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AMBASSADOR [O:FFGfo] Negotiates to Build Embassies Bill Martinson

You have the power of Embassies. As the offense, after aiming the hyperspace gate, you may use this power to establish a colony on the targeted planet. To do so, discard from your hand a number of negotiate cards that exceeds the number of colonies already on that planet. Your ships in the gate land on the planet (coexisting with any other ships there), the encounter ends, and this counts as a successful deal for both players.

If at any time the total number of all other players’ colonies in your home system equals or exceeds the number of foreign colonies needed to win the game, you immediately win the game. You do not lose this power because of having too few home colonies, and you may still win the game via the normal method.

History: The Ambassador race pursues peaceful coexistence above all else, seeking to unify the major powers in the Cosmos under a single United Worlds banner. Only then can the Ambassadors truly maintain universal peace through universal control.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: As the defense, after encounter cards are revealed, you may add 3 to your total for each foreign colony in your home system.

Super: You may use your power by discarding a number of negotiate cards that equals, rather than exceeds, the number of colonies on the targeted planet. (However, you must still discard at least one.)



ANGST [O:rec.c] Panics When Left Behind Bill Martinson

You have the power of panic. You have a fluctuating "stress level". Normally it is 0, but while your score (in external bases) is less than the current top score, your stress is the top score minus yours, plus 1 more when in a challenge with any opponent who has the top score. When you are a main player and stressed, during challenge resolution you have a "panic attack" (multiply or divide your Attack card by your stress+1) or a "panic compromise" (add your stress to, or subtract it from, the loser's consolation or the number of tokens one of you loses if you fail to deal). However, if you reveal a Kicker it alleviates all your stress for that challenge.

History: Though it's been centuries since they were imprisoned in crystal and left for dead, the emotionally scarred Angst survivors still experience frequent flashbacks. Woe unto all who are ill- prepared for their outbursts.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: If another player has more external bases than you do, you may panic and place one to four of your tokens on one of his bases (or on an empty planet or moon in his system), then discard this Flare.

Super: You may accumulate stress from all players who have more external bases than you do, summing up the difference between each such player's score and yours, plus 1 more while any of them is your opponent in a challenge.



ANGST [O:BGG] Panics When Left Behind Bill Martinson

You have the power to Panic. After another player gains a foreign colony (and after any other related colonies have been established), if you have fewer foreign colonies than that player, you may use this power to have a panic attack.

As a main player or ally, when the opposing player reveals an attack card and your side’s card is not a higher attack card, you may use this power to have a panic attack.

When you have a panic attack, discard any number of cards from your hand and/or rearrange any of your ships as you wish among your colonies, tech cards you are researching, and ships you have in the encounter. This does not allow you to exceed your normal limit as the offense or an ally, nor to put ships any place where you did not already have any.

History: Though it’s been centuries since they were imprisoned in crystal and left for dead, the emotionally scarred Angst survivors still experience frequent flashbacks. Woe unto all who are ill-prepared for their outbursts.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: When another player starts to play a flare card, you may immediately panic and draw one card at random from the unused flare deck. Add it to your hand now or set it safely aside until after the other player's flare is resolved.

Super: After using your power, you may draw up to eight cards from the deck and/or retrieve all of your ships from the warp and add them to your ships in the encounter (even exceeding your normal limit).



BODYGUARD [M:BGG] Protects Allied Main Player Bill Martinson

You have the power to Escort. As an ally, if one or both players reveal attack cards, use this power. For each ship you have in the encounter, either add an extra +2 to your side\'s total or send one opposing ship to the warp. Do not send more than one of the main player\'s ships to the warp.

As an ally, whenever your main player should lose any ships from the encounter, use this power. Protect as many of them as possible by losing an equal number of your allying ships in their place (even if yours would be lost anyway). Protected ships return to other colonies and you may receive up to two rewards for each one. These rewards cannot be used to retrieve ships lost to the warp this encounter. Then, if you still have any ships in the encounter, they may return to colonies (even if they should be lost).

History: The Bodyguards’ bravery and self-sacrifice are well known, as are the cautionary tales of those now-extinct races who failed to befriend these inhuman shields.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: When not a main player and not invited to ally at all, you may ally with either main player. If that player should subsequently lose any ships from the encounter, you lose all of your allying ships in their place and they return to other colonies.

Super: During the alliance phase, you may offer to protect any or all players on your side of an encounter (even yourself). If your side loses, you send one of your involved ships to the warp and the remaining protected ships return to other colonies. This supersedes your normal power use.



BORG [O:BGG:CST] Assimilates Others’ Ships Bill Martinson (Cosmic Star Trek)

You have the power to Assimilate. Once per encounter, if you have a ship in the encounter or coexisting on any planet with another player’s ship, you may use this power to assimilate one opposing or coexisting ship. That ship is captured and used as your own (losing any special characteristics it had) until lost to the warp, rescued, re-captured, etc.

Whenever you have an assimilated drone in an encounter and its original owner reveals or plays an attack or reinforcement card, you may use this power to divide that card’s value by two (rounding down).

If you fail to make a deal, you may use this power to assimilate the ships the other player sends to the warp, placing them on any of your colonies.

History: Seeking perfection by assimilating biological and technological distinctiveness, the relentless Borg absorb everything in their path. Their onslaught is underscored by their monotone, unison reminders about the futility of resistance.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: As a main player or ally, after alliances are formed, you may remove one other player’s ship from the encounter and send it to the warp. Then, if possible, retrieve one of your own ships from the warp and place it on your side of the encounter (even if this exceeds the normal maximum of four).

Super: While using assimilated ship(s) in an encounter, you may copy their original owners’ powers. If there is a conflict with dual use of a power, the other player may not use that power.



BRUTE [O:BGG] THREATENS OPPONENT’S SHIPS Bill Martinson (Revision)

You have the power to Threaten. As a main player or ally, after alliances are formed, you may use this power to threaten one player on the opposing side. That player must either allow you to look at a number of cards in his or her hand at random up to the number of ships he or she has in the encounter and take one card of your choice, or remove all of his or her ships from the encounter. Removed ships return to any of that player’s colonies.

If all of a main player’s ships are removed, he or she continues the encounter with zero ships. If all of an ally’s ships are removed, he or she is no longer an ally.

History: What the Brutes lack in subtlety, they make up for in simplicity. They tend to be an aggressive race, with blunt, thuggish tactics where they can use their strength and massive frames to intimidate any opposition in their way.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: As a main player or ally, before compensation or defender rewards are collected, you may limit all players’ compensation and rewards to one.

Super: As the offense, after alliances are formed, you may force the defense and each of his or her allies to send one ship from the encounter to the warp.



BULWARK [O:BGG] BLOCKS ALL OTHER ALLIES Bill Martinson (Revision)

You have the power to Keep Out. As a main player, after allies are invited but before they accept, you may use this power to prevent all allies from joining the encounter. When you are not a main player, after allies are invited but before they accept, you may use this power to offer your protection to one or both main players (even if you were not invited). If your protection is accepted, join one side that accepted you and prevent all other allies from joining the encounter. (If your protection is not accepted, you may still join normally if invited.)

History: ew can get past a Bulwark whose mind is set on containment. Naturally gifted with mass and reach, they throw themselves at every objective – or throw the objective at themselves. Sadly, many are now reduced to armed escorts and bar bouncers ever since they were banned from playing the hyperbolaman position in the CFL.

Notes: The recommended experience level for this power is Novice. This is a Alliance type power.

Wild: As a main player or ally, after alliances are formed, you may cancel any one alliance. The canceled ally returns his or her ships to colonies.

Super: As a main player or ally, if one or more attack cards were revealed, you may force all allies, including or excluding yourself, to return to other colonies.



CELEBRITY [M:BGG] Attracts Extra Powers Bill Martinson

You have the power of Entourage. After an encounter in which you gained one or more foreign colonies, use this power to gain one "entourage" alien by drawing an extra unused alien power at random. If the alien has Game Setup text or is not allowed in the current game, discard it and draw again. Your entourage powers are all active concurrently.

Whenever you lose a foreign colony, if you have any entourage aliens you must immediately discard one of your choice.

If you lose this sheet, discard all the entourage powers.

History: Fawning over the charismatic and successful Celebrities, many lesser species are thrilled to lend their meager abilities in service. Although some are quick to flee at the first sign of trouble, they are soon replaced by eager new sycophants.

Notes: The recommended experience level for this power is Expert. This is a Meta type power.

Wild: At the start of your turn, you may draw an extra unused alien power at random. If the alien has Game Setup text or is not allowed in the current game, discard it and draw again. The next time you lose a colony, discard that alien power if you still have it. Give this flare to the Celebrity after use (or discard it, if the Celebrity isn’t playing).

Super: At the start of your turn, you may discard one of your entourage aliens and replace it with a different one that you have previously discarded.



CHARITY [O:rec.c:2] Redistributes Cards Bill Martinson

You have the power to accept donations. Each other player may donate a card from their hand to your hand, once per challenge. For each donation you receive, you must either discard a card or redistribute one from your hand to any opponent's hand. You may pick any card and recipient, even if this means giving the donor his same card back. In a game with Lucre or Assessor, if you feel a donation is of sufficient value you may grant its donor a "refund" of one Lucre from the box or any one tax token from a star disc (other than Assessor's star disc, if possible).

History: Acting selfless and looking harmless, the altruistic agents of the Charity actively help others and quietly help themselves.

Restriction: Do not use in a two-player game.

Wild: Announce that other players may donate to you cards from their hands (once per challenge per player). You must keep or return each donation; each time you keep one, the donor may draw one card from the deck.

Super: When you discard or redistribute a card, you may include with it, from your hand, any number of others of the same card type.



COALITION [O:rec.c] Allies With Self Bill Martinson

You have the power of unity. As a main player, any time before cards are played you may ally with yourself (despite Magnet and Crystal). You may bring tokens from your other bases and/or convert tokens you already have in the challenge into allies, up to the maximum (usually 4); but if you are the offensive player you must retain at least one main token to lead the challenge. Your self-allying tokens affect challenge totals and earn rewards as appropriate.

History: Once bitter enemies, the two races of the Coalition homeworld grew weary of their perpetual brain-versus-brawn warring and eventually sought to end the stalemate. The ensuing Mutual Aid and Defense Pact stopped the bloodshed and catalyzed a new era of alarmingly rapid expansion.

Wild: As a main player, at any time before cards are played you may ally with yourself. The additional tokens you bring in as allies cannot already have been involved in the challenge. If you win as defensive player, your allied tokens earn rewards normally.

Super: You may instead ally against yourself (even if you were not invited by your opponent).



CYGNUS [O:BGG] Sings Once Before Dying Bill Martinson

You have the power of Swan Song. As a main player, after encounter cards are revealed, you may use this power to immediately win the encounter. All ships on the losing side are removed from the game and you must discard this sheet without replacing it.

History: Once a grand race of warrior-bards, the Cygni were virtually unstoppable in melee and irresistible in melody. Now all that remains of their rapidly declining flock is one small eyrar, somberly preparing its final battle song before slipping into the collective cosmic memory.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you earn rewards as an ally, you may look through the cosmic deck, the reward deck, and/or their discard piles and take whatever cards you like for all or part of your rewards, reshuffling the deck(s) aftwards. For the rest of the game, when collecting rewards you may retrieve your ships from the warp but may not draw any cards. Give this flare to the Cygnus after use (or discard it, if the Cygnus isn't playing).

Super: Your power is immune to Cosmic Zap. After using your power, you may discard this flare instead of discarding your alien sheet. This Super flare is immune to Card Zap.



DEMAGOGUE [B:BGG] GATHERS UNWANTED ALIENS Bill Martinson

Game Setup: You start out with extra alien powers equal to the number of players in the game. Take the unchosen alien sheet discarded by each player (including yourself). If any of these are not allowed in the current game, draw replacements at random.

You have the power to Take In. All of your extra alien powers are in play. If one of those extra powers is zapped, use this power to remove it from the game.

History: Masters of feigned empathy and rabble-rousing oration, the Demagogues excel at forging coalitions from the unwanted cast-offs of the Cosmos. A few words of hope and promise, well chosen and well timed, are often all that's needed to bring the dejected and lonely into the fold. Sadly, the euphoria of succor and solidarity soon gives way to bitter reality as those who fail to perform when called upon are summarily excommunicated.

Notes: The recommended experience level for this power is Expert. This is a Meta type power.

Wild: At the start of your turn, you may choose any alien from the unused powers that is allowed in the current game and does not have Game Setup text. All opponents must vote (yes or no) on whether you keep it. If all vote "yes," use it as an additional power. If all vote "no," give it to any no-voter and remove one of his or her other powers from the game. Otherwise, do either. If you keep the power, give this flare to the Demagogue or to any player who has not yet received a power from it (or discard it, if neither is possible). You cannot play this flare if you have already received a power from it.

Super: You may use this flare to zap any one of your powers (including your Demagogue power).



DRAGON [O:Warp] Picks Up Discarded Flares Bill Martinson (Revision)

You have the power of Treasure. Whenever another player discards a flare (whether after playing it or not), you may use this power to add the flare to your hand. Any flares you play are discarded as usual.

When another player has played a flare and attempts to return it to his or her own hand, you may use this power and discard a flare from your own hand to steal the other player\'s flare and add it to your hand.

History: The overpowering greed of the once comely race of Dragons has gradually misshapen them into their present hideous form. Having turned their backs on all intelligent intercourse with others, they now seek only to increase their treasure and glory in profiting from the needs of others.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: Draw a flare at random from the unused flare deck. Give this card to Dragon after playing it, or discard it if Dragon is not in the game.

Super: After another player plays a flare, instead of returning it to his or her hand, it goes into your hand at the end of the encounter.



ELITIST [O:BGG] Avoideth Other Players Bill Martinson

Thou hast the power of Sanctimony. When thou wert neither a main player nor an ally and didst play no cards during the encounter, upon its end thou mayest use thy power to celebrate thy purity. If thou wert invited to ally by none, receiveth thee four rewards. If by precisely one, receiveth thee two rewards. If by both, drawest thee but a single card from yonder deck.

History: And away did the Elitists secrete themselves unto their own abodes, and remained they there in feigned devotion to the false god upon which they did meditate, whilst lauding one another in their piety lest they suffer the supplications of the lesser creatures.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: Thou mayest play this flare upon the onset of any engagement. If thou speakest not to other creatures this engagement upon the end of the engagement mayest thou receive rewards up to the number of creatures in the encounter.

Super: As a main player, after alliances are formed, if thou didst invite no allies thou mayest draw up to four cards from the deck.



EXTRACTOR [O:Warp] SACRIFICES SHIPS TO CHOOSE ANY CARD Bill Martinson

You have the power of Subspace Conduits. At any time, including during another game action, you may use this power to sacrifice one or more of your ships to form a conduit between your hand and one of the following areas: the cosmic deck, reward deck, or unused flare deck; one of those decks\' discard piles; or any one player\'s hand. To form your first conduit, choose 1 of your ships from anywhere in play and remove it from the game. Look at the cards on the other end of the conduit for up to 30 seconds, take one of them, and add it to your hand. If you looked through a deck, shuffle it afterwards.

You must remove 2 of your ships from the game to form your second conduit, 3 to form your third, and so on. You may not extract the same card (or any copy of it) twice in the same game.

History: After the Extractors discovered the secret of subspace conduits, they quickly learned to pull the most spectacular heists in the Cosmos, bringing untold riches to their people. Unfortunately, repeated use of the technology weakened the fabric of space more and more, and the death toll from environmental instability escalated quickly. Fortunately for the surviving Extractors, they were able to rationalize these losses as acceptable casualties.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: You may choose one of your ships on any colony and remove it from the game. Take the top card of the discard pile or the reward deck discard pile and add it to your hand.

Super: You may invite one or more other players to sacrifice some or all of the ships required for you to form a conduit.



FERENGI [O:BGG:CST] Makes Shady Deals Bill Martinson (Cosmic Star Trek)

You have the power to Swindle. As a main player, when you have made a deal or owe compensation, you may use this power to give the other player a non-encounter card from your hand instead of whatever you were supposed to give.

As a main player, if you are due compensation, instead you may use this power to look at the other player\'s hand and take any one card from it to add to your own.

You may reveal any negotiate card as if it were a Negotiate (Crooked Deal), and you may play any artifact card as if it were Finder or Keeper.

History: Possessing few respectable skills and virtually no social graces, the disreputable Ferengi are nonetheless among the universe’s most successful capitalists. These diminutive hagglers know just the right lies to tell to talk their way into or out of any trade agreement with practically any hostile species.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: When you have made a deal or owe compensation, you may give the other player this flare instead of whatever you are supposed to give.

Super: When using your power, you are not limited to giving the other player a non-encounter card. You may give any card from your hand or the top of the discard pile.



GAMER [O:BGG] MANIPULATES GAME WITH CHEATS Bill Martinson

You have the power of Cheat Codes. Once per encounter, you may use this power to “enter a code” listed below by discarding from your hand an attack card that has the required code as its ones digit or its tens digit:
• Enter 1 to steal a card that another player is placing on the discard pile.
• Enter 8 to change the destiny card you draw into a wild destiny.
• Enter 0 twice (using two cards or the attack 00) to double the rewards you should receive, or to receive rewards as the winning defense.
• Enter 3, 5, 7, or 9 to steal a flare returning to the hand it was played from.
• Enter 4 or 6 at the start of the first encounter of the game, or 2 at the start of any later encounter, to move any one planet to a different system.

History: Once upon a reality, the sedentary Gamers spent their days maxing out retro-roms and defeating artificial intelligences composed of hexpixels, voxsims, and olfac-packs. Over the centuries, their appendages degenerated into pods good for little other than mashing buttons, yet their mental acuities grew – until they began to discover they could cheat not only their synthetic rivals, but the very physics of their real-life existence. Or at least the existence they believed was real.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: At the start of any regroup phase, you may discard one attack, rift, or reinforcement card from your hand and name one of the digits in its value. If that digit is not zero, then retrieve your ships from the warp, lose ships to the warp, draw cards from the deck, or discard cards from your hand exactly equal to that digit. Choose only one of these four actions.

Super: When entering a cheat code, you may discard a negotiate card to represent any digit. Discard this flare after use.



GENIE [M:BGG] Grants Other Players’ Wishes Bill Martinson

You have the power to Grant Wishes. At the start of every encounter, add two tokens to this sheet. As the defense, after encounter cards are revealed, use this power to add or subtract 1 from your total for each token on this sheet.

At any time except during your turn, any other player may make a wish to retrieve his or her ships from the warp, draw cards from the cosmic and/or reward deck and then discard the same number, or increase either side’s total in the current encounter up to the number of tokens on this sheet. Use this power to grant the wish. If there are more tokens than the number of ships available to retrieve or cards available to draw, the excess tokens are wasted. Afterwards, discard all tokens from this sheet and establish a colony in that player’s system with up to four of your ships taken from anywhere in the game. No player may make more than three wishes per game.

History: Besought throughout the known galaxies, Genies make dreams come true. Rare indeed is the Genie who refuses to grant a wish, and rarer still the one who does not exact her fee.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: When another player expresses a wish for the top card of the discard pile or the reward deck discard pile, you may give it to that player and collect three rewards. You may use this flare even if the player’s wish was coerced, sarcastic, etc.

Super: Once per game, at any time, you may make and grant a wish yourself (but do not discard tokens or establish a colony). For the rest of the game, you may use the Wild version of this flare even if you still have your power.



GOAD [O:rec.c:2] Dares Others to Predict Outcome Bill Martinson

You have the power to dare. When you are not the offensive player, you may dare him, before alliances, to predict his outcome from among four choices: win, lose, deal, or fail to deal. If he declines, throw one of his tokens into the Warp or take a card at random from his hand to keep or discard. If he predicts correctly, he earns rewards equal to his tokens in the challenge. If he predicts incorrectly, he must lose a token to the Warp and you earn up to 4 rewards. Canceled challenges and other unusual outcomes can cause a false prediction.

History: Lacking strength and youth, the manipulative Goads play on their rivals' fear of being called cowards. These taunting tempters are experts at provoking others into making premature assessments.

Restriction: Do not use in a two-player game.

Wild: When you are not the offensive player, dare him to predict whether he will gain a base as a result of this challenge. If he declines, take a Lucre from him, throw one of his tokens into the Warp, or take a card at random from his hand to keep or discard. If he predicts correctly, he gains a base anywhere in your system. If he predicts incorrectly, you gain a base anywhere in his system and discard this Flare.

Super: You may dare one or both main players, in either order, to predict their outcome(s). Rewards and penalties apply to each prediction (thus you could earn double rewards). As a main player you may also predict your own outcome, earning up to 4 rewards or losing a token to the Warp.



GURU [O:BGG] Offers Advice Bill Martinson

You have the power of Guidance. When you are not a main player, once per encounter you may use this power to offer specific advice to one main player about any upcoming decision, such as aiming the hyperspace gate, alliance invitations, power use, encounter card selection, etc. When your advice is taken, if that player wins or makes a deal you may receive up to 4 rewards, but if he or she loses or fails to deal you must lose a ship to the warp. When your advice is rejected, if that player loses or fails to deal you may receive up to 2 rewards and send any 2 of his or her ships to the warp. Your advice is canceled if it cannot be freely taken or rejected, if it is taken only partially, or if you become a main player.

History: Sought after for their apparent wisdom and clarivoyance, the Gurus were once the ultimate personal consultants in the Cosmos. After being exposed as the manipulators and cold readers they truly were, some turned to more threatening and punitive methods to ensure a steady stream of clients.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: When you are not a main player, after allies are invited, you may endorse one of the main players. If the endorsed player wins the encounter, every player who allied with the loser must lose three extra ships to the warp. If the endorsed player loses the encounter, you must give this flare to the Guru (or discard it, if the Guru isn't playing).

Super: You may use your power as a main player, offering advice to your opponent.



HANDLER [O:BGG] Forces Encounter Card Snitching Bill Martinson

You have the power of Informants. As a main player or ally, after encounter cards are selected but before they are revealed, you may use this power. Choose one player on the other side to peek at that side\'s encounter card and state what it is (lying if he or she likes). This \"informant\" then chooses whether or not to return all of his or her ships in the encounter to other colonies (continuing with zero ships if a main player, or abandoning the encounter if an ally). The main player on your side then takes his or her encounter card into his or her hand and selects a new encounter card to play, or secretly replays the same card. After encounter cards are revealed, if the informant lied you may choose one of his or her ships from any colony or the hyperspace gate and send it to the warp.

History:

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: You may force the offense, at the start of his or her encounter, to name any one card and accuse a third player you choose. If the named card is in the accused's hand, the accused shows the card and the offense and you each receive one reward. If it is not, the accused shows his or her entire hand to the offense (only) and the offense loses two ships to the warp.

Super: When your informant has lied, you may send all of his or her ships from one colony or the hyperspace gate to the warp, instead of just one ship.



HURTZ [O:Warp] Leases Ships Bill Martinson (Revision)

Game Setup: Choose one unused player color and place the 20 ships of that color on this sheet as \"rental ships.\" Do not use this power unless you have an unused player color.

You have the power to Lease. Before or after encounter cards are revealed in any encounter, you may use this power to offer a lease of up to four rental ships to another player who is involved in the encounter, negotiating a payment of anything the lessee could normally trade you as part of a deal. If the lease occurs after encounter cards are revealed, you also add one token to this sheet for each ship leased. The lessee stacks the rentals under his or her ship(s) in the encounter. Make as many leases as you like, up to four ships per involved player per encounter.

Rental ships count as normal ships for the lessee. Whenever they move, he or she must re-stack them under his or her normal ship(s). If any are lost, captured, removed from the game, or unable to remain properly stacked, they return to this sheet (regardless of other game effects).

You may discard a token from this sheet at any time to receive one reward or to cancel the lease on one rental ship anywhere. As part of a deal, you may provide another player with up to four rental ships, which he or she adds to any of his or her colonies.

History: As galactic conditions became more perilous, the Hurtz saw the need for a stable supplier of arms to all. Their slogan is: \"We\'ll rent anything that\'s still face down.\"

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: You may lease your alien power to another player for the remainder of the encounter. That player has use of your power instead of his or her own. If that player is on the winning side, draw two cards at random from that player. Otherwise, draw only 1 card.

Super: You may put four rental ships into play for yourself.



HYPERION [O:BGG] Brings Planets Through Gate Bill Martinson

You have the power of Geotranslation. After aiming the hyperspace gate, you may use this to bring a planet from a different system and place it next to the gate (it still belongs to its home system). Every player (including you) who has a foreign colony on this planet, in clockwise order starting on your left, has the option to transfer his entire colony to the defensive planet. For each ship transferred you may draw or discard one card.

After encounter cards are revealed, you may use this power again to increase or decrease your total by the number of ships still on the moved planet. These ships are not involved in the encounter, but if you lose or fail to deal, you must choose one of them to go to the warp (in addition to the normal encounter outcome).

When the encounter ends, return the planet to the location you took it from.

History: Harnessing subspace energies on an unparalleled scale, the Hyperions bend hyperspace around objects of planetary mass. Suspected by some to be a remnant of the ancient Precursors, these reclusive ones walks softly and carry the largest stick imaginable.

Notes: The recommended experience level for this power is Expert. This is a Planet type power.

Wild: At the start of any turn, you may exchange the positions of any two planets; they now belong to their new systems. In doing so, you may not cause any player to gain or lose more than one foreign colony, to lose his or her alien power, or to win the game. Afterward, give this flare to the Hyperion. If the Hyperion is not playing, discard this flare to use it.

Super: If you move a planet to a system that has fewer planets than it began the game with, or if the most recent destiny card has a Hazard indicator, when your encounter ends you may leave the moved planet in the defensive system; it now belongs to that system.



INTERLOPER [O:BGG] Simulates Third Main Player Bill Martinson

You have the power to Butt In. When you are not a main player or ally, during the planning phase you may use this power to play an attack or negotiate card facedown from your hand off to one side. This card is not affected by game effects that target a main player’s encounter card. Reveal it when encounter cards are revealed. If your card is the highest attack card revealed (ignoring ships and encounter totals), both main players lose the encounter and you either place up to four of your ships on the targeted planet from any of your colonies, or receive four rewards. Otherwise, you lose one ship to the warp. If your card is a negotiate, you may take one card at random from each main player who revealed an attack card. However, you are not officially involved in the encounter; thus you neither “win” nor “lose” and you are not subject to deals, compensation, Oracle, Sorcerer, Loser, Barbarian, Void, etc. Your card is discarded after use.

History:

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: When any other player(s) establish a colony for any reason other than winning an encounter, you may establish a colony on the same planet as one of those players. Give this flare to the Interloper after use (or discard it, if the Interloper isn't playing).

Super: You may use your power after encounter cards are revealed.



GRUMPUS [O:BGG] SEEKS SECLUSION Bill Martinson (Revision)

You have the power to Grump. At the start of every player’s turn, you may use this power to “chase off” any one ship from one of your home planets where you do not have a colony. That ship returns to any of its owner’s colonies in a different system.

At the start of your own turn, if there is a planet in any system that has no ships on it, you may use this power to relocate any one of your colonies onto that planet.

You may play any number of different flare cards each encounter, just like in the good old days.

History: The Grumpus is indeed a stodgy curmudgeon. Other species prefer not to interact with the Grumpi, lest they be drawn into a long-winded conversation about how the Universe was better back in their millennium. And be careful where you tread when visiting the Grumpus home world; they cannot stand it when there are aliens on their lawn.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Super: When you use your power to chase off a ship, you may chase off one from each of your home planets where you do not have a colony.



KLUTZ [M:FB] Fumbles Cards and Ships Bill Martinson

You have the power of Clumsiness. Whenever you draw more than one card from the deck (including when you are dealt your initial hand), use this power to fumble and drop one or two of the drawn cards.

Whenever you place more than one of your ships on the same planet, use this power to bump any one other ship off of an adjacent planet in the same system.

Fumbled cards and ships go to the discard pile and the warp.

History: The Klutzes are described by their Cosmic neighbors as being all thumbs, and this is meant quite literally. Possessing no fingers and only marginally opposable thumblets – typically seven, eleven, or fifteen, depending on whether the individual is male, female, or foomale – it is a wonder they can even tie their own podpads. Klutz reproduction is thus hypothesized to occur via a phenomenon that has come to be called ”improbably fortunate collisions.”

Notes: The recommended experience level for this power is Advanced. This is a Hand Management type power.

Wild: For the rest of this encounter, each time another player should draw more than one card from the deck, you may deal out that player’s cards. Deal one faceup, deal one to the wrong opponent, or do both (with the same card or two different ones).

Super: As the offense or an offensive ally, before encounter cards are revealed, you may examine your ships in the hyperspace gate, then drop them from one foot above the gate. If any ships on your side of the encounter come to rest at least partly on the table, after cards are revealed the offense decides which ones return to the gate and which ones return to colonies.



MENTALIST [O:BGG] FINDS CARDS ANYWHERE Bill Martinson

You have the power to Amaze. At the start of each of your turns, place two tokens on this sheet.

At the end of any encounter, you may use this power to discard one token from this sheet. Name a specific card whose face you could not see this encounter, and point to the location where it can be found: the deck, the discard pile, the reward deck, the reward deck discard pile, or another player’s hand. Tell any one of your opponents to search there (reshuffling afterwards if it is a deck) and give you the card to add to your hand if you are correct. If you are not correct, you must discard two additional tokens; if you cannot do so, then you must discard this sheet without replacing it.

History: Mentalists possess an uncanny ability to see that which others cannot, and use this to their own nefarious ends. Less visionary races variously attribute this trick to luck, technology, or magic. The Mentalists, amused by these debates, know that the end result is the same.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: At the end of any encounter, you may choose another player and name a specific card. Look at the chosen player’s hand. If the named card is there, take it and add it to your hand. If it is not, force that player to discard one card you choose. Give this flare to the Mentalist after use (or discard it, if the Mentalist isn’t playing).

Super: When using your power you may name three different cards, pointing to a different location for each. If you are entirely correct, take all three cards, place three tokens on your alien sheet, and remove this flare from the game. Otherwise, take none, discard this flare, and discard your sheet without replacing it.



MEZRON [M:BGG] Each Ship is Worth 2 Bill Martinson

You have the power of Density. As a main player or ally, use this power after cards are revealed. Each of your ships adds 2 to your side\'s total in the encounter instead of 1.

When collecting compensation or rewards, use this power to make each of your ships worth two ships.

History: The Mezrons grew up in the bloated shadow of the Macrons, whose massive homeworld their tiny moon orbits. Historically scoffed at by their gargantuan neighbors, these small and mild-mannered folk have long been regarded as red-podded stepcousins by other nearby intelligences. Taking advantage of their falsely perceived fragility, they move about freely and await opportune moments to use the surprisingly high natural density they developed under the Macrons\' relentless gravitational pull.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: When collecting compensation or rewards, each of your ships is worth two ships.

Super: As a main player, if you reveal an attack card you may double its value.



NEGOTIATOR [O:BGG] REDEFINES ALLIANCE BENEFITS Bill Martinson

You have the power of Contracts. Each time a main player is about to invite allies, you and that player may negotiate the benefits of winning this encounter that will apply if you are his or her ally. The contract’s special terms specify whether winning ships will occupy the targeted planet, earn rewards, or do both, and can be set separately for the main player, for you, and/or for the main player’s other allies (as a group). For example, you could agree with the defense that, if you win together, his or her ships will earn rewards and remain on the planet, yours will land on the planet without rewards, and all other defensive allies’ ships will have no special terms (and thus behave normally). You may use this power to activate each agreed-upon contract. Special terms are in addition to any other game effects such as the Judge’s or Mercenary’s power or the Reverse Rewards hazard.

History:

Notes: The recommended experience level for this power is Advanced. This is a Deal type power.

Wild: When inviting allies, you may specify that each player who joins you must choose to (a) send as many ships as legally possible, up to four, without abandoning any colonies, (b) give you a non-encounter card from his or her hand, or (c) do both.

Super: As a main player, you may use your power to activate a contract negotiated with one potential ally. Terms (for you, that ally, and/or your other allies) will apply only if that player then joins you and you win the encounter.



NUKE [O:BGG] DETONATES QUANTUM BOMBS Bill Martinson

You have the power to Detonate. Once per encounter, at any time, you may take one card from your hand and stack it facedown on this sheet, or return one card from this stack to your hand. Your stack is not part of your hand. As a main player or ally, if both players reveal attack cards, you may use this power to detonate (discard) your stack. If every card it contains is an attack card that has a value within ±2 of your side’s attack card, then all of their values are added to your side’s total and all ships that enter the warp during the rest of the encounter are removed from the game. Otherwise, subtract 2 from your side’s total for every card in the stack. If you are zapped, your stack remains facedown on this sheet, unseen.

History: Having recently unlocked the secret of quantum weaponry, Nuke scientists carefully shape and enrich their terrible Q-bomb warheads until precisely tuned. Although the occasional misdetonations are costly in both lives and materiel, the Nukes reckon this a small price to pay for the devastating successes that bring security, prosperity, and expansion.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: As a main player or ally, if your side wins the encounter, at the start or end of the resolution phase you may send all ships on the targeted planet to the warp. Shuffle this flare into the deck after use.

Super: If this flare is in your stack, you may play it when the stack is detonated. Both sides immediately lose the encounter. All involved ships, the targeted planet, all ships on that planet, and this flare are removed from the game.



NUKE [O:BGG] BUILDS UP CARDS TO DETONATION Bill Martinson

You have the power of Warheads. During the alliance phase, you may use this power to stack one attack or reinforcement card from your hand facedown on this sheet as part of a \"warhead.\" (You are limited to one warhead at a time and it is not part of your hand.) If you add a card whose value is lower than the first card in the stack, the warhead secretly becomes \"armed\" and cannot receive more cards.

After both sides in an encounter reveal attack cards, if your warhead is armed it detonates. Reveal the stack and discard its two highest-value cards, adding the lesser of those two to your side\'s total (or to the defense\'s total if you are not a main player or ally). At the end of the encounter, pick up all remaining cards in the stack and give them to any player(s) on the opposite side as \"fallout.\"

If your warhead is armed when the hazard warning in your color is drawn for destiny, or if you arm or detonate it incorrectly, you must discard the stack and lose three ships to the warp.

History: In spite of occasional catastrophic meltdowns, the Nukes continue their reckless use of subatomic weapons in flagrant violation of galactic, intergalactic, and interdimensional treaty conventions. Even just the threat of use is often sufficient to bring the more responsible species to the negotiation table.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: You may secretly place this flare facedown as your encounter card. When you reveal this flare, use it as an attack card with a value equal to the total of all the even attack cards in the discard pile minus all the odd ones. If this flare is zapped or you cannot legally use it, you lose the encounter. Afterwards, give this flare to the Nuke (or discard it, if the Nuke isn't playing).

Super: You may use your power to secretly stack this flare as part of a warhead, even if it is already armed. Upon detonation, use this flare to discard and add only the highest-value card (the second-highest card becomes fallout). If this flare is zapped or you cannot legally use it, discard your warhead and lose three ships to the warp.



NUMEROLOGIST [O:BGG] Overrides Card Values Bill Martinson

You have the Power of Numbers. As a main player, after encounter cards are selected but before they are revealed, you may use this power to choose one of the main players and name one of the six numbers on this sheet. After encounter cards are revealed, if the chosen player\'s card is an attack card, change its value to the number you named and cover that number with a token; it may not be used again this game.

History: The Numerologists devote themselves to the study of numbers, believing that the deepest meaning is found in mathematical coincidence. Just when all seems lost, they hatch one of their digital plans - often with surprising effectiveness.

Notes: The recommended experience level for this power is Expert. This is a Combat type power. Numbers on the alien sheet: 04, 08, 15, 16, 23, 42

Wild: You may play this card as if it were a Kicker x4 (before cards are selected), or a Reinforcement +8 (after they are revealed). Give this flare to the Numerologist after use, even if it was zapped (or discard it, if Numerologist isn't playing).

Super: You may slide this flare partway under your sheet. During an encounter in which you did not use your power, you may place a token below to count as either a Kicker x4 (before cards are selected), or a Reinforcement +8 (after they are revealed). Use each only once.



OCTOPHILE [O:BGG] GETS CRAZY WITH EIGHTS Bill Martinson

You have the power of Crazy Eights. After encounter cards are selected but before they are revealed in any encounter, you may use this power to discard one card from your hand that matches the top card of any discard pile. Cards match if they have the same suit (card type), if they have the same rank (absolute value of numeric types such as attack, kicker, reinforcement, and rift), or if either one has a rank of 8. If you discard the last card from your hand in this manner, you may immediately establish a colony in the system of either main player (if you do not already have one in his or her system) or regain a home colony.

History: Like countless other sentients, the Octophiles naturally based their mathematics on the number of digits on their “hands.” Unlike other races, they let their reverence for games and the number 8 mutate into an irrational, worldwide belief system.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: As a main player or ally, when one main player reveals an attack 08, you may change that card into a copy of the other main player’s encounter card.

Super: When exactly one main player in any encounter reveals an attack 08, you may change that card into a copy of the other main player’s encounter card, or change its value to match the value of another card (of any numeric type) that is on the top of any discard pile.



OVERLORD [O:BGG] STACKS EXTRA SHIPS AS MINIONS Bill Martinson

Game Setup: Remove half of your ships from the game (from any colonies). Choose one unused player color and stack two of its ships as \"minions\" under each normal \"overlord\" ship. Each of your stacks is treated as a single ship, even if you lose the use of this power. Do not use this power unless you have an unused player color.

You have the power of Minions. As a main player or ally, your minions involved in the encounter also count toward your side\'s total. You may use this power to count your minions toward compensation, rewards, and tech research where appropriate.

At the start of any encounter, you may use this power to transfer one of your minions to a different overlord with which it coexists on a planet, on a tech card, or in the warp.

This power cannot be stolen, copied, or separated from your player color through any means.

History: The Overlords quickly expanded throughout their sector. With promises to provide, protect, and enrich, they gathered various and sundry aliens to do their bidding. These minions have done the heavy lifting for so long that the Overlords are atrophied and withered to the point of extinction, their numbers now so few that some have begun to pronounce \"overlord\" with the emphasis on \"over.\"

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you retrieve a ship from the warp, you may capture one of every other player's ships from there to stack under your retrieved ship. Treat the stack as one ship but count all of its ships toward your side's total when in an encounter. When it is lost, captured, or removed from the game, the captured ships go to the warp.

Super: Instead of transferring a minion, you may use your power to capture one opponent's ship that coexists with your overlord. Stack it under the overlord to use as a minion. Captured minions return to their owners' colonies when their overlord is lost, captured, or removed from the game.



PICKPOCKET [O:BGG] STEALS CARDS FROM VISITORS Bill Martinson

You have the power to Lift. Once per encounter, you may use this power to take one card at random from the hand of any other player who has a foreign colony in your system. Add the card to your hand or discard it.

History: The glorious civilization of the once-noble Ædificabi throve for millennia before giving in to the ease of burgling over building. As production of new resources dwindled, their world fell into decline and might have faded from the annals of Cosmic history, had not an unwitting company of spacefarers stumbled upon their troubled neighborhood. Quickly relieving the visitors of every last item of value, the Ædificabi – by now reduced to little more than squabbling Pickpockets – saw their chance at a better future. Empowered by their newfound spaceflight technology, they artfully turned their nefarious skills upward and outward. Centuries later, these \"little dippers\" are still at work lightening the loads of their fellow travelers.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When the hyperspace gate is aimed at a planet in your system, you may take a number of cards at random from the offense's hand up to the number of ships he or she has in the gate. Keep or discard each card taken. If the offense now has no encounter cards in hand, he or she draws a new hand.

Super: When using your power, you may pick a card from any or all other players who have foreign colonies in your system.



POLTERGEIST [O:BGG] Moves Cards Around Bill Martinson

You have the power of Mischief. Whenever one or more of your ships are lost to the warp or removed from the game, you may use this power. For each of those ships, you may pick one card at random from any other player’s hand. Do not pick more than one from the same player. Look at these cards and add one more from your own hand (your choice) or from the top of the deck or discard pile. Place each of these cards in any player’s hand (even your own) or facedown under the appropriate deck. Do not place more than one in the same hand or deck. Any rift card you take does not detonate unless you keep it.

History: Some call them Poltergeists; others, Knocking Ghosts or Deadshifters. Whatever the name, these departed souls of an otherwise unremarkable race can, for a time, still manipulate objects on a small scale. In their unfettered postmortality, they play tricks on surviving adversaries: knocking on bulkheads during sleep shift, hiding a pilot’s keystrips, or nudging a fusion regulator just a microclick or two.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you lose one or more ships to to the warp, you may take one card at random from the hand of every other player. Look at those cards and then choose one from your own hand (if possible) to add to them. Give one of these cards to each player from whom you took a card, and add the remaining one (if any) to your hand.

Super: Once per encounter, if you have ship(s) in the warp, you may use your power as if any number of your ships in the warp had just been lost.



Q [O:BGG] Has Unlimited Power Bill Martinson (Cosmic Star Trek)

You have the power of the Q. Once during each player’s turn, you may use this power to do anything. For example, look through the deck for cards to give away, make up a new rule, rearrange the destiny deck, or anything game-relevant you can think of. You must propose your action in detail and it must be approved in advance by majority vote of the Continuum (all players, including you). You may propose any number of actions during the turn until one is approved.

Any proposal that makes a player win or not win the game requires unanimous approval. A proposal to give up the power of the Q by replacing this sheet with a new one requires only one other player’s approval if you specify the alien, or requires no approval at all if you draw the replacement at random. If the alien has Game Setup text or is not allowed in the current game, draw again.

You may play any artifact card as if it were any Zap artifact.

History: The origin and intentions of the metapowerful Q Continuum remain an utter mystery to the myriad civilizations with which it has come in contact. The single consistent element seems to be the ongoing torment imposed by one particular member of the Continuum.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: At the start of your turn, you may exchange the positions of any two planets or ships as long as this does not give you an extra foreign colony.

Super: When the Continuum fails to approve one of your proposals, you may state your intention to carry it out anyway. Do so unless another member of the Continuum intervenes by forcing you both to lose the use of your powers for the duration of the current and next encounters. The same player may not intervene twice in a row.



ROMULAN [O:BGG:CST] Spies on Everything Bill Martinson (Cosmic Star Trek)

You have the power of Espionage. After every destiny draw, you may use this power to peek at the top card of the destiny, cosmic, reward, tech, or hazard deck, one card in any player’s hand (at random), one player\'s unrevealed tech card, one moon, or one hidden power. If you peek at a card on a deck or in a hand, you may discard it by sending one of your ships to the warp.

You may play any artifact card as if it were Finder or Quash.

History: Stealth and subterfuge are the duty of every noble citizen of the Romulan Star Empire. As an offshoot of the Vulcan race, the Romulans possess striking physical similarities but few commendable qualities in common with their ancestral relatives. Never trust one, unless you are trusting her to betray you.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: At the start of any regroup phase, you may choose one card at random from the offense’s hand. After looking at it, return it to the offense or give it to one of your opponents.

Super: As a main player or ally, if your side loses, you may immediately cloak all but one of your ships in the encounter and return them to colonies instead of sending them to the warp. This occurs before any other effects target your losing ships.



SOCIALITE [M:BGG] Loses Interest in Hand Bill Martinson

You have the power of Boredom. When any other player ends his alliance phase, use this power to discard your entire hand.

History: Indulgeron VII is perhaps the most resource-rich planet in the five known galaxies. Its inhabitants, immersed in wealth for generations, think nothing of abandoning and replacing their palaces, spacecraft, and even family members like most species change their undergarments.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When not involved in an encounter, you may abandon any foreign planet you are bored with by moving all of your ships on it to any other planet in any system. Give this flare to the Socialite after use (or discard it, if the Socialite isn't playing).

Super: Whenever you must discard your hand or give it entirely to another player, you may keep this flare and up to two other cards.



SPEARHEAD [O:BGG] Blitzkriegs to Extra Colony Bill Martinson

You have the power to Blitzkrieg. As the offense, after the hyperspace gate is aimed, you may use this power. Skip the alliance phase. If you win this encounter without having played any non-encounter cards, your winning ship(s) land on the targeted planet and/or one adjacent planet in the same system, and you may not have another encounter this turn.

History: The aggressive, independent, and impatient Spearheads strike fast and far. Avoiding all distractions and holding back nothing for a second attempt, they pick their battles wisely and commit fully. Brute force and the element of surprise have served them well, sometimes catching the enemy so unaware that the defenders simply find themselves waking up on the wrong side of the warp.

Notes: The recommended experience level for this power is Novice. This is a Colony Gain type power.

Wild: As the offense, after the hyperspace gate is aimed, you may skip the alliance phase.

Super: Your opponent may not play any non-encounter cards during your blitzkrieg encounter.



SQUATTER [O:BGG] Sneaks onto Planets Bill Martinson

You have the power to Sneak In. After aiming the hyperspace gate during the first encounter of your turn, you may use this power to land your ships in the gate on the targeted planet, ending both the encounter and your turn.

History: The sentient crustaceans disparagingly called \"Squatters\" are experts at making their homes in the abandoned dwellings of other species. Settling quietly in undesirable regions and pacing themselves to avoid attracting attention, they expand their empire through slow but steady colonialism.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: At the start of your turn, you may move any or all of your ships from any one planet onto an adjacent planet where no other player has a colony. Give this flare to the Squatter after use (or discard it, if the Squatter isn't playing).

Super: When you use your power to land on a planet where no other players have colonies, you may have a second encounter.



TRILL [M:BGG:CST] Uses Skills of Previous Hosts Bill Martinson (Cosmic Star Trek)

You have the power of Host Memories. As a main player or ally, when your side loses an encounter and all of your involved ships are sent to the warp or removed from the game, use this power to transfer your symbiont to a new host by drawing a random unused alien power. If the alien power is mandatory, has Game Setup text, or is not allowed in the current game, draw again. Keep your previous host powers unless you are zapped, in which case the symbiont dies and you must discard all of your host powers (but not your Trill power). Your host powers are all active concurrently.

History: The relationship embodied in a joined Trill fuses the symbiont and host into a unique new person. Although the former hosts have passed on, their memories, skills, and abilities nonetheless remain and become part of the whole.

Notes: The recommended experience level for this power is Expert. This is a Meta type power.

Wild: You may draw an extra unused alien power to use for the rest of this encounter. If the alien has Game Setup text, is not allowed in the current game, or cannot be used during the rest of this encounter, draw again. Discard that alien after the encounter ends.

Super: When drawing a new host, you may keep a power even if it is mandatory, treating it as optional for the rest of the game.



UNION [O:BGG] Makes Players Compensate Allies Bill Martinson

You have the power to Enforce Wages. Whenever two players voluntarily form an alliance (even if one of them is you), you may use this power to require the main player to pay a \"wage\" of one card to the ally. If that alliance is on your side of the encounter, or on any side you were invited to join, the wage is \"flexible\": the main player gives the ally any one card from his or her hand or lets the ally draw one card from the deck. The ally then keeps or discards that wage. Otherwise, the wage is \"controlled\": you take one card at random from the main player\'s hand, look at it, and then give it to the ally to keep (or keep it for yourself as \"union dues\").

History: Laboring under poor working conditions for decades, an ambitious group of blue-tunic aliens finally organized for greater leverage with their taskmasters. Calling themselves the Union, they gradually improved their lot until achieving a nine-day workmonth with unlimited infirmary, palace, and holospa access. Thus established, they turned their collective eye skyward in search of other workers to unite. The Union now helps all who do not stray too far up the organizational hierograph, as long as you pay them their dues.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: After allies are invited, you may declare a strike. The invitees cannot join the encounter, but other eligible players who were not invited at all may become "scabs" and fill the vacancies. Scab decisions are made clockwise starting with the player you name. Scab alliances on each side are limited to the number of invitations made by that side. Give this flare to the Union after use (or discard it, if the Union isn't playing).

Super: You may treat any or all flexible wages as if they were controlled wages during this encounter.



VORGON [O:BGG:CST] Sends Ships Through Time Bill Martinson (Cosmic Star Trek)

You have the power to Timejump. As a main player or ally, after cards are revealed, you may use this power to increase or decrease your own ships in the encounter by doing one of the following: send any number to the future (this sheet), receive any number from the past (this sheet), receive any number from the future (the warp), or send any number to the past (the warp).

To receive ships from the future, you must add an equal number of tokens to this sheet. To send ships to the past, you must discard an equal number of tokens from this sheet. While you have tokens or ships on this sheet, you cannot win the game.

You may play any artifact card as if it were Timegash.

History: Visitors from the 27th century, the Vorgons use their mastery of time travel in their search for a quantum phase inhibitor known as the Tox Uthat. Should they find it, they will possess the terrifying power to destroy entire stars.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: During any reveal phase, you may send up to three cards from your hand to the future by setting them aside, facedown, with this flare. At the start of your next turn, after drawing a new hand (if necessary), take these cards back into your hand.

Super: Instead of timejumping your own ships, you may send all ships of one offensive or defensive ally to the future (your alien sheet). Those ships return to colonies at the end of their owner’s next turn.



WITCH [O:BGG] Curses Other Players Bill Martinson (Revision)

You have the power to Curse. As a main player, if one or more of your ships are lost to the warp, removed from the game, or captured, you may use this power to curse any player(s) on the opposing side. Look through the cosmic or reward deck for up to 60 seconds. Choose one card for each player you wish to curse, placing it partway underneath his or her alien sheet, facedown, as a curse against that victim. Afterwards, shuffle whichever deck you searched. Players may accumulate more than one curse.

You alone may look at your unfulfilled curses, and may fulfill them against their victims whenever appropriate. You may play non-encounter-card curses, as if played normally from your hand, to negatively affect their victims. After encounter cards are selected but before they are revealed, you may use encounter-card and kicker curses to replace similar cards that are already on the table for their victims (even cards placed by game effects such as Deuce and Industrialist), discarding the replaced cards. All fulfilled curses are discarded after use, including flares.

If this sheet is turned facedown or removed from the game, discard all unfulfilled curses.

History:

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: As a main player or ally, after encounter cards are revealed, you may draw one card from the deck. If it is an encounter card, you may exchange it with any faceup encounter card in play. The card you end up holding is added to your hand or discarded (your choice).

Super: When using your power, instead of looking through a deck you may look through either the cosmic deck discard pile or the reward deck discard pile.

Displayed 45 powers.