreign bases for any one player on your side or seven foreign bases for a team. Shared bases only count once. Set aside when drawn and draw a new power immediately. History: Upon realizing that not all of their powers worked in a great, huge all-out war, several civilizations have tentatively agreed to ally with their odd bedfellows. Wild: If your ally has fewer bases than you, you may immediately grant him one base where you have one, if possible. Discard after use. Super: If your teammate has more bases than you, you immediately gain one base where he has one, if possible. Discard after use. ; THE BAVARIANS [O:C:L] MAKES PRIVILEGED ATTACKS ; Power by Cedric Chin You have the power of subtlety. Whenever you are the attacker, you may declare a "privileged attack". No allies may join either side and your opponent may spend no Lucre. History: The original Illuminati, their goal is simply raw power. Even subtler than their fiendish counterparts, the Bavarian Illuminati easily and quickly finish their actions before their enemies know it. Restriction: Use only in a game with Lucre! Wild: You may establish a deep agent. If you have a base in the most powerful player's system (the player with the most bases), you may "control" his powers for one challenge: You may use his powers and he may not. Super: You may invite allies. ; THE DISCORDIANS [O:C] TRADES POWERS AMONG OTHER PLAYERS ; Power by Cedric Chin You have the power of chaos. If you are involved in a challenge, you may trade powers among the other players in the challenge after allies have placed tokens in the cone. Each player involved gains and loses up to one power. History: Worshippers of the Goddess of Chaos, the delight in confusion, and seek to bring all the strange and peculiar elements of society under their banner. Wild: You may cause all players to mix their hands at the beginning of your turn. Each player takes back the number of cards he had in his hand. Super: You may include yourself in the trade. ; THE GNOMES [M:C:L] RECEIVES LUCRE EVERY CHALLENGE ; Power by Cedric Chin You have the power of income. At the beginning of every challenge, you receive one Lucre. History: The money-masters of the world, they have the highest income and the greatest hoard. Restriction: Use only in a game with Lucre! Wild: You may liquidate your resources. You may discard cards to the discard pile and/or put your own tokens to the Warp and receive one Lucre for each card discarded and/or token lost into the Warp. Super: At the beginning of each of your challenges, you receive two Lucre instead of one. ; THE NETWORK [M:C] DRAWS AN ADDITIONAL CARD EVERY CHALLENGE ; Power by Cedric Chin You have the power of information. You draw one card at the beginning of every challenge. History: The newest, most technologically advanced group of the Illuminati, the Network is said to be a conspiracy of the universe's computer programmers; other believe that the programmers are merely pawns, and the computer themselves have taken over. Wealthy... powerful... they're watching you right now. Wild: Once per challenge, you may see the hand of another player. Super: You may draw two cards at the beginning of every challenge. ; THE SERVANTS [M:C] DESTROYS HOME SYSTEMS ; Power by Cedric Chin You have the power of destruction. If you win as an attacking player and are attacking one of your opponent's home bases, he loses an additional home base of his choice to the Warp. History: Students of things man was not meant to know, they seek to destroy, destroy, destroy!!! Wild: You may destroy a power. If another player has just lost his powers, you may permanently remove one of them from the game. Use once and discard. Super: If you cause someone to lose his powers because of this power, he is now out of the game. ; THE SOCIETY [O:C] NEUTRALIZES FOR REFUSING TO ALLY ; Power by Cedric Chin You have the power of warning. If a player refuses to ally with you and allies with your opponent, you may either neutralize one of his powers for the duration of the challenge, or send one of his tokens of your choice to the Warp. History: Survivors of the ancient forebears of the Illuminati, the Society of Assassins specialize in covert removal of their enemies. Often they do not need to act... the mere hint of their displeasure is enough to remove a foe. The ancient warning of the Assassins, a dagger left on the rival's pillow, has made kings tremble. Wild: You may warn your opponent that if he does not call off the challenge, you will assassinate one of his tokens. If he agrees, the challenge is cancelled and counted as a loss. If he disagrees, remove one of his tokens to the Warp and continue the challenge normally. Super: You may use your power on all players who refuse to ally. ; THE TRIANGLE [O:C] REARRANGES BASES ; Power by Cedric Chin You have the power of reorganization. Whenever you are a main player, anytime before cards are played, you may move one of your planet bases to any planet or moon, or one of your moon bases to any moon. You may not remove bases from your home system if this causes you to lose your power. History: Sinking ships is just a sideline to these people. Their philosophy is to insure control by taking over many different types of groups. Their power is to reorganize their power structure freely. Restriction: Do not use if you are Plant, Disease, or any power requiring a base on another player's system. Wild: You may sink a cone. If you have a token in the cone, you may take the contents of the cone and put them into the Warp. The challenge immediately ends and is counted as a loss. Super: You may move any planet base to any planet, or any moon base to any moon, so long as you do not cause a player to lose a base or his power(s). ; THE UFO'S [O:C] TAKES TWO TURNS ; Power by Cedric Chin You have the power of speed. If you draw this power at the beginning of the game, you are the first player. You may take a second turn at anytime between turns. If this is a six-player game, you have two additional turns instead of one. History: Their aims shrouded in secrecy, their advantage is speed. Wild: You may take a second challenge, regardless of the results of the first one. Super: You may take your additional turn(s) at anytime. ; THIEF [O:C:L] STEALS LUCRE FROM OTHER PLAYERS ; Power by Cedric Chin You have the power of stealing. When you are involved in a challenge, you may take one Lucre for every token you have in the challenge from any player of the opposing side. Place this Lucre on the cone; no one may use this Lucre. If your side wins the challenge, take the Lucre. If your side loses the challenge, lose an equal number of tokens used in the challenge to the Warp. History: Skulking about in the alleys and sewers of more prosperous enemies, the stick Thief easily strip the wealth of their less adept brethren. Whether they may keep it is another matter entirely! Restriction: Use only in a game with Lucre! Wild: Steal an additional Lucre from another player at the beginning of your turn. Super: If your side loses, you do not lose any tokens to the Warp. ; TICKER [M:C] REMOVES BASES FROM OTHER SYSTEMS ; Power by Cedric Chin You have the power of imminence. At the beginning of the game, take an unused set of tokens (markers). At the beginning of each turn, take a marker and place it on any planet. If, at the beginning of any challenge, any player has a base of fewer tokens than the number of markers on the planet, you may "explode" the base and remove the tokens to the Warp, and the markers from the game. (Thus, a player may remove an entire base to the cone during a challenge to escape a possible explosion.) As part of a deal, you may remove markers from planets. If you lose your power or are Cosmic Zapped, markers remain on the board and may remove bases, but you may not add markers. History: Raised in a society of political oppression, the Ticker knew only of threats and explosions to carry their messages across. Now victorious over their current government, the Ticker now reach (and destroy) the stars. Wild: If you share a base with another player, you may remove both yours and his base to the Warp. Super: You may add a marker at the beginning of each challenge. ; TIME BOMB [M:C] SETS TIME LIMIT ON GAME ; Power by Cedric Chin You have the power of inevitability. You automatically win the game when the Deck has been exhausted and reshuffled a number of times equal to half (round down) the number of players in the game. You may be Cosmic-Zapped only when the Deck has been exhausted and is about to be reshuffled; in this case, you do not count the exhaustion and reshuffling towards the number of times the Deck has been exhausted and reshuffled. History: Wild: If you are a main player and cause your opponent to run out of cards before the outcome of the challenge is determined, you win the challenge. Super: Take either the Discard Pile or Deck, whichever is smaller, out of the game. After use, remove this card from the game. ; TITHER [M:C] RECEIVES CARDS FOR USE OF CONE ; Power by Cedric Chin You have the power to collect. Whenever a player puts tokens in the cone, he must randomly give you a card from his hand. History: Wild: If you are a main player in a challenge, add one-tenth of your opponent's Challenge total (including tokens, Warrior's points, etc.) to yours. Super: Collect one card per token placed in the cone, up to the player's entire hand. ; TRACTOR [O:C] MOVES MOONS IN AND OUT OF THE GAME ; Power by Cedric Chin You have the power to move. At the beginning of the game, draw seven moons, look at them, and place them on your Star Disc. At the end of a turn, you may remove an unoccupied moon from the game and replace it face-down with one of your moons, or swap two moons between systems. Whenever you draw one or more cards from the Deck, you may draw a new moon and place it on your Star Disc. As part of a deal, you may take an unoccupied moon from your opponent's system and replace it with one of your moons. If a player reveals and then vacates a moon, you may keep it face-up. If this power is in the game, add moons (but not power moons) to the game. History: Wild: At the beginning of a turn, you may remove an unoccupied moon from any system and replace it with a new moon (face down and unseen by yourself). If there is no moon to remove, you may add a new moon. Super: You may remove an occupied moon. Its tokens are lost to the Warp or returned to bases (your choice). ; TRAITOR [O:C] MAY ALLY WITH BOTH SIDES ; Power by Cedric Chin You have the power to betray. If you are invited to ally with both sides, you may ally with both players. If you are a main player and your opponent has invited every player but you, he must extend the invitation to you and you may ally with him. History: Wild: If you have been invited to ally by both main players, anytime before cards are played, you may switch your tokens from one side of the cone to the other. Super: If you have been invited to ally by only one side, you may still ally with both sides. ; TRANSFORMER [M:C] TRADES CARDS FOR TOKENS ; Power by Cedric Chin/Ed Tecot You have the power of conversion. When you lose a token to the Warp, take a card from the deck. At the beginning of any challenge in which you are a main player, you may take one token out of the Warp for every card you discard. If you need a new hand, discard your cards and draw a new hand before retrieving tokens from the Warp. If you run out of cards and are the offensive player, your turn ends immediately. If you are the defensive player, you may not discard your last challenge card. B History: Ashes to ashes, dust to dust, the Transformer deny this possibility, instead converting the dead to useful resources, and mysteriously, vice-versa. Wild: You may discard your entire hand (even if you must do so normally) and take all your tokens out of the Warp. Super: If you are the offensive player, you may continue playing. If you are the defensive player, you may discard your last challenge card. You may use this card once per challenge. ; TRICKLE [M:C] RELEASES TOKENS FROM STAR DISC TO WARP ; Power by Cedric Chin You have the power of slow release. Whenever any player except yourself loses tokens in a challenge (including Zombie), they immediately go to your Star Disc. At the beginning of every challenge, release two tokens of your choice from your Star Disc to the Warp. You may trade tokens on your Star Disc per the Assessor. History: Wild: Once per turn, release one of your tokens from the Warp to your bases. Super: You release one token per challenge. ; TRUCE [O:C] TURNS OWN CARD TO COMPROMISE ; Power by Cedric Chin You have the power of compromise. If you are a main player, after cards are revealed, you may declare the card you played to be a Compromise. History: Wild: You may use this Flare as a Compromise. You need not discard it if played as a challenge card. Super: You may declare both your and your opponent's card to be Compromises. ; TUMOR [M:C] FORCES OPPONENTS TO DISCARD HIGHER ATTACK CARDS ; Power by Cedric Chin You have the power of malignant growth. Whenever you are the main player and played an Attack card, after cards are revealed but before totals are calculated, starting from your opponent's left, each player except yourself must discard an Attack card equal to or higher than the one you played. You opponent may not discard the card he played. However, instead of discarding his higher Attack card, a player may replace your card with his and take the card you played. This new card is now considered the card you played. History: Wild: If you are the defending player, you may add tokens to your defending base from your other bases. The number of tokens you may add is equal to the number of tokens you may normally ally with. Super: If a player cannot discard an Attack card, he must discard an Edict or Flare. ; TYRANID [M:C] TAKES POWERS FROM LOSING OPPONENTS ; Power by Cedric Chin You have the power of bio-engineering. Whenever you are a main player and win the challenge, you take your opponent's power and may use it; he may not use his power while you have his in your possession. In a multi-power game, you take any of his powers and you may not use your power on a player if you all ready possess one of his powers. If you are a main player and lose the challenge, your opponent takes a power you have taken from him. History: Wild: You are a Zoat. If you have just made a deal, you to receive double the terms you are entitled to. Super: You may use your power on your opponent if he loses, even if you all ready possess one of his powers. UNDEAD [M:C] SELECTS CARDS FROM DISCARD PILE ; Power by Cedric Chin You have the power of the dead. If possible, you must draw your cards from the Discard Pile and discard your cards to the top of the Deck. When you are a main player, anytime before cards are played, you may "decompose" and discard your entire hand, then select a new hand from any cards in the Discard Pile. History: Summoned by long-forgotten magic, age-old spirits were trapped into decaying decrepit bodies as pawns of their masters' petty plans. Eventually finding the key to their freedom, they slew their creators, only to realize with them died the answers to their eternal rest. Insane and full of hate, the evil undead seek to subjugate and slay the rest of the cosmos. Wild: Once per challenge, as a main player, you may force your opponent to "decompose" and discard his hand to the Discard Pile. Super: You may discard and draw normally. ; UNDERGROUND RAILROAD [O:C] SHUNTS TOKENS ON BOARD ; Power by Cedric Chin You have the power to flee. Once per challenge, you may move one token from the Warp, any Star Disc, any stack (e.g.,. Fungus), any base of more than one token, the cone, or anywhere else on the board to another location on the board. You may not cause a player to gain or lose bases this way, nor may you move tokens into the cone if a player had no tokens there to begin with. History: Wild: If you are a main player or ally, after cards are revealed, you may add one token from bases to your side of the challenge. Super: You may move up to the number of tokens you have in the challenge. ; VAGRANT [O:C] SETTLES ON VACATED MOONS ; Power by Cedric Chin You have the power to squat. Whenever another player vacates a moon, you may land on it. History: Restriction: Use only in a game with moons! Wild: If another player voluntarily removes his last token from a planet, you may place one of your tokens on it. Super: You may switch one of your moon bases with another player's moon bases at the beginning of a challenge. ; VAMPIRE [O:C:L] DRAINS VICTIMS ; Power by Cedric Chin You have the power of draining. When you are a main player, for each base you have in a player's system, you may, once per challenge, ask him for a card (randomly chosen), two tokens as an ally, or a Lucre. You may use your power on only one victim during the challenge. History: Preying on the lifeforce of others, the evil Vampire are quick to dominate those they even briefly subdue. Wild: You may randomly take a card from someone who has allied with you. Super: You may use your power on all your victims . ; VAPORWARE [O:C] PLAYS CARDS FOR OPPONENT ; Power by Cedric Chin You have the power to fail to deliver. When you are a main player, after Kickers are played, you may play your opponent's card from your hand. He must then play your card from his. History: Promising everything and delivering nothing, the Vaporware are infamous for fanfare and failure, though not necessarily theirs. Wild: Before cards are played, you may switch hands with your opponent and use each other's hand for the duration of the challenge. After the challenge is finished, switch hands again. Super: You may play both your and your opponent's card, if you have a sufficient number of challenge cards. ; VARIANCE [O:C] FORCES OPPONENT TO PLAY HIGHEST / LOWEST CARD ; Power by Cedric Chin You have the power of extremes. Whenever you are the main player, you may declare that both yourself and your opponent must play either their highest Attack card or that both you and your opponent must play their lowest Attack card, if possible. History: Wild: If you are the defending player, you may force your opponent to put in as many tokens in the cone as you have in the challenge. Super: You may play any challenge card regardless of your declaration. ; VENUS [M:C] CAPTURES TOKENS IN SYSTEM ; Power by Cedric Chin You have the power of trapping. Tokens (except yours) in your system may not be removed, except to go to the Warp. In addition, at the beginning of your turn, you may randomly draw one card from every player that has a base in your system. History: A curious plant from a tropical rainforest, the Venus secreted mysterious pheromones which entranced anyone that came too close to them, and slowly sucked out their vital fluids. Now literally captivating their former masters, the Venus have developed a rudimentary, if not predictable, intelligence and seek to send their tendrils throughout the entire cosmos. Wild: You may start digesting . Whenever you are a main player, you may remove one token from any planet where you have a base to the Warp. Super: Your power also affects any planet where you have a base. ; VALENTINE [O:C] REMOVES TOKENS FROM CHALLENGE ; Power by Cedric Chin You have the power of massacre. Whenever you are the main player, after tokens have been placed in the cone, you may declare massacre . Before rewards are collected, all tokens involved in the challenge go to the Warp. Players gaining/keeping a base establish this base with tokens from other bases. History: Wild: If you are a main player and have just won a challenge, remove bases of all players who did not ally with you on the planet you have just gained/kept a base on. Super: Your tokens do not go to the Warp. ; VENDETTA [O:C] SENDS BASES TO WARP UPON LOSING ; Power by Cedric Chin You have the power of revenge. Whenever you lose a base to the Warp, your opponent must lose a base of equal or fewer tokens to the Warp, if possible. You opponent chooses which base to lose. History: Once dominated by greater powers, the hidden Vendetta have raised revenge to its ultimate form. Having recently been freed from their oppression, the fierce Vendetta do not wish to be enslaved again. Wild: When you are the main player in a challenge and have lost, you may put one token of any player who has opposed you into the Warp. Super: You choose which base to lose. ; VILLAGE [M:C] CAPTURES TOKENS FOR CARDS ; Power by Cedric Chin You have the power of The Village. Whenever a player loses tokens to the Warp, he must first give you (randomly) one of his cards. Otherwise, you may take these tokens to your Star Disc and trade them per the Assessor. History: We want information... information... INFORMATION. Wild: You are Number Six. If you successfully defend a base with an individual token (and no allies), you may establish a base in your opponent's system. Super: You receive one card per token instead. ; WANE [M:C] GAINS POWERS WITH FEWER HOME BASES ; Power by Cedric Chin You have the power of fall. When you have five bases, draw one extra power randomly from the unused Power Deck. When you have four bases, draw two extra powers. When you have three bases, draw three extra powers. You may not use flares of any wane powers you have drawn. If you lose your power or are Cosmic Zapped , you may not use powers drawn because of this power. History: Wild: For every base you lose, draw one power from the unused Power Deck. When you lose this card, discard any powers you have drawn through this card. Super: You may use flares of any powers you have drawn. Select your drawn powers by drawing the top flare from the unused Flare Deck and shuffling the flare into the Deck. ; WARP MONSTER [M:C] POSSESSES TOKENS FROM WARP ; Power by Cedric Chin You have the power of control. Whenever you win a challenge and send tokens to the Warp, flip these tokens over. Flipped tokens from the Warp are considered your tokens until they return to the Warp (or their Star Disc) again. If Fungus is in the game, the Fungus power works before yours does. At the beginning of your challenge, in addition to one of your normal tokens, take out one possessed token from the Warp. As part of a deal, you may unflip possessed tokens. History: Unconscious creatures until the discovery of the Warp, the spectral forces collectively called The Warp Monster instinctively possessed their original discoverers. As eons passed, their power to control other lifeforms intruding upon their territory gradually diminished, but not to the extent that they will not risk taking the cosmos. Wild: If you are a main player and lose a number tokens to the Warp as a result of a challenge, you may force your opponent to lose this number instead. Super: In addition, anytime a player loses tokens to the Warp, one of these lost tokens is flipped over. ; WARPETTE [M:C] OWNS WARP IN HOME SYSTEM ; Power by Cedric Chin You have the power of a warp. Whenever tokens are lost in your system, they go to your Star Disc (the "Warpette"). You may make deals per the Assessor and any of your tokens on your star disc immediately return to bases. History: A smaller Warp of unknown origin, the Warpette have managed to utilize what would be a common penalty as a position of bargaining. Wild: You may release one of your tokens from the Warp or any Star Disc, once per turn. Super: You may add the number of tokens on your Star Disc to your attacks, per Warpish. ; WARPSMITH [O:C] TELEPORTS CARDS, TOKENS, AND LUCRE ; Power by Cedric Chin You have the power of teleportation. Up to once per challenge, you may move one token from one planet to the other (players may lose bases but not gain them); a card randomly taken from one hand to another; or a Lucre from one Star Disc to another. History: Wild: You are Kid Miracleman. You may destroy the population of an entire planet that you have a base on. (If you have a base on any planet, remove all tokens from the planet.) Super: You may move an entire base, an entire hand, or all the Lucre from one Star Disc. Discard this Flare after using it. ; WAVEBENDER [M:C] PUTS TOKENS IN CONE LAST ; Power by Cedric Chin You have the power of invisibility. Whenever you are in a Challenge, instead of revealing your tokens before the main players select their Challenge cards, you (and your allies, if you are a main player) put your tokens in the cone just before Challenge cards are revealed. If you are the defending your base in a