The following is a list of all Edicts/Artifacts (From the actual games, and from Internet sources). It may be used as a reference for the MESMER power. Once your deck begins to accumulate such a large quantity of Edicts, it is recommended that you have a separate deck of Edicts only, and shuffle in an appropriate number into the regular deck (as is done with Flares). You may determine which edicts you require in any given game (i.e. Cosmic Zaps and Mobius Tubes).
Artifacts/Edicts from the Internet are in italics, and Edicts that appeared in Encounter magazine or Space Gamer are underlined.
Abort Remove your tokens from the challenge. They return to bases. Play before cards are revealed.
Absorb: (Theurgy) Take a Theurgy card from any one player and place it in front of you. Play between challenges.
Aggressor Attack a player instead of a system. Point the cone to any base of the player whose color was revealed by the Destiny Pile. That player is the defensive player regardless of where you challenge. Play on your challenge after the Destiny Pile is flipped.
Anarchy Take all the tokens from two planets in your system and mix them together. Then repopulate the planets randomly useing the same tokens in the same ration. Play between challenges.
Antidote (Z-Edicts) A serum which combats The Plague before the evil desease spreads too far.
Babel Stop the current challenge. Everyone in the game must make a deal or all player permanently lose three tokens from the game (even Zombie). Play at any time. Current challenge is negated and play passes.
Back Zap Cause the player of a cosmic zap to be zapped as well.
Bad Zap (Bad) Zap ALL BAD powers in the game for the duration of the challenge. Play at any time.
Bankruptcy (Lucre) Force a player to lose all of his or her lucre. Play at any time.
Banishment Suggest the removal of one power (anybody's) from the game. All players vote on it. If yes, the power is discarded. Otherwise, play continues. Play at the beginning of your turn.
Bank Job (Lucre) Take half a player's Lucre (rounded up) and place in your own treasury. Play at any time.
Black Market (Lucre) Trade in any or all of your cards for Lucre from the bank. One Lure for challenge cards, two Lucre for non-challenge cards. They are then discarded. Play at the end of your turn.
Black Hole Play any time after an Artifact is played to cancel its effects.
Black Plague Force a player to discard 2 of each card, 6 Lucre and 4 tokens.
Breach Cancel a successful deal. The players involved must lose tokens as if they had failed to make a deal.
Brownian Card This is a wild card and does not fit under any category - it is not susceptible to the Plague or Fisher power. With its random ways, the Brownian Card can serve as any of the following cards: Cosmic Zap/Un Zap, Emotion Control/Conviction, Force Field/Overload, Mobius Tubes/Rush Hour, The Plague/Antidote, Rebirth/Famine, Timegash/Paradox, Victory Boon/Certificate of Merit, Finder/Illusion, Keeper/Sieve, Sanity/Macroscope, Warp Break/Rush Hour, Flare Zap, Moon Zap, Galactic Zap, Kicker 2, Attack 30, Attack 3, or a Compromise.
Card Zap - Negates Cards. Play this card at any time to negate a flare or artifact card just as a player attempts to use it. The flare or artifact must then be discarded.
Certificate of Merit (Z-Edicts) What promised to be a great reward is revealed as hollow and empty. Victory Boon is worthless.
CHOAM Boon (Dune) Collect 5 spice from every player. Play between challenges.
Civil War All players challenge each other on one planet that they share a base. No alliances. In case of a tie, all players involved lose. Play between challenges.
Coffee Time Play is suspended while the recipient of this card makes refreshments for all players. Usually limited to beverages, this may extend to making sandwiches, going out for munchies or whatever. The recipient is not obliged to pay for anyone else's stuff, except for reasonable supplies from the host. Play between turns.
Communion Any or all players may use the power(s) of any or all other players in a challenge. Players use their own powers first in conflicts.
Compression Players may discard all duplicate cards (i.e. one Attack 1, one Attack 9, one Compromise, etc.). Play at any time.
Conscientious Objector One player's tokens do not count towards the total in a challenge. They still gain rewards. Play after cards are played.
Conviction (Z-Edicts) Strong beliefs override any attempt at Emotion Control.
Copy Copies any edict. Copied edicts may be played immediately or taken into your own hand. Play at any time.
Cosmic Gas No rewards may be earned this challenge. Play after challenge is resolved.
Cosmic Zap - Stops Power. Play this card at any time to cancel one use of any alien's power, including your own. That power may not be used again during the current encounter.
Coup D' Etat Switch powers of any two players permanently. Play between challenges.
Destiny Zap Cancel the flip of the Destiny Pile and flip again.
Double Cross Specify which winning allies in an encounter get nothing, and instead lose their ships to the warp.
Dubious Gift (Bad) Force one player to draw a BAD power. Play at the start of your turn.
Edict Zap Nullify the effect of any edict, just as a player attempts to play it. The edict must be discarded. Play at any time.
Emotion Control - Alters Attack. Play after encounter cards are revealed to treat all attack cards played this encounter as negotiate cards. The main players must then attempt to make a deal.
Exorcism (Bad) Remove forever one bad power of any player. Play at any time.
Family Atomics (Dune) Both main players lose their tokens to the Warp. Play before allies are invited.
Famine (Z-Edicts) The invaders' rape of the land causes the new Rebirth settlements to starve and fail.
Finder - Search for Card. Play this card at any time. Choose another player and name a specific card, such as "Attack 40", "Clone flare", or "Plague". Look at the chosen player's hand. If the named card is in his or her hand, you may take it.
Flare Saver You need not discard any one Flare that you play. You may keep it to play in another challenge, even if it was zapped.
Flare Zap Nullify the effect of any flare. The flare is then discarded Play at any time.
Fold Space (Dreadnought) Move your dreadnought to any system by paying as if you had only moved one. Play as an offensive main player.
Force Field - Stops Allies. Play after alliances are formed during an encounter. You may cancel the alliances of any or all players. Canceled allies return their ships to any of their colonies.
Freeze Moon (Moon Gloom Hex) Tokens may not be taken from moons to the cone.
Galactic Zap Prevent the use of a moon, or cancel the effects of an edict.
Ghola (Dune) When another player removes tokens from the warp, you may remove an equal number of your own.
Gom Jabbar (Dune) Send one token from anywhere to the Warp. Play at any time.
Gravity Control Play at any time. Has one of the following effects (your choice): - Destroys any moon (and any inhabitants are removed from the game), OR... - Moves any moon (along with any inhabitants thereof) to a different system, OR... - Sends any one moon to the Warp. Inhabitants are dislodged in the Warp. The moon will reappear in the system of the next player to play Mobius Tubes.
Grid Lock Mobius Tubes or Warp break is nullified. Play after one of those cards are played.
Hand Zap - Draw New Hand. Play at the start of any encounter and choose a player (even yourself). That player discards his or her entire hand and draws a new hand of eight cards. No cards may be played in response to this card except cards that cancel its effect.
Hunter Seeker (Dune) Send one of your opponents tokens to the Warp. Play as a main player before cards are revealed.
Illusion (Z-Edicts) The sought-for card is just a figment in the imagination of the Finder.
Immunity Zap Nullify the effects of an Immunity Card. That card must be discarded. Play when a player attempts to play an Immunity Card.
Insanity All players must use EVERYTHING they can during this challenge: all powers, edicts, flares, moons, etc. You are not required to zap your own action. Play at start of challenge.
Ionic Gas - Stops Compensation and Rewards. Play after the winner of an encounter is determined. No compensation or defensive ally rewards may be collected this encounter.
Inverse Divide Attack card by Kicker value. If Kicker value is zero, Attack card is played at normal value. Play when someone plays a Kicker.
Juxtapose Bring an equal number of tokens into a challenge. They count towards the win but are not at risk. These token must go to the newly established base or defending base if a main player.
Keeper When discarding your hand, you need not discard any non-challenge cards (except this one). Play when drawing new hand.
Kicker Zap Nullify the effect of any kicker. The kicker must be discarded. Play at any time.
Kwisatz Haderach (Dune) One token in a challenge is worth 15 (for calculating totals only).This token may not be enhanced. Play any time before cards are revealed.
Landsraad (Dune) Draw a random power from those not in use and add it to your own for one challenge.
Lasgun (Dune) Remove all allies from one side. Their tokens go to the Warp. Play before cards are revealed.
Lean (Lucre) Player can not use lucre in any way for the duration of this challenge. Play at any time on any player.
Looters (Lucre and Rogues) The losing main player must pay you one lucre for each of your rogues in a challenge. Play after the challenge is resolved.
Lucre Zap (Lucre) You may stop a player from spending Lucre as soon as he attempts to spend some,
unless he has no choice.
Lunar Tubes (Moon) Free tokens of all players in the Warp to occupied moon bases. Any player without a moon must remain in the Warp. Play between challenges.
Macroscope (Z-Edicts) The intimidating confusion of the Cosmos destroys Sanity.
Mentat (Dune) As an ally you may look at the opposing main player's challenge cards before any are played, and advise your ally without naming any specific cards.
Meteor Storm(Satellites and Space Stations) Destroy all satellites and space stations within any one system. Play at any time.
Mirror Reflect effect of any edict, flare, or power onto any player (or players if applicable). Play at any time.
Misery Shared (Bad) We're all in this together. Force all players to play with any bad powers you have for the duration of the challenge. Your bad power still applies to you. Play at the start of a challenge.
Missile Attack (Satellites and Space Stations) Destroy any one satellite or space station within your own system. Play at the start of your challenge.
Mobius Tubes - Frees Ships. Play at the start of one of your encounters to free all ships from the warp. Freed ships may return to any of their owner's colonies.
Moon Back (Moon Gloom Hex) Move the Moon Doom stardisk up to four spaces back. Any moons and tokens the stardisk lands on are removed or sent to the Warp. Play at any time.
Moon Burst (Moon Gloom Hex) Move the Moon Doom stardisk up to four spaces forward. Any moons and tokens the stardisk lands on are removed or sent to the Warp. Play at any time.
Moon Gloom (Moons) Force any one player to remove all tokens he/she has on moons back to bases. This does not negate any effect of a moon that took place prior to playing this card. Play at any time.
Moon Reverse (Moon Gloom Hex) Moon Doom stardisk now moves in the opposite direction.
Moon Stop (Moon Gloom Hex) Prevent the Moon Doom stardisk from moving. Play at any time.
More Dubious Gift (Bad) Force all players except yourself to draw a bad power. Play between challenges.
Nebula No powers may be used this challenge. Play when the destiny pile is flipped.
New Moon (Moon) Replace a moon with a randomly drawn moon. Any occupants of the old moon return to bases. Play at any time.
No! Stops any one game action. Play at any time.
Nullifier Negates the effect of any Edict or Flare. Play just after the card to be nullified is revealed. Nullified Edicts are discarded, Flares are not.
Overload (Z-Edicts) Weak fuses cause the Force Field to collapse.
Paradigm Shift (Alt Win) Draw a new alternate win condition. Every one must now conclude the game using these goals instead of any previous win condition. Play between challenges
Paradigm Shift (Paradigm) Exchange your alien power for the Paradigm alien power. Play between encounters.
Paradox (Z-Edicts) Some say time is a cycle and events cannot be changed; thus, Timegash is useless.
Phoenix Regain all home bases. Play after losing a base in a home system.
Plague - Harms Player. Play at the start of any encounter and choose a player. That player loses three ships of his or her choice to the warp (if possible) and must discard one card of each type that he or she has in hand (such as attack, negotiate, artifact, flare, etc.).
Process Take the hands of all players and separate the cards into challenge cards and non challenge cards. Shuffle each stack and distribute to all players one stack at a time starting with yourself. Play between challenges.
Quantic Portal Saves Ships. Play in Resolution if your side lost the encounter. Prevents all your ships in the encounter from going to the warp, being captured or removed from the game. Saved ships return to any of your colonies. You lose any compensation that you might be entitled to.
Quash - Kills Deal. Play after a deal is made successfully. Cancel the deal, and the dealing players suffer the penalties for a failed deal.
Reality Check You may benefit from the effect of any Super Flare you hold instead of the Wild unless the Super Flare is power specific.
Rebirth Regain a base in your home system. Play at any time.
Red Giant Play after Encounter cards are revealed. The player of this card adds ten (+10) to either side’s total.
Redeal All players discard their hands. Deck and discard pile are shuffled, except for this edict which is left out. Players are dealt new hands as if it were the start of the game. Note that this deal is not extortable. May only be played at the start of your turn.
Repeater Copy edict last played. Play after an edict is played. This edict behaves exactly like the last edict.
Rerun Make a challenge in the system you just challenged. Play after making a challenge.
Round Zap Cosmic Zap a power of the player to your right, then hand them this card. They must play it immediately. Once all players have played this card, it is discarded. An unzap only effects the last usage. Play at any time.
Ruling Zap (Prisoners) Nullify the effect of any Prisoner Ruling, just as a player attempts to play it. The Ruling must be discarded. Play at any time.
Rush Hour (Z-Edicts) The mad dash of panicky tokens from the warp jams the Mobius Tubes and Warp Break while they are open.
Sanity No side cases. No powers, cards (other than challenge cards) or other modifiers may be played this challenge. Play at the start of a challenge.
Sci-Tech Zap (Sci-Tech) Cancel the effect Sci-Tech card and force that player to discard it. Play when they attempt to use it.
Sieve (Z-Edicts) Cupped hands make a poor vessel; the cards of the Keeper dribble through his fingers.
Shai Hulud (Dune) If you win as the main player collect half the lucre (rounding up) of the losing player.
Sheild (Dune) Nullify any edict or wild flare played against you.
Shield Dome Prevents Reinforcements. Play after encounter cards are revealed to prevent all players from playing any or from playing further reinforcements during the current encounter.
Singularity Play Multiple Cards. Play after encounter cards revealed. You can play additional attack cards on your side as long as they are equal to any attack card(s) revealed by any player on your side of the encounter. The Morph can be used for this purpose.
Sling Shot (Dreadnought) Move your dreadnought to one adjacent system for free. You may then move it another system by paying if you wish. Play as an offensive main player.
SNL Scandal (Lucre) Take half a player's Lucre (rounded down) and place in your own treasury. Distribute the rest, one Lucre at a time, to all players, starting with the recipient of the card and moving clockwise. Play at any time.
Solar Wind Flip the cone. Play after destiny card is revealed.
Space Junk - Take Top Discard. Play this card at any time. Choose any player (even yourself). That player takes the top card of the discard pile and adds it to his or her hand. When several cards go into the discard pile at the same time, you may select any one of them for the targeted player to take.
Star Gate (Worm Holes) The offensive player is transported into the other dimension. Continue the challenge in the corresponding system. Play after the destiny card is flipped. Use only in a game with worm holes.
Stellar Gas No consolation may be drawn this challenge. Play after challenge is resolved.
Still Suit (Dune) Retain one token when you must lose more than one to the Warp. You choose which token to keep. Play after you must lose tokens.
Stolen Sci-Tech (Sci-Tech) Take a Sci-Tech card from any one player and place it in front of you. Play between challenges.
Strange Attractor (Asteroids) If there is an Asteroid in your system, exchange it with any other Asteroid in the game. If there is no Asteroid in your system, select any other Asteroid in the game and move it to your system. Play at the beginning of any challenge, immediately *after* Asteroids are rotated.
Summit No tokens are lost as the result of the outcome of a challenge. Play after challenge is resolved.
Summon Moon (Moon Gloom Hex) Add a moon face down and unrevealed to your star system.
Play at any time.
Super Break Free all of your tokens from any form of captivity (Warp, Void, Fungus, etc). Play at the beginning of your challenge.
Super Nova Your system star explodes. All of your planets and moons are permanently destroyed. All tokens in your system go to the Warp. Play at the start of your turn when you have fewer than three bases.
Super Saver If a Flare gets discarded that is of your power, you may take it and put it in
Super Zap Remove a player from the game for one turn. This player may take no action and may not be involved in a challenge. This player's system cannot be attacked in any way. Re-flip the destiny pile if necessary.
Super Zap Zap all powers and flares for this challenge. All flares must be discarded. Play at any time.
Take Two A player's tokens are returned to original bases (even out of Void or Fungus) and he or she is dealt new power(s). Play on any player before their challenge begins.
Thumper (Dune) Cause the offensive player to reposition the cone. Play before cards are revealed.
Time Gash Make a challenge anywhere. After challenge, normal play resumes. Play between challenges.
Time Pressure Speed up a deal. Players have ten seconds to make a deal. Play when the deal begins.
Time Rift All players challenge the player to their left. No Destiny is flipped. All powers as possible are available. The Will may still attack anyone anywhere.
Time Warp Play just before a challenge begins. The player about to begin the challenge loses his turn. Proceed to next player's turn.
Tleilaxu (Dune) You may negotiate to return from the Warp some or all tokens of another player for one Spice/Lucre per token.
Tractor Beam (Dreadnought) Prevent a player from moving their dreadnought if it is in the same system as yours. Play when they attempt to move.
Ubiquitous You may ally on both sides of a challenge. Play when accepting invitations.
Un Zap Nullify any zap. Play at any time.
Victory Boon Reward defensive player as though he were a defensive ally. Play after challenge is resolved.
Warp Break Free all the tokens of ONE player from either the Warp or the Praw. Play at the start of your challenge.
Warp Leak Free one token of each player from the Warp. Tokens return to bases. Play between challenges.
Water of Life (Dune) Expose the card currently under bid.
Weirding Way (Dune) Transforms your attack card into the same value as your opponent. Play as a main player.
Wild Card You may have this card be any card you want. The card must already exist.
Wild Zap Zap anything someone does. Cancel the effect of any one element. i.e. power, card, moon, hex.
See also: Edicts/Artifacts