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House Rules, Gary Huckabay


Subject: House Rule Adjustments -- Davis, CA.
From: ez027993@bullwinkle.ucdavis.edu (Gary E5 Huckabay)
Date: 30 Jan 1995 22:58:28 GMT
Message-ID: <3gjquk$2nk@mark.ucdavis.edu>


*** Note:  This material may be distributed as long as it is not edited,
    the credits are retained. and the distribution is not for profit.  The
    author retains all other rights.

Cosmic Encounter procedures and house rules by Gary Huckabay, Rod Loewen,
Joseph Donaghue, Joseph Dien, and Joel Zuhars.

Cosmic Encounter - Procedures/House Rules - Version 3.11 - 
Nov. 20, 1994

Procedures:
Each player gets two moons in their system, which they are free to look at
before choosing their powers.
Each player starts the game with six lucre.

To begin the game, each player receives three powers, from which they
may choose two.  If a player so chooses, they may pay three lucre for
an extra power to choose from.  If a player receives the Mesmer or
Butler power, they have the option of returning them to the deck in
exchange for a different power to choose from.  This must be made
public.

The flares corresponding to the kept powers of each player are
shuffled into the deck, along with 24 additional flares at random from
the remaining flare deck, regardless of the number of players.

House Rules:

When a destiny disc is flipped, the offensive player may attack anyone
in that system, or any moon in that system.  Their choice of targets
is not limited to the player indicated by the disc - only to that
player's home system.

Flow of power and flare usage is as follows:

1.  Offensive Player
2.  Defensive Player
3.  Other players, starting with the left of the offensive player.

Combat Rule Change: Any challenge which results in a tie is not a defender
victory -- it is a pyrrhic tie.  All tokens involved in 
the challenge go to the warp, and it is considered a loss for purposes of
continuing a turn.

Play ends when:

1.  Any player has five foreign bases in their possession, with the
last base being acquired via direct combat.  If victory comes in this
fashion, only moons may be used to prolong the game, as applicable.
It is not acceptable to play a TIMEGASH or Schizoid wild after the
outcome of the combat has been determined, though cards like EMOTION
CONTROL are still legal.

2.  Any player has five foreign bases in their possession, with the
last base being acquired via a method other than combat.  In such a
case, it is legal to play the Schizoid flare, or a TIMEGASH to take a
challenge before the game officially ends.

3.  Any player has requisite winning conditions due to Moon Win, the
Miser wild, or a similar mechanic.  In such a case, any and all
preventative actions are legal, and the game officially ends at the
start of the next challenge, unless someone can stop the victory
conditions.

There are many timing conflicts in Cosmic Encounter.  If someone does
something out of order, every player has the right to do any activity
which was preempted by playing out of order.  (For example, playing
cards before allies jump in, etc.  Be cool.)

If someone asks for allies in general, they may rescind the invitation
to one or more players before cards are played.

You must be a main player in a challenge to purchase cards from the deck.

Each player without requisite experience may call a 'time out' for a
short amount of time while looking up the effects of a card or power
they are unfamiliar with.  If you have experience, the other players
may override this request.  During such a time out, no play is allowed
at all, including taking tokens out of the warp, drawing cards, or
even flipping destiny discs.  No time out shall last more than 45
seconds or so.

Any player who chooses to keep Mesmer/Vulch or Aristocrat/Mutant is
subject to flung objects at his or her own risk, and must buy pizza
for all players at the next Cosmic Encounter session, or the current
one, depending on how hungry everyone is.  

* Gary Huckabay * 


Modified Powers Subject: Just for grins From: ez027993@dale.ucdavis.edu (Gary Dave Appreciation Society Huckabay) Date: Sat, 19 Mar 1994 20:17:13 GMT Message-ID: Just for grins... Here's an older version of some of our changes in the powers and flares. We play two powers, hidden. Supers are automatically included, and you choose your powers from a set of three. Some minor context: We're all old men who have been playing since 1978. Also, flares are *not* use once and discard unless noted as such. Copyright (c) 1993 by Gary Huckabay and Joel Zuhars. You may reuse for not-for profit purposes, as long as this header is included, and you agree to buy the pizza and beer if we ever meet. Cosmic Encounter - Changed Powers/Flares - Version 2.0beta Anomaly Power: Unchanged. Wild: Unchanged. Super: You may prevent one player per challenge from acquiring either cards from the deck or tokens from the warp. Aristocrat Power: Unchanged Wild: Go through the deck or discard pile, and take any card of your choice. Show it to all other players before taking it. Super: Force all other players in the game to discard an alien power of their choice. Use once and discard from the game. Assessor is now Usher Power: You have the power to seat. Whenever any player's tokens are returned to bases from the warp, you may place those tokens wherever he already has tokens, unless he pays you a tip of one lucre. You must accept the tip. Usher may be used at any time, and tips must be paid whenever tokens are removed from the warp - not just once per challenge. Wild: If you lose as the offensive main player, you may place the defensive allies' tokens back to their bases where they have tokens. Super: You may replace tokens anywhere, even where the player in question has no tokens, or you may refuse to allow any tokens out of the warp at all. Aura is now Swarm Power: You have the power of numbers. You have an extra 20 tokens, starting with 8 on each of your home planets. Choose which color are your 'swarm' tokens, because a Cosmic Zap will temporarily remove these tokens from play. After the Zap has ended, you may replace the tokens wherever you have tokens remaining. You may still only put 4 tokens into the cone. If you also have the Symbiote Power, you get a total of 80 tokens. Wild: Any time before cards or played, you force all players to ally on your side with as many tokens as you have in the challenge, or four tokens, whichever is greater. Use once and discard. Super: You may place up to 8 tokens in the cone. Berserker Power: Unchanged. Wild: Unchanged. Super: If you are successful as a main player in a planet challenge, all of the defensive player's tokens on both of the adjacent planets in the same system are destroyed as well. Boomerang is now Mike Power: You have the power to compensate. Whenever you discard a non-challenge card, you may draw 2 cards from the deck or tokens from the warp. Wild: Whenever you lose tokens, half of them (rounded down) may return to bases. Super: Whenever you play a non-challenge card, you may compensate yourself as above. Bully Power: You may bully when your opponent plays a compromise card, in addition to other powers stipulated. Wild: Whenever any player plays a compromise card, they must either give you a base, or lose two tokens (their choice) to the warp. Super: Unchanged. Changeling Power: Unchanged. Wild: Give this card to the player to your left, and draw a card at random from their hand. Super: Unchanged. Clone Power: Unchanged. Wild: Use once and discard. Super: Unchanged. Connoisseur is now Fates Power: You have the power to control fate. Whenever you acquire cards from the deck, you receive one extra card. From the cards you have selected, keep the number you're supposed to have, and discard the extra card. In addition, whenever a card is selected or chosen from your hand at random, you may instead choose the cards to be selected. Furthermore, if you play a card which causes others to lose cards out of their hands (PLAGUE or DISEASE, for example), those players must lose the requisite cards at random -- they may not choose the cards. Wild: Force all other players to discard one flare from their hands, at random. Use once and discard. Super: When drawing consolation cards from an opponent, you may go through their hand and choose the cards you receive as consolation. Crystal is now Agenda Power: You have the power to Prioritize. As a main player in a challenge, before allies are committed, you may set a 'target' for that challenge. Your target must be a multiple of 10 between 0 and 60 inclusive. Whichever side has a total closest to the target wins the challenge. Note: Anti-Matter still makes allies subtract, but the winner is still determined by proximity to the target. Wild: If the total in any challenge is evenly divisible by 7, you may take the combat off the agenda, and declare it a total loss, sending all tokens involved to the warp. Super: You may set the target for the combat after cards are played. Dictator Power: The Dictator's declaration of stardisc color does indeed change its actual color. Wild: Unchanged. Super: Unchanged. Disease Power: Unchanged. Wild: An alien power is not discarded, but all other effects are doubled. Super: Unchanged. Doppelganger Power: You do not maintain a regular hand. When involved in a challenge, you may ask one other player for either their highest or lowest attack card (your choice), and a compromise card. Return any cards not used during the challenge. You may keep edicts, kickers, and the doubler in your hand, and you are immune to consolation. Wild: If you are a main player, your opponent's allies do not affect his combat total. Super: In addition to keeping edicts, kickers, and the Doubler, you may also keep flares. Empath Power: Addition -- If your opponent plays a compromise card, you may change your card to one also. Wild: Unchanged. Super: Unchanged. Extortionist Power: Instead of taking half the cards, take only one. A player may still pay you one lucre after looking at his cards, but if he draws only one card, you may not extort. Wild: If you have two planet bases in someone's system, you may extort the lucre they are entitled to at the start of their turn. You receive that lucre instead. Super: Now like the original power, you may extort half the cards or be paid an equal number of lucre. Filch Power: Unchanged. Wild: You may steal cards from the deck or discard pile, or steal your own tokens out of the warp. However, you must reveal this card immediately upon acquiring it. If you are caught in the act of filching, you must give your entire hand to the person who caught you. Super: Unchanged. Force is now Traveler Power: You have the Power to Wander. When it is your turn, you may continue to make challenges until you lose (or fail to deal) twice. You may not attack the same place (planet or moon) more than once in any given turn, nor may you attack an unoccupied moon after your second challenge of a given turn. Wild: Unchanged. Super: You may prevent a player from taking his or her regular turn once per complete game turn. (Once around the board.) Gnome Power: After cards are revealed in a challenge, you may undermine your opponent's card. Your opponent must return the card they played to their hand, and replace it with the next lowest value card in their hand. If they have only Compromise cards remaining, they must play one. If they have no other challenge cards, they play no challenge card, and their total is calculated based on tokens alone. Wild: You may hide a treasure. Secretly write down where your treasure is hidden [Either a planet or moon]. The next person to arrive there finds your treasure. They may either take two lucre from the bank, or make a deal with you, allowing your secondary stash to be found, in which case you both get 5 lucre from the bank. Super: If you choose to undermine your opponent's card, you get to keep the card you displaced. Hurtz is now Trickster Power: You have the power to mislead. As a main player or an ally in challenge, your opponent must guess what attack card you played. After cards are revealed, you may adjust the attack cards in the challenge by the difference between your opponent's guess and the card that was actually played. There is no effect if your side played a compromise card. Wild: Once per challenge, you may steal one card at random from another player and discard it. Super: When you lose tokens as a main player or an ally in a challenge, you may return your tokens to bases, and instead 'trick the grim reaper' by choosing an equal number of tokens from the other side to go to the warp in your stead. Laser Power: Your opponent does not set aside non-challenge cards before you randomly choose. Instead, if you draw a non-challenge card, your opponent shows you the card, and then removes it from the stack of potential cards. Continue to draw until a challenge card is chosen. Wild: Unchanged. Super: Unchanged. Lloyd is now Carrier Power: You have the power to infest. When you are the offensive player in a challenge, you may choose to infest a planet, rather than attack normally. To infest a planet, orbit your tokens (up to the amount you could normally use in a challenge) around the planet or moon you wish to inhabit. You may only orbit planets with an equal or greater amount of tokens than you will orbit with. If the number of tokens on the planet or moon drops more than one below the number of tokens you have orbiting it, you may co- occupy the orbited planet or moon, provided it is not completely vacated. Orbiting tokens may be used as regular tokens, but tokens may not be returned from the warp or other usage to orbit. Wild: Take two of your tokens from anywhere and 'attach' them to any two tokens of any one other player on one other base. When these two tokens land on any other base, you automatically detach from the tokens you attached to, thereby sharing the base. Going to the warp will not detach your tokens from your host. Use once and discard. Super: You may infest as an ally. Loser is now Martyr Power: You have the power to die gloriously. Whenever you lose tokens to the warp or void, you may heal an equal number of other players' tokens that are already there. For each token healed in such a fashion, you may draw a card. Wild: If you lost the first challenge in your turn, you may take a second challenge as if you had won. Super: For each token healed, collect a lucre in addition to drawing a card. Machine is now Mercenary Power: You have the power of non-commitment. You may ally on both sides of a challenge if invited or otherwise allowed or forced. Wild: Every time you ally, draw a card. Super: You may ally even when you are a main player. Mesmer Power: If Cosmic Zapped, played edict is still discarded and must be played. Wild: Unchanged. Super: You do not affect flares. However, you may now change other players' edicts, as long as the edict does not directly affect you. Miser Power: Unchanged. Wild: You may win with one base fewer than the required number. Super: At the start of each player's turn, you may add a card to your hoard. Mutant Power: The same power except that the minimum number of cards is 10, not 7 as indicated on the power. Wild: Unchanged. Super: Change 7 to 10. Negator Power: Unchanged. Wild: Use once and discard. Super: Unchanged. Pavlov Power: Not Currently In Use. Choose another power or flare. Wild: You may sic a pack of dogs on any player's hand. That player must discard all edicts and flares from their hand immediately. Use once and discard. Super: Not Currently In Use. Philanthropist Power: In addition to the power, you may automatically give away one card to any player each challenge. Therefore, up to 2 cards may be dumped each round. Wild: Unchanged. Super: The Super only pertains to the card given by the standard power. Pirate is now Moon King Power: You have the power of lunacy. You begin the game with a moon circling each of your home bases. At any time, you may reveal any of these moons. When you reveal a moon for the first time, it automatically takes effect. (If the moon is not continuous, you must re-attack to make the moon effects occur again.) If an attack against your home planet wins, the main player gets the planet and the moon, but the allies only get the planet. For Moon King, all moons count as additional home bases for the purposes of retaining powers, but you cannot win from 'Moon Win', even if you are no longer Moon King. If this power is shifted or reincarnated, moons float to open space and are treated normally. Tokens on floated moons may either stay on the planet or the moon, but not both. Wild: Unchanged. (Harrr!) Super: At the beginning of your turn, if all the moons are revealed, you may float all of them and draw another moon randomly for each home planet you still occupy. Plant Power: Unchanged. Wild: If a player wins, and you have a base in his system, you also win. Super: You may graft a player's power even if you do not have a base in his system. Prolong Power: Not Currently In Use. Draw another power or flare. Wild: Unchanged. Super: Not Currently In Use. Schizoid Power: You have the power to Split. Choose two other alien powers. Randomly designate each power as positive and negative. If your side won the last challenge you were involved in (or made a deal), the positive power is active. If your side lost the last challenge you were involved in, the negative power is active. Wild: You may exchange powers with one player for one challenge, which you begin immediately upon playing this flare. (Treat as if a TIMEGASH.) Use once and discard. Super: Both powers are active. Serpent Power: Not Currently In Use. Choose another power or flare. Wild: Unchanged. Super: Not Currently In Use. Silencer is now Lemming Power: You have the power to immolate. As a main player, you may sacrifice any amount of your tokens per challenge, tossing them into the warp, and collecting an equal amount of lucre. You may not use your lucre to buy tokens out of the warp. Wild: You may buy your tokens out of normally inaccessible areas (Void, Nova, Fungus Power or Wild, Super Zombie for example) using lucre as if those tokens were in the warp. Super: Whenever you lose tokens, you receive consider them sacrificed, and collect lucre as above. Siren Power: Unchanged. Wild: When any other player draws cards for the purposes of consolation, you may name a particular card. If they draw that card, they must give it to you. (If they draw more than one of the card, all of them must be forfeited to you.) Super: Unchanged. Sorceror Power: Unchanged. Wild: You may not affect yourself with this flare. Use once and discard. Super: Unchanged. Symbiote is now Hive Power: See Swarm (q.v.) under Aura. Wild: Unchanged. Super: When you win as a main player in a challenge, all tokens on the losing side become Hive tokens for you. Turn them over and return them to bases as if they were your own. Vacuum Power: Unchanged. Wild: Whenever any player plays an attack card, you may retrieve a token from the warp. Super: Unchanged. Vampire Power: Not Currently In Use. Choose another power or flare. Wild: Use Once and Discard. Super: Not Currently In Use. Warrior Power: Instead of acquiring points, gain lucre. Ignore experience. Wild: Immediately lose one planet base. (Tokens return to other bases.) When you must discard this card, give it to another player, and not to the discard pile. Super: Gain lucre as an ally also. Will Power: Unchanged. Wild: If two players fail to make a deal in one minute, you may dictate the deal to them, according to normal deal rules. Super: Unchanged. Witch Power: Unchanged. Wild: You may use your Alien Powers even if you have lost more than two home planets. Super: Unchanged. Wraith Power: Not Currently In Use. Draw another power or flare. Wild: You may play a kicker after cards have been revealed. Super: Not Currently In Use. Zombie Power: Unchanged. Wild: Unchanged. Super: When you are involved in a challenge, all tokens normally lost to the warp in that challenge become yours. Return them to bases. A Mobius Tubes or Warp Break returns them to their owners. We've also removed most of the silly new edicts like Breach, Space Junk, the incredibly vile Hand Zap, and made a few other minor modifications. (Ties are pyrrhic and do not go to the defender - everyone involved dies.) All of the 'Not Currently Is Use' Powers are in fact in use, but I don't have the changes for them here. We don't use reverse planet hexes, nor do we rule out any power combinations, except with one proviso: If you take Mesmer/Vulch, you MUST buy pizza for all players. (The Old Schizoid/Dictator combo required you to do three minutes of Elvis Impersonation for the win. That way, if someone's terms were '0 foreign bases and first color flipped', you could look forward to a rousing rendition of 'Hound Dog.') Enjoy. Gary 'I thought we changed that moon!' Huckabay.
Subject: Power, Flare, Edict Changes -- Davis, CA. From: ez027993@bullwinkle.ucdavis.edu (Gary E5 Huckabay) Date: 30 Jan 1995 22:57:39 GMT Message-ID: <3gjqt3$2n5@mark.ucdavis.edu> *** Note: Contained Material may be distributed provided as credits are intact, the material is not edited, and the distribution is not for profit. = The author reserves all other rights. New Power and Flare Rules by: Gary Huckabay, Joseph Donaghue, Joseph Dien, Andres Morales, Rod Loewen, David Rakonitz, Greg Coleman, Joel Zuhars, Kathy Schofield, Mark Businger, Donna Best, Tim Underwood, Eric Gelatt, Michael Wyatt, Robert Giedt, John Baylis, and Kyle Brink, 1979-1995. *** My apologies for the line length. (Fixed ADF) Remember, under our house rules, we play flares the old Eon way -- they are *not* use once and discard unless otherwise noted, but there are more flare zaps in the deck, along with a generic zap and a flare stop. In addition, there is no Breach, Hand Zap, Edict Zap, or Space Junk. Cosmic Encounter - Changed Powers/Flares/Edicts/Special Cards - 3.11 = Nov. 20, 1994 Anomaly Power: Unchanged. Wild: Unchanged. Super: You may prevent one player per challenge from acquiring either cards from the deck or tokens from the warp. Anti-Matter Power: Unchanged Wild: As a main player or an ally in a challenge, you may prevent the use of another wild flare card once per challenge. Super: You may prevent any other player from using a Super Flare once per challenge. Aristocrat Power: Unchanged. Wild: Go through the deck or discard pile, and take any card of your choice. Show it to all other players before taking it. Super: Force all other players in the game to discard an alien power of their choice. Use once and discard from the game. Assessor is now Usher Power: You have the power to seat. Whenever any player's tokens are returned to bases from the warp, you may place those tokens wherever he already has tokens, unless he pays you a tip of one lucre. You must accept the tip. Usher may be used at any time, and tips must be paid whenever tokens are removed from the warp - not just once per challenge. Wild: If you lose as the offensive main player, you may place the defensive allies' tokens back to their bases where they have tokens. Super: You may replace tokens anywhere, even where the player in question has no tokens, or you may refuse to allow any tokens out of the warp at all. Aura is now Swarm Power: You have the power of numbers. You have an extra 20 tokens, starting with 8 on each of your home planets. Choose which color are your 'swarm' tokens, because a Cosmic Zap will temporarily remove these tokens from play. After the Zap has ended, you may replace the tokens wherever you have tokens remaining. You may still only put 4 tokens into the cone. If you also have the Hive (Symbiote) Power, you get a total of 80 tokens. Wild: Any time before cards are played, you force all players to ally on your side with as many tokens as you have in the challenge, or four tokens, whichever is greater. Use once and discard. Super: You may place up to 8 tokens in the cone. Berserker Power: Unchanged. Wild: Unchanged. Super: If you are successful as a main player in a planet challenge, all of the defensive player's tokens on both of the adjacent planets in the same system are destroyed as well. Boomerang is now Mike Power: You have the power to compensate. Whenever you discard a non-challenge card, you may draw 2 cards from the deck or tokens from the warp. Wild: Whenever you lose tokens, half of them (rounded down) may return to bases. Super: Whenever you play a non-challenge card, you may compensate yourself as above. Bully Power: You may bully when your opponent plays a compromise card, in addition to other powers stipulated. Wild: Whenever any player plays a compromise card, they must either give you a base, or lose two tokens (their choice) to the warp. Super: Unchanged. Changeling Power: Unchanged. Wild: Give this card to the player to your left, and draw a card at random from their hand. Super: Unchanged. Chronos Power: Unchanged Wild: If you flip your own color stardisc during your challenge, you may attack anywhere in the universe. Super: If a player wins the game by acquiring the requisite number of bases, you may make one challenge against that player in any system of your choice. If you win the challenge, you win the game and he does not. No allies are permitted in this final challenge. Clone Power: In addition to cloning challenge cards, you may also clone any and all kickers you play. Wild: Use once and discard. Super: Unchanged. Connoisseur is now Fates Power: You have the power to control fate. Whenever you acquire cards from the deck, you receive one extra card. From the cards you've selected, keep the number you're entitled to, and discard the extra card. In addition, whenever a card is selected or chosen from your hand at random, you may instead choose the cards to be selected. Furthermore, if you play a card which causes others to lose cards out of their hands (PLAGUE or DISEASE for example), those players must lose the requisite cards at random -- they may not choose the cards. Wild: Force all other players to discard one flare from their hands, at random. Use once and discard. Super: When drawing consolation cards from an opponent, you may go through their hand and choose the cards you receive as consolation. COSMIC STOP: Prevents the use of a power for one challenge, much like a COSMIC ZAP. May be played when a player attempts to use his power. May not be unzapped. Crystal is now Agenda Power: You have the power to Prioritize. As a main player in a challenge, before allies are committed, you may set a 'target' for that challenge. Your target must be a multiple of 10 betwee= n 0 and 60 inclusive. Whichever side has a total closest to the target wins the challenge. Note: Anti-Matter still makes allies subtract, but the winner is determined by proximity to the target number. Wild: If the total in any challenge is evenly divisible by 7, you may take the combat off the agenda, and declare it a total loss, sending all tokens involved to the warp. Super: You may set the target for the combat after cards are played. Demon Power: Unchanged. Wild: When you are not a main player in a challenge, and both sides play compromise cards, you may possess one of the two parties involved in the challenge, and attempt to negotiate a deal. Resolve failure to deal as if you are a main player. (i.e. Void or Super Pacifist would function.) Super: If you lose or fail to deal in a challenge in which you possessed the main player, you may =91unpossess=92 the tokens just before death, thereby submitting the original main player to the token losses and other effects of the challenge. (i.e. Judge terms, Fungus, etc.) Dictator Power: The Dictator's declaration of stardisc color does indeed change its actual color. Wild: Unchanged. Super: Unchanged. Disease Power: Unchanged. Wild: An alien power is not discarded, but all other effects are doubled. Super: Unchanged. Doppelganger Power: You do not maintain a regular hand. When involved in a challenge, you may ask one other player for either their highest or lowest attack card (your choice), and a compromise card. Return any cards not used during the challenge. You may keep reinforcements, edicts, kickers, and the doubler in your hand, and you are immune to consolation. Wild: If you are a main player, your opponent's allies do not affect his combat total. Super: In addition to keeping edicts, kickers, and the Doubler, you may also keep flares. DOUBLER The Doubler is a card which duplicates any non challenge card played by any player. For example, if player A plays a Timegash, player B may play the Doubler, and make a parenthetical Timegash. You may DOUBLE a card which you play yourself. Empath Power: Your power is voluntary, and if your opponent plays a compromise card, you may change your card to one also. Wild: Unchanged. Super: Unchanged. Extortionist Power: Instead of taking half the cards, take only one. A player may still pay you one lucre after looking at his cards, but if he draws only one card, you may not extort. Wild: If you have two planet bases in someone's system, you may extort the lucre they are entitled to at the start of their turn. You receive that lucre instead. Super: Now like the original power, you may extort half the cards or be paid an equal number of lucre. Filch Power: Unchanged. Wild: You may steal cards from the deck or discard pile, or steal your own tokens out of the warp. However, you must reveal this card immediately upon acquiring it. If you are caught i= n the act of filching, you must give your entire hand to the person who caught you. Super: Unchanged. FLARE STOP: Edict. Stops the effects of a wild or super flare for one challenge, much like a FLARE ZAP, but does *not* require that the flare be discarded, unless it is normally a use once and discard flare. May not be unzapped. Force is now Traveler Power: You have the Power to Wander. When it is your turn, you may continue to make challenges until you lose (or fail to deal) twice. You may not attack the same place (planet or moon) more than once in any given turn, nor may you attack an unoccupied moon after your second challenge of a given turn. Wild: You may 'be with' any player who has just gained a planet base. Use once and discard. Super: You may prevent a player from taking his or her regular turn once per complete game turn. (Once around the board.) Gnome Power: After cards are revealed in a challenge, you may undermine your opponent's card. Your opponent must return the card they played to their hand, and replace it with the next lowest value card in their hand. If they have only Compromise cards remaining, they must play one. If they have no other challenge cards, they play no challenge card, and their total is calculated based on tokens alone. Wild: You may hide a treasure. Secretly write down where your treasure is hidden [Either a planet or moon]. The next person to arrive there finds your treasure. They may either take tw= o lucre from the bank, or make a deal with you, allowing your secondary stash to be found, in which case you both get 5 lucre from the bank. Super: If you choose to undermine your opponent's card, you get to keep the card you displaced. Grudge is now Selector Power: You have the power of distinction. At the start of the game, after hands have been dealt, you may go through the remaining powers and select your other power. The flare for this power is not added to the game. If you cannot choose a power in 5 minutes, you must select one at random. The power you select replaces your other power, not Selector. Wild: One per game turn, you may randomly select a power to replace another player's power of your choice. This flare does not affect the player who has the Selector power. Super: You may discard this power and choose another at random. Hurtz is now Trickster Power: You have the power to mislead. As a main player or an ally in challenge, your opponent must guess what attack card you played. After cards are revealed, you may adjust the attack cards in the challenge by the difference between your opponent's guess and the card that was actually played. There is no effect if your side played a compromise card. Wild: Once per challenge, you may steal one card at random from another player and discard it. Super: When you lose tokens as a main player or an ally in a challenge, you may return your tokens to bases, and instead 'trick the grim reaper' by choosing an equal number of tokens from the other side to go to the warp in your stead. Laser Power: Your opponent does not set aside non-challenge cards before you randomly choose. Instead, if you draw a non-challenge card, your opponent shows you the card, and then removes it from the stack of potential cards. Continue to draw until a challenge card is chosen. Wild: Unchanged. Super: Unchanged. Lloyd is now Carrier Power: You have the power to infest. When you are the offensive player in a challenge, you may choose to infest a planet, rather than attack normally. To infest a planet, orbit your tokens (up to the amount you could normally use in a challenge) around the planet or moon you wish to inhabit. You may only orbit planets with an equal or greater amount of tokens than you will orbit with. If the number of tokens on the planet or moon drops below the number of tokens you have orbiting it, you may co-occupy the orbited planet or moon, provided it is not completely vacated. Orbiting tokens may be used as regular tokens, but tokens may not be returned from the warp or other usage to orbit. Wild: Take two of your tokens from anywhere and 'attach' them to any two tokens of any one other player on one other base. When these two tokens land on any other base, you automatically detach from the tokens you attached to, thereby sharing the base. Going to the warp will not detach your tokens from your host. Use once and discard. Super: You may infest as an ally. Loser is now Martyr Power: You have the power to die gloriously. Whenever you lose tokens to the warp or void, you may heal an equal number of other players' tokens that are already there. For each token healed in such a fashion, you may draw a card. Wild: Any time you lose tokens to the warp, gain one lucre {not one lucre per token, only one lucre}. Super: For each token healed, collect a lucre in addition to drawing a card. Machine is now Mercenary Power: You have the power of non-commitment. You may ally on both sides of a challenge if invited or otherwise allowed or forced. Wild: Every time you ally, draw a card. Super: You may ally even when you are a main player. Macron Power: You may take up to 4 tokens in the cone, and each counts as 4 for the purposes of determining combat outcomes. You are not limited to using only one token in combat. Wild: Unchanged. Super: Your tokens count as 4 for all game purposes, including rewards, consolation, etc. Mesmer Power: If Cosmic Zapped, played edict is still discarded and must be played. Wild: Unchanged. Super: You may use your Mesmer power on challenge cards you play, as well as edicts. {After cards are revealed.} Miser Power: Unchanged. Wild: You may win with one base fewer than the required number. Super: At the start of each player's turn, you may add a card to your hoard. Mutant Power: The same power except that the minimum number of cards is 10, not 7 as indicated on the power. Wild: Unchanged. Super: Change 7 to 10. Negator Power: Unchanged. Wild: Use once and discard. Super: Unchanged. Pavlov Power: You have the power to condition. If you lose as a main player in a challenge, you may 'Bad Doggy' your opponent by taking either two of his tokens and throwing them to the warp (your choice), or by selecting one card from his hand and discarding it (again, the card is your choice.) Wild: You may sic a pack of dogs on any player's hand. That player must discard all edicts and flares from their hand immediately. Use once and discard. Super: If you lose as a main player, you may select two cards from your opponents hand (your choice), and keep the two cards. In addition, you may 'Bad Doggy' your opponent's allies as per your regular power. Philanthropist Power: In addition to the power, you may automatically give away one card to any player each challenge. Therefore, up to 2 cards may be dumped each round. Wild: Unchanged. Super: The Super only pertains to the card given by the standard power. Pirate is now Moon King Power: You have the power of lunacy. You begin the game with a moon circling each of your home bases. At any time, you may reveal any of these moons. When you reveal a moon for the first time, it automatically takes effect. (If the moon is not continuous, you must re-attack to make the moon effects occur again.) If an attack against your home planet wins, the main player gets the planet and the moon, but the allies only get the planet. For Moon King, all moons count as additional home bases for the purposes of retaining powers, but you cannot win from 'Moon Win', even if you are no longer Moon King. If this power is shifted or reincarnated, moons float to open space and are treated normally. Tokens on floated moons may either stay on the planet or the moon, but not both. Wild: Unchanged. (Harrr!) Super: At the beginning of your turn, if all the moons are revealed, you may float all of them and draw another moon randomly for each home planet you still occupy. Plant Power: Unchanged. Wild: If a player wins, and you have a base in his system, you also win. Super: You may graft a player's power even if you do not have a base in his system. Prolong is now Emperor Power: You have the power of despotism. You have complete power over any star system in which you have a planet base. Whenever anyone flips your color in the destiny pile, they must make you an offer for the right to enter 'your' system. The offer must be within the rules governing deals. If you accept the offer, they may come to your system and challenge as normal. If they do not, they have two options: They can forfeit this challenge (as if a loss), or they can 'sneak' into your system and challenge as normal, except that during such a challenge, their forces are severely limited. If they are sneaking, they may only use one of their alien powers, (chosen at random), their lucre do not add to their total during the challenge, and they may use only one wild flare or one edict during the challenge. Wild: Unchanged. Super: On each one of your challenges, you may order one planet in a system which you have a base to be 'cleansed'. All tokens on the planet are killed and go to the warp. Prophet Power: Unchanged. Wild: If you are not a main player in a challenge, you may predict (in writing) how many compromise cards will be played in a challenge. If you are correct, all other players must lose two tokens to the warp or give you two cards at random from their hand. (Their choice.) If you are incorrect, you must pass the flare to the player on your left. Super: Unchanged. Schizoid Power: You have the power to Split. Choose two other alien powers. Randomly designate each power as positive and negative. If your side won the last challenge you were involved in (or made a deal), the positive power is active. If your side lost the last challenge you were involved in, the negative power is active. Wild: You may exchange powers with one player for one challenge, which you begin immediately upon playing this flare. (Treat as if a TIMEGASH.) Use once and discard. Super: Both powers are active. Serpent is now Weasel Power: You have the power to ferret. When you are a main player in a challenge, you may designate any number of challenge cards which you will not play. Lay these cards face up in front of you. Your opponent may not play any of the same type of cards that you lay down. For example, if you were to reveal a compromise and Attacks 12-20, your opponent can not play any of those cards. If your opponent has no other challenge cards t= o play, they must draw randomly from the deck, playing the first challenge card they draw, and discarding all other cards. After the challenge is over, you may discard any of the cards you revealed during the challenge. Wild: Unchanged. Super: When you lose as a main player or an ally in a challenge, you may collect consolation for the tokens lost from the opposing main player. Silencer is now Lemming Power: You have the power to immolate. As a main player, you may sacrifice any amount of your tokens per challenge, tossing them into the warp, and collecting an equal amount of lucre. You may not use your lucre to buy tokens out of the warp. Wild: You may buy your tokens out of normally inaccessible areas (Void, Nova, Fungus Power or Wild, Super Zombie for example) using lucre as if those tokens were in the warp. Super: Whenever you lose tokens, you receive consider them sacrificed, and collect lucre as above. Siren Power: Unchanged. Wild: When any other player draws cards for the purposes of consolation, you may name a particular card. If they draw that card, they must give it to you. (If they draw more than one of the card, all of them must be forfeited to you.) Super: Unchanged. Sorcerer Power: Unchanged. Wild: You may not affect yourself with this flare. Use once and discard. Super: Unchanged. Symbiote is now Hive Power: See Swarm (q.v.) under Aura. Wild: Unchanged. Super: When you win as a main player in a challenge, all tokens on the losing side become Hive tokens for you. Turn them over and return them to bases as if they were your own. Vacuum Power: Unchanged. Wild: Whenever any player plays an attack card, you may retrieve a token from the warp. Super: Unchanged. Vampire is now Bottom Feeder Power: You have the power to scavenge. Any time a attack card under 10, a Compromise Card, or a Reinforcement Card is discarded by another player, you may pick it up and add it to your hand. Wild: Any time anyone loses tokens to the warp for any non-combat reason, you may 'pick over the bones' and extract one lucre from the token owner for each token lost. Super: You may scavenge any discarded card except edicts and flares. Warrior Power: Instead of acquiring points, gain lucre. Ignore experience. Wild: Immediately lose one planet base. (Tokens return to other bases.) When you must discard this card, give it to another player, and not to the discard pile. Super: Gain lucre as an ally also. Will Power: Unchanged. Wild: If two players fail to make a deal in one minute, you may dictate the deal to them, according to normal deal rules. Super: Unchanged. Witch Power: Unchanged. Wild: You may use your Alien Powers even if you have lost more than two home planets. Super: Unchanged. Wraith Power: You have the power to Feed On The Souls Of The Living. If you lose tokens in a combat, they do not go to the warp; Instead, you may choose to have them 'haunt' an equal number of tokens on the winning side. Attach your tokens to the tokens you wish to haunt. If haunted tokens are lost to the warp, they are fed upon by your tokens on the way there, and are removed from the game. Your tokens, replenished, return to bases. You may not use tokens which are currently haunting = the tokens of another player. Wild: You may play a kicker after cards have been revealed. Super: If you lose as a main player in a challenge, all opposing tokens are removed from the game. Your tokens return to bases. ZAP: Mimics either a FLARE ZAP or a COSMIC ZAP, as the person who plays it so desires. Not an edict. Zombie Power: Unchanged. Wild: Unchanged. Super: When you are involved in a challenge, all tokens normally lost to the warp in that challenge become yours. Return them to bases. A Mobius Tubes or Warp Break returns them to their owners. -- = * Gary Huckabay *