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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 *