The Amazing Alien Database
 
Show aliens that match these criteria: 
 
 
 BEGINNER [O:WWW] STARTS OVER  Andy Latto
You have the power to start over. At the start of each of your turns, you must start the game over in one of the
following ways (your choice):
Return your tokens to their original starting position;
Discard all moons in your system (tokens on them return to bases) and draw
as many new ones as you started the game with;
Discard your regular hand, and draw a new one;
or Discard all of your power cards, including this and any unrevealed
powers, and take at random as many new powers as you started the game with.
Assuming you have access to this power, you may do any of the above actions
under all circumstances, no matter what has occurred to your tokens, planets,
moons, etc... Do each of the above just like when starting the game with the
exception that you only draw a number of powers equal to the number you need
(no draw 4 choose 3 or similar method) - you are allowed to make/keep secret
a power(s) if the start of the game allowed this. 
History:  
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
 
  CANCELLER [M:Archi] CANCELS GAME ELEMENTS  Andy Latto
You have the power to cancel. At the beginning of each challenge, 
immediately after the destiny pile is flipped, you choose one of the 
following game elements which will play no part in the game for that 
challenge: Powers, Moons (excluding tokens currently on Moons), Planets 
(but not tokens currently on Planets), the Warp (including tokens currently 
in the Warp - tokens that would go to the Warp go to bases instead), 
Lucre, Edicts, Flares, Kickers, Attack Cards, Compromise Cards, or 
Hazard Cards. You must name each of these once before you can name 
any of them again. Omit from this list any items from expansion sets not 
being used. The game element remains canceled until a new game 
element to be canceled is announced at the start of the next challenge. If 
you cancel hazard cards, none will be drawn if a turn begins before the 
next flip of the destiny pile. If a main player has no uncanceled challenge 
cards, it is as though he is out of challenge cards.
 
History:  
Notes: The recommended experience level for this power is Expert. This is a Rules type power. 
Wild: While you hold this card, your turn is limited to one challenge. 
Super: You can use the canceled game element, but nobody else can. 
 
  DUELIST [O:Archi:2] CHALLENGES FOR CHALLENGES   Andy Latto
You have the power to clash. Whenever another player decides to take 
the second challenge of his turn,  you may challenge him to a duel. If he 
does not accept, you get his second  challenge. If he accepts the 
invitation, play out a challenge without any  tokens. No other player may 
interfere in the duel in any way. If you win  the duel, or make a deal, you 
continue the player's turn (if he is the  Machine, his turn will end after 
your challenge, if you are also the Machine,  your turn may continue. At 
the conclusion of this turn, play reverts to normal order.) As part of a deal 
during the duel, you may allow the player to keep  the challenge. If you 
lose the duel or fail to deal, your next turn is limited to one challenge. If 
you lose two duels before your next turn, you lose that  turn, and may not 
call for another duel until the turn is actually lost. 
History:  
Restriction: Do not use in a 2-player game. 
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
Wild: You may force any two players (including yourself) to fight a duel. 
They must play a challenge without tokens or allies. The winner gets this 
card. If players deal or fail to deal, keep this card. Use only once per 
challenge. 
Super: You pay no penalty if you lose the duel. 
 
  EXCHANGER [M:Archi:L] EXCHANGES POWER CARDS  Andy Latto  (Lucre)
You have the power to swap powers. When you are a main player in a 
challenge, as soon as the  defensive player is determined, take a power 
card from your  opponent. This power is now yours. At the end of the 
challenge, give him  a different power card (which may be this one). In 
each case, you choose  the card. He may pay you a Lucre to choose the 
power card at the  beginning of or end of the challenge, but not both. If you 
 take a power, you must give one back, even if Cosmic Zapped. 
History:  
Restriction: Use only in a game with Lucre. Use only in a multiple power 
game.
 
Notes: The recommended experience level for this power is Advanced. This is a Meta type power. 
Wild: Give this card to another in exchange for the Flare of his choice 
from his regular hand. If he has no Flares, take his entire regular hand. 
Use only once per challenge. 
Super: You may refuse to accept the Lucre, and choose both powers 
yourself. 
 
  HENDERSON [O:Archi] ATTEMPTS TO GAIN EXTRA BASES  Andy Latto
You have the power to steal bases. Whenever you gain a base on a 
planet as the direct result of winning a  challenge, you may attempt to 
steal another base.  Point the cone at the next  planet counterclockwise 
from the one where you just gained a base, and  challenge the player in 
whose system that planet resides. No allies are allowed in the steal 
attempt. If you fail to win the extra challenge, you are "picked  off", and all 
tokens on the original base you gained go to the Warp. If you  succeed, 
you may try to steal another base, and so on, but if you are "picked  off" 
at any time, tokens on the original base, and all of those you have  stolen 
on this sequence go to the Warp. Steal attempts take place in addition  to 
your normal challenge.
 
History:  
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
Wild: Whenever you are not involved in a challenge, you may steal 
the challenge card of one main player after it is played, but before it 
is revealed.  He must play another card. 
Super: You do not lose your original base or the tokens on it if you 
are "picked off". 
 
  LETTERMAN [M:Archi] SPELLS DOOM   Andy Latto
You have the power of letters. Once per challenge, immediately after the 
destiny pile is flipped,  you name a letter  of the alphabet. No Power, 
Flare, or Edict whose name contains  that letter may be used until the 
 destiny pile is flipped in the next challenge. All 26 letters must be named 
 before a letter is reused. The Letterman power is immune from this power 
and  must be zapped at the time the letter is declared. 
History:  
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
Wild: Once per turn, you may exchange one of your power cards for 
another power card beginning with the same letter of the alphabet. This 
power card must have been in the game, or currently be in the game. 
Super: You may use powers, Flares, and Edicts containing the forbidden 
letter. 
 
  MULTIPLE [M:Archi] DECLARES NUMBER OF CHALLENGE CARDS TO  BE PLAYED  Andy Latto
You have the power of challenge cards. As a main player, designate the 
number of challenge cards (at least one)  to be played by each player in 
the challenge (you must have  at least this many). If the attacker does not 
have enough challenge cards, his turn ends. If the defender does not 
have enough, he plays all he has, gets a  new hand, and plays more. To 
determine the challenge winner, add the  values of all Attack cards played 
(ignoring Compromise cards)  by each side, and treat the sum as one 
Attack card.  Deuce plays one additional card, while Procrastinator  and 
the player opposing Decoy play two sets of cards.)  If the loser played at 
least as many Compromise cards as the winner,  he gets consolation. If 
one player played no Attack cards, he loses.  If neither player played an 
Attack card, try to deal. 
History:  
Restriction: Do not use with Doppelganger, Federalist, Insect, or Pacifist. 
Notes: The recommended experience level for this power is Advanced. This is a Combat type power. 
Wild: As a main player or ally, you may change the maximum number of 
tokens of each color that may be placed in the cone to a number of your 
choice between 1 and 20. 
Super: As a main player, you may specify the number of challenge cards 
that are to be discarded by main players after use (must be at least one).  
After the outcome of the challenge, you and your opponent each choose 
that many to discard, and put the rest of the cards you played back in your 
hand. 
 
  PEACEKEEPER [M:Archi:2] MAKES PEACE  Andy Latto
You have the power of war and peace. You start the game at peace with 
all other players.  A player at peace with you may not voluntarily attack 
you  or ally against your side when you are a main player or ally.  Peace 
is broken if he has no choice.) You break peace with  a player if you are a 
main player or ally on one side of a challenge,  and they are on the other.  
You reestablish peace if you are allied  on the same side of a challenge, 
or make a deal. 
History:  
Restriction: Do not use in a 2-player game or with Hypocrite. 
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
Wild: If you fail to deal, declare war on the other player. Make an attack on 
a planet base. Neither side may call for allies. 
Super: At the beginning of your turn you may re-establish peace with all 
other players. 
 
  TSUNAMI [M:Archi:H] KEEPS HAZARDS IN HAND  Andy Latto  (Hazards)
You have the power to create hazards. Whenever you win a challenge as 
a main player or ally, take a hazard card  from the deck and place it in 
your regular hand. Whenever you lose a  challenge as main player or 
ally, give your opponent a hazard card  from your hand if you have one. 
Hazard cards may be part of a player's  hand like any other card.  If any 
other player has hazard cards in his  hand at the beginning of his turn, 
they all take effect (in the  order of his choice) at the very beginning of his 
turn (before getting  another hand). They are then discarded. If you lose 
your power  temporarily or permanently, you discard all hazard cards in 
your hand,  but hazard cards in other player's hands continue to take 
effect. 
History:  
Restriction: Use only a game with hazard cards. 
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. 
Wild: You may choose to have the effects of a Hazard card taken by 
another player affect you instead of him. Give this card to that player after 
use. 
Super: Whenever you draw a Hazard card, you may place it into your 
regular hand. 
Displayed 9 powers.
  |