The WARP Display Any Alien

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ASTRAL [O:rec.c] USES ANY ELEMENT AT WILL Dave Hollinsworth (Elementals)

You have the power over elementals. When you have an Elemental in your hand, you may use any of the Elements on it. You must obey the timing icons for each Element, and the use that you choose must be legally playable for the current situation.

History:

Restriction: Use only in a game with Elementals.

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

Wild1: Use any one component of an Elemental card, regardless of your involvement in a challenge. Play this Flare immediately before you play your Elemental.

Super1: You may keep the Elemental that you just used.



CANASTA [O:rec.c] Plays Melds Dave Hollinsworth

You have the power to meld. As a main player, you may draw the top card from the Challenge Deck, and then discard one card. Whenever your hand contains a "meld" of either three or more Attack cards of the same number, or a "run" of three or more Attack cards (e.g. an 8, 9, and 10), you may play this meld as a group during one challenge. The cards are added together, and it is treated as if you had played an Attack card of value equal to this sum. This sum may then be modified by powers, Kickers, etc. exactly as any other Attack card could be, and anything that affects the Attack card (such as Sorcerer or Busybody) affects all of the cards as a group. You may play a meld of Compromise cards, increasing your consolation times the number of cards in your meld (or your opponent's penalty for failing to deal).

History: The Canastas were always trying to collect matched sets of anything that they owned, believing these sets to have greater value. Now, they are out to organize the Cosmos.

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

Wild1: s a main player, any time before cards are played, you may draw the number of cards in your hand from the Challenge deck and add them to your hand. Then, discard an equal number of cards.

Super: When you play a meld in a challenge, you may include one Compromise as a "wild" card. This card is treated as having the value of the card it is replacing.



DEALER [O:rec.c] DRAWS AND DISCARDS CARDS Dave Hollinsworth

You have the power to draw and discard. During each interphase, draw the top card of the Challenge deck, add it to your hand, and then discard one card. You may discard the card that you just picked up, if you wish. If you are entitled to a new hand, take it before you draw your card.

History:

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

Wild1: Draw seven cards from the Challenge deck. You may replace your hand with these cards if you wish, or you may discard them.

Super: You may continue to draw and discard cards from the Challenge deck until you find one that you wish to keep. Then add it to your hand and discard another card.



ETHER [M:rec.c] COLLECTS DISCARDED ELEMENTALS Dave Hollinsworth (Elementals)

You have the power to summon. Whenever any other player plays or discards an Elemental, you must pick it up and place it into you hand. When you play one, you must discard it. When you are required to draw a new hand due to lack of challenge cards, you may keep any Elementals in your hand, but you must reveal them to the other players. Then you take seven new cards.

History:

Restriction: Use only in a game with Elementals.

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

Wild1: If you win a challenge as a main player, your opponent must immediately give you his hand. You add it to your own, and then give him back the same number of cards he gave you.

Super1: You may pick up all Edicts, Flares, and Elementals that are discarded during this challenge, discarding this one.



HE-MAN [M:rec.c] GETS SINGLE-USE POWERS Dave Hollinsworth

You have the power. After game setup, draw a power from the stack of unused powers and place it over this card. You may use this power for one challenge. During each interphase, discard the power you are currently holding (whether you used it or not) and draw a random replacement from the stack. If you draw an illegal power or one that affects game setup, you must draw again. Any power that affects the interphase may be used immediately or just before you discard it, but not both. Any other powers that change powers (i.e. Reincarnator) use the same stack and discard pile that you do. If you make it through the entire stack of powers, shuffle the discard pile to form a new stack. A Cosmic Zap will prevent you from switching powers this interphase. You may use only the Super Flare for He-Man, not for your current power.

History: Fabulous secret powers were revealed to the HE-MEN the day they held aloft their magic swords and said, "By the power of Greyskull!!!" You never know which power they will use next to attack you.

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

Wild1: Draw one power from the stack of unused powers. You may replace one of your current powers with it if you wish. Discard the unwanted power, or the one you just picked up.

Super: You may look through the remaining stack and choose any one of the powers that are left to use this challenge. Afterwards, you may shuffle the discard pile back into the stack.



HEATHER [M:rec.c] Forces Alliances Dave Hollinsworth

You have the power of clique. As a main player, any other players who have a base in your system must ally with you if asked, unless they are the Parasite or are prevented by the Magnet or the Force Field Edict. They decide how many tokens to bring, and Serpent and Subversive may still affect the alliances.

History: The Heathers were always dividing society into various cliques and social circles. If you wanted to hang around with one of them, you had to do whatever they said, and help them on demand. With the discovery of other alien races, the Heathers are now expecting favors from anyone who wants to stay in their star system.

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

Wild1: Any other players whom you invite to ally with you must do so, unless they are the Parasite or are prevented by the Magnet or the Force Field Edict. They decide how many tokens they bring.

Super: You may also specify how many tokens each member of your clique brings with him to the challenge. They still get to select the specific tokens to bring.



NOMAD [O:rec.c] HAS TRAVELING SHIP Dave Hollinsworth

You have the power to rove. You have no home system. At the start of the game, place a marker in the system of the player whose color is turned up from the Destiny pile to represent your Nomad Ship. All of your tokens start the game on the Ship. During each interphase, you may rearrange your tokens between the Ship and your bases in the current system any way you choose. The Ship then orbits counterclockwise to the next adjacent system. You automatically go first in the game, i.e. the color turned determines who goes second. During your turn, you may challenge any player, on any planet or moon in any system where Nomad tokens exist, but using ONLY tokens from that system in the attack. You still flip the Destiny pile, to determine cone type and any Comet effects. The Ship is your only method besides the Warp of moving tokens between systems. If invited to ally, you may use only your tokens that are in the system in which the challenge is taking place. All tokens returning after challenges may go only to bases in the same system (or to the Ship, if it is in that system). If either one of your bases or the Ship is in the system indicated by the Destiny pile (or a power that affects the Destiny pile), the offensive player may choose to attack it. If you lose a challenge that takes place on the Ship, your losing tokens go to the Warp and the winners occupy the Ship, which does count as a base. The Ship continues to orbit, even if there are no tokens at all on it. If you lose the Ship, you immediately lose ALL of your alien powers. You may not rearrange tokens, and all of your tokens not in the Warp are "stranded" in their current systems, i.e. you may still use only the tokens from a particular system in an attack in that system. In order to regain the use of your powers, you must retake the Ship (by challenge, Rebirth, etc.). If the Ship is unoccupied when you are permitted to attack it, you may simply retake it in place of a challenge.

If Assassin is in the game, treat all Destiny pile flips of that player's color as a flip of your "color." A Cosmic Zap does not affect the Ship orbiting, but does affect all other aspects of the power.

History: Long ago driven from their native system by more aggressive races, the Nomads escaped extinction by fleeing in a vast Ship. Since then, the Nomad Ship has roved the cosmos, staging sporadic raids to establish Nomad colonies on new planets. (Such colonies may remain for years, mysteriously fluctuating in population.)

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

Wild1: You may rearrange your tokens among any of your bases, however you choose.

Super1: You may rearrange your tokens among any of your bases and the Ship, however you choose. You may then move the Ship to the system of your choice.



PAC [O:rec.c:L] BUYS BASES WITH LUCRE Dave Hollinsworth (Lucre)

You have the power to schmooze. You may place a Lucre onto the Star Disc of another player whenever their color is flipped in the Destiny pile (Wild cards or multiple-target Special Destiny cards do not count), and as a winning defensive ally (in lieu of taking rewards). Lucre that you play in this manner is kept separate from the other player's Lucre. When you have 5 Lucre in any star system, give it to the player of that system and establish a base there. Lucre that are on a Star Disc cannot be moved for any reason. If you lose your power, Lucre that are on Star Discs remain there, but none can be added.

History: PAC's sprouted up uncontrollably from the chaos that was Cosmic politics. Once they get a monetary foothold into someone, their influence is impossible to ignore. Now, the PAC's are slowly buying their way towards Cosmic dominance.

Restriction: Use only in a game with Lucre!

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

Wild1: As a losing ally in a challenge, you may allow the losing main player to return his tokens to bases instead of going to the Warp. In return, he must pay you one Lucre per token returned. If he does not have that much Lucre, you take what he has and then draw the remaining number of random cards from his hand.

Super: You may play 3 Lucre at once onto the appropriate Star Disc. You must have 2 Lucre to use this Flare.



SHIELD [O:rec.c] Protects Cards and Bases Dave Hollinsworth

You have the power of protection. This gives you the following abilities:
1. Whenever any Flare, Edict, or Kicker you play is Zapped or otherwise nullified, you may put it back in your hand instead of discarding it. You may not play that card again for the rest of the current challenge, however.
2. Whenever you become defensive player in a challenge, you may "shield" one planet or moon in your system. The offensive player may not choose to attack that planet or moon.
3. Whenever you must show your hand to one or all players for any reason, you may "shield" one card by placing it face down in front of you. This card may not be looked at, and it is put back in your hand as soon as you receive your hand back.

History: Long ago, the Shields learned to use the forces of nature and science to protect their assets from both loss and prying eyes. With the discovery of the Warp, they are now out to teach the Cosmos that the best offense is a good defense.

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

Wild1: You may cancel another player's flip of the Destiny deck if your color is revealed. The offensive player must flip again.

Super: You may do either or both of the following during this challenge: "shield" four planets or moons (although you must leave your opponent with at least one legal challenge), and/or "shield" four cards from your hand when showing it to one or all players.

Displayed 9 powers.