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ANNIHILATOR [O:rec.c] Destroys planets Eric Clason

You have the power of obliteration. As the offensive main player, if you win the challenge and your total is 50% or more above your opponents, you may destroy the planet. This is considered a successful challenge. Any tokens on the planet that were not involved in the challenge and tokens on your side of the cone are moved to other bases. If your opponent's challenge card is a compromise, you may not destroy the planet. Planets you have destroyed are counted as external base towards the number you need to win. If your power is zapped, you may not use it to win (count destroyed planets) until the end of the next challenge.

History: The Annihilators have learned that sometimes it is better to eliminate a resource than to risk allowing it to fall back into enemy hands.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Variant is for offensive allies to receive defensive rewards if the planet is destroyed.

Wild1: If you win a challenge as the offensive player, all tokens on the planet including those not involved in the challenge got to the warp.

Wild: If you win a challenge as the offensive player, all tokens on the planet including those not involved in the challenge got to the warp.

Super1: If as the offensive main player you play an attack card and your opponent plays a compromise, you may destroy the planet.

Super: If you win a challenge as the offensive main player and your opponent played an attack card, you may destroy the planet.



BEYONDER [M:rec.c] No home system Eric Clason

You have the power of beyond. You do not have a home system. At the game start place your tokens in a reserve. When you make an offensive challenge or ally, you may take tokens from your bases and/or your reserve. When you retrieve tokens from the warp you may place them on your bases and/or in your reserve. If your power is zapped, you may not retrieve tokens from or send them to your reserve. Since you do not have a home system, you do not require home bases to keep your power.

History: The Beyonders have already dominated their Cosmos. With their home Cosmos unassailable, they seek to dominate ours too.

Restriction: May only be used as a startup power. Do not use in games with the Changeling.

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

Wild1: hen one of your color cards is revealed on the destiny pile, remove it from play.

Wild: While this flare is active, no-one may make challenges in your home system. A new destiny is flipped if your color comes up. W

Super1: Take 1 planet where you have the only base and place it in your reserve. This base counts towards the number to win and may not be attacked/effected by other players.

Super: At the start of your turn you may move tokens between your reserve and your bases, but no more than 4 tokens may be on any 1 base.



BIZARRO [M:rec.c] Use challenge cards in place of tokens and visa versa Eric Clason

You have the power of backasswardness. At the beginning of the game do not place tokens on your home planets. Instead draw cards 1 at a time until you have 5 challenge cards. Reveal and place 1 challenge card on each of your home planets as bases. Any time you draw a non-challenge card you save it and play it later as you normally would. Take (draw) 10 tokens as your hand. If you are the offensive main player in a challenge instead of taking a token from the warp, draw cards 1 at a time until you draw a challenge card. Reveal the challenge card and either use it in the challenge or exchange with one of your base cards and use the exchanged card in the challenge. If you are the defensive main player in a challenge, use the base card. If you have no tokens and it is the first challenge of your turn or you are the defensive main player, you draw 10 tokens. When cards are played, secretly select from 1 to 4 tokens from your hand. Your selection may not include your last token unless either it is your only token or you have already used only 1 token in a challenge since you last drew 10 tokens. When cards are revealed, reveal your tokens. If you win the challenge, the challenge card remains as your existing or new base. If you lose, discard your challenge card. In either case discard your tokens. Anytime you would normally draw cards, draw tokens instead. Anytime you would normally discard cards, discard tokens instead. Anytime you would normal retrieve tokens, draw cards until you draw a challenge card. Reveal the challenge cards and exchange it with a base challenge card of lesser value. For all value calculations, treat Compromise as 0. If no base card is of lesser value discard the drawn card. Reduce the number of tokens you were to receive by the difference. Repeat until reduced to 0 or below. Anytime you would normally retrieve all your tokens from the warp (ex: Mobius Tubes), instead draw cards until you have 1 challenge card for every Compromise base card you have. You may exchange any or all of the drawn cards with base cards (and not just Compromise base cards). Anytime you would normally lose tokens, draw cards until you draw a challenge card. If you would have chosen which tokens to remove, you chose a base card after seeing the drawn card. If another player would have chosen, he chooses a base card before the drawn card is revealed. Reveal the drawn card. If it is lower then the base card by the number of tokens to be lost or more, exchange the cards. Otherwise lose the base and discard both cards. Anytime you would normally give cards to another player, instead discard tokens and the other player draws cards from the deck. Anytime you would normally take cards from another player, instead the other player discards cards and you draw tokens. If you are an ally, draw cards until you have 2 challenge cards at least one of which is single digit (including 0) challenge cards. Discard any drawn double digit challenge cards after the first. Add the single digit card to your side of the challenge. Exchange the other drawn card with a base card that is equal or greater than both drawn cards combined. If no base card is high enough, exchange with highest base card. Set aside the former base card until after the challenge. If your side loses, discard your card in the challenge and the set aside card. If your side wins, and you are an offensive ally, your card in the challenge becomes a new base card and discard the set aside card. If your side wins, and you are a defensive ally, first you may exchange the set aside card with any base card. Second discard the card in the challenge and receive rewards equal to its value (see above for effect of receiving cards or tokens.) If ally tokens return home (ex: deal), you may exchange the set aside card with any base card and discard the card in the challenge. If you gain a base other then via a challenge (ex: deal, rebirth), draw cards until you have 2 challenge cards. Exchange 1 drawn card with a base card that is equal or greater than both drawn cards combined. If no base card is high enough, exchange with highest base card. Discard the former base card and use the other drawn card as the new base card. If for any reason you ever have 2 base cards on a single planet, discard 1 of them. (If you are playing with Eon flares, whenever you draw a new hand of 10 tokens, discard any active flares.)

History: The Bizarro have never been capable of doing things in, what others consider to be, the right way. They now seek to impose their way of doing things on the rest of the cosmos.

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

Wild1: If you lose tokens, you may instead discard a challenge card of equal or greater value to the number of tokens that were to be lost.

Super1: When you receive cards in place of tokens, draw 1 card for each token you were to have received. You may exchange any challenge cards you draw with base cards.



BORROWER [O:rec.c] Borrows to add to challenge total Eric Clason

You have the power of debt. In a challenge in which you are a main player, after cards are played you may announce that you are borrowing or paying back and the amount. If you borrow, add the amount to your challenge total and your debt. If you payback, subtract the amount from your challenge total and your debt. If your announced payback is greater than your pre payback challenge total, your actual payback is your pre payback challenge total. Your debt may never go below 0. You may payback debt even if you no longer have this power. You may not win if you have debt, even if you no longer have this power.

History: From a planet of easy credit, the Borrowers believe that if they spend wisely they will out grow their debt.

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

Wild1: Retrieve N of your tokens from the warp. For the next N times you make an offensive challenge, do not retrieve a token from the warp.

Wild: In a challenge in which you are a main player you may borrow the power of your choice from those not in use. After this flare is discarded, for each time you borrowed a power you must payback by being the main player in a challenge and not using your power. You can not win until you have completed all your paybacks.

Super1: Reduce your debt by 100 (but not below 0.)

Super: While this flare is active you may accumulate negative debt which you may use after this flare is discarded.



CASTE [M:rec.c] Specialized tokens Eric Clason

You have the power of specialization. At the start of the game flip 2 token on each planet and draw 2 caste powers. One caste power is assigned to unflipped tokens, the other caste power to flipped tokens. You may only use a caste power to effect a challenge if it's tokens are present in the challenge. Caste power effects that apply to tokens, only effect that caste's tokens. The use of a caste power is lost if it does not have its tokens present on at least 2 home bases. Cosmic zaps or failure to maintain 3 home bases effect both caste powers. Caste powers must primarily effect tokens and/or occur within challenges where the player is involved as a main player or ally.

History: Ironically, by having individuals specialize from birth, the Caste as a whole is more diverse.

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

Wild1: When you are attacked on a base with 2 or more tokens, you may divided them into to 2 groups of tokens. Your opponent chooses 1 group to be involved in the challenge.

Wild: When you are attacked on a base with 2 or more tokens, you may divided them into to 2 groups of tokens. Your opponent chooses 1 group to be involved in the challenge.

Super: You may flip or unflip 1 token.

Super: You may flip or unflip the 1 token you recover from the warp at the beginning of your offensive challenge.



CENSURE [O:rec.c] Reduces base's value by half Eric Clason

You have the power to embargo. When you lose a challenge as the defensive main player and the offensive main player establishes a base on the challenge planet, you may declare an embargo on the planet. All bases on an embargoed planet are worth 1/2 a base. If the base which caused the embargo is eliminated, the embargo ends. You may also end an embargo as part of a deal. A cosmic zap can prevent you from declaring an embargo, but can not lift an existing embargo. If you lose your power, you may not declare any new embargos but existing embargos remain.

History: The Censures have a knack for rallying others against a perceived injustice.

Wild1: You may declare an embargo against 1 base. Other bases on the planet are not affected. The embargo ends when the base is eliminated or when you lift it as part of a deal.

Wild: When a base is established in your system, you may declare an embargo on it. Other bases on the planet are not affected. The embargo ends when the base is eliminated or when you lift it as part of a deal.

Super1: You may embargo any planet that has at least 1 base. Specify the base on the planet causing the embargo.

Super: As the offensive main player if you lose a challenge to the defensive main player who has a base on the challenge planet, you may declare an embargo on the planet.



CONDUIT [O:rec.c] Creates Connections Between Home and External Planets Eric Clason

You have the power to connect. At the end of your turn you may create a connection between a home planet where you have a base and a external planet where you have a base. No planet may have more than one connection attached. You may only create one connection per turn. At the beginning of your turn you may use a connection to move your tokens from one end to the other. You may move as many tokens as you like but at least one token must be left on the sending planet. You may do this even if you do not have a base on the receiving planet. You may only use one connection per turn. You may destroy one connection at the end of your turn (just before connection creation). If you lose your power, existing connections remain, but you may not use them or create new ones.

History: The Conduits plan to connect the cosmos.

Wild1: You may redistribute your tokens among your bases.

Super1: You may make a connection to any external planet, not just where you have a base.

Pro: Whenever you establish an external base, by any means, immediately establish a connection with a home planet, even if you have no tokens there. A home planet still may only have one connection to it.

Con: Choose home bases or external bases, not both. Should Conduit lose such a base, the connection to the other base, if any, is lost.



DEAD [O:rec.c] Uses tokens from the warp Eric Clason

You have the power of reanimation. You do not have a system or color. At the game start, you take your turn last. When you make an offensive challenge or ally, take 1-4 tokens from the warp, flip them over and place them in the cone. These flipped tokens are your tokens. If there are no tokens in the warp, you may take tokens from your bases or choose not to challenge or ally. When your tokens return to the warp, they are unflipped. When other players retrieve tokens from the warp, they take them from the warp proper . They may not take them from your bases. You may take and flip tokens for effects that say you retrieve your tokens from the warp. If you and other players are retrieving tokens from the warp at the same time, the other players retrieve their tokens first. If your power is zapped, you may not take and flip tokens from the warp but may still use tokens on/from your bases. Since you do not have a home system, you do not require home bases to keep your power.

History: The living are simply considered to be the larval stage of the Dead's development. It's obvious that the adult stage should run things.

Restriction: May only be used as a startup power. Do not use in games with the Changeling.

Wild1: You may retrieve all your tokens from the warp.

Wild: On your offensive challenges you may take up to 4 tokens from the warp and place them on the cone.

Super1: Flip all the tokens in the warp and distribute them on your bases.

Super: When any player loses tokens to the warp, immediately flip them and distribute them on your bases.



DEDICATED [M:rec.c] Has tokens dedicated to each enemy Eric Clason

You have the power of division of labor. In addition to your 20 normal tokens, you have 10 tokens dedicated to each other player (flip half the tokens of 1 to 3 colors and make 2-5 10 dedicated token sets). At startup you may arrange your dedicated tokens as you like so long as each home planet has the same number of dedicated tokens. When you are involved in a challenge as either a main player or ally in addition to normal tokens you may use tokens dedicated to the opposing main player. When you are the defensive main player only your normal tokens and tokens dedicated to the offensive main player count towards your total. All tokens on the base go to the Warp if you lose.

History: From birth each Dedicated soldier's training is focused on only one enemy. This efficiency allows the Dedicated to train more soldiers than other races.

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

Wild1: Take one attack card from your hand and dedicate it to one player. For the rest of the game any challenge where you and that player are the main players, add the dedicated attack card to your total.

Wild: Choose 1 player. As long as this flare is active, for any challenge where you and that player are the main players, double your challenge total.

Super1: You may rearrange the tokens on your home planets and the Warp so long as the number of tokens on each planet and the Warp does not change.

Super: When you are the defensive main player in a challenge, you may swap tokens on your base with tokens in the Warp or on home bases that are dedicated to the opposing main player.



DEMENTOR [O:rec.c] Force Others To Replay Losing Attack Card Eric Clason

You have the power of bad memories. When you are not a main player in a challenge and the loser played an Attack Card, you may tell him to keep it as a remembered card. This may only be done if the loser does not already have a remembered card. The remembered card is not considered part of a player's hand. When you are a main player in a challenge, if the other main player has a remembered card he must play it as his Challenge Card. After this challenge the remembered card is discarded as normal. A Cosmic Zap can stop a card from becoming remembered or force you to play it for the challenge, but you do not discard it.

History: The Dementors are able to make others relive their bad memories.

Wild1: As a main player, if you win the challenge and your opponent played an Attack Card, record his final total. The next time you are in a challenge with him, use the recorded total as his final unmodifiable total.

Super1: If the loser in a challenge already has a remembered card you may tell him to replace it with the losing Attack Card.

Pro: You may have a losing main player keep a Compromise Card as a remembered card. When opposing you he must play it even if you no longer have this card.

Con: Your remembered card is considered part of your hand even if you no longer have this card. If you still have it when opposing Dementor you must play it. If it leaves your hand before then, you must inform Dementor and are considered not to have a remembered card.



DISPOSABLE [M:rec.c] Has 60 non-recyclable tokens Eric Clason

You lack the power of recycling. At the beginning of the game you have 40 extra tokens in a reserve. While your reserve is not empty, anytime you would normally take tokens from the warp and/or bases, you instead take them from your reserve. Anytime you would normally lose tokens to the warp, instead they are removed from the game. Ignore effects where you retrieve all your tokens from the warp (ex: Mobius Tubes). If your power is zapped, you may not take tokens from your reserve. If you lose your power, remove all tokens above 20 from your bases and place them in the reserve. If you acquire this power from another player, you receive his remaining reserve and any tokens you have in the warp are also put in the reserve. If you acquire this power after the game start, but not from another player, put 20 tokens plus any tokens you have in the warp into your reserve.

History: From a planet blessed with an abundance of natural resources, the idea of recycling is inconceivable to the Disposables.

Restriction: Do not use in games with Insect or Plant.

Wild1: Distribute 5 tokens of an unused color any way you like on you bases. Whenever 1 of these tokens would be lost to the warp, instead remove it from play.

Wild: When you are to retrieve tokens from the warp, except when retrieving all your tokens (ex: Warp Break), instead take tokens of an unused color. Whenever 1 of these tokens would be lost to the warp, instead remove it from play.

Super1: Add 10 tokens to your reserve.

Super: Anytime you would normally take tokens from your reserve, instead get extra tokens not from your reserve and not from your bases.



EXPLORER [O:rec.c] Has access to uninhabited system Eric Clason

You have the power of discovery. At the start of the game, add an uninhabited system (no tokens on its planets.) Place its destiny cards to the side. If your destiny is your color, wild, or the uninhabited system color, you may make your challenge in the uninhabited system. Other players may only challenge in the uninhabited system if their destiny is its color (not wild or their color). If a challenged is made against a planet in the uninhabited system with no bases, the challenge is won automatically with no challenge card played. If a challenged is made against a planet in the uninhabited system with bases, the offensive player must challenge one of the bases. Whenever you (the Explorer) establish a base in the uninhabited system, add one of its destiny cards to the destiny deck (until all are in the deck) and reshuffle the deck (do not add the discards back for this reshuffle.) Bases in the uninhabited system count towards winning (for whoever owns the base) even if you (the Explorer) have lost your power.

History: When the Explorers were the first to discover an uninhabited system, it gave them an edge in the race to colonize the Cosmos.

Restriction: Do not use in games with Will or Dictator.

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

Wild1: If your destiny is your own color or wild, create a planet not in any system and establish a base on it. This is considered a successful challenge. Challenges maybe made against a base on this planet only with a wild destiny.

Wild: If your destiny is wild, create a planet not in any system and establish a base on it. This is considered a successful challenge. Challenges maybe made against a base on this planet only with a wild destiny.

Super1: Remove one of the uninhabited destiny cards from the destiny deck.

Super: When you establish a base in the uninhabited system, do not add one of it's destiny cards to the destiny deck.



FIFTH COLUMN [M:rec.c] Subverts Defense Of Previously Occupied Planets Eric Clason

You have the power of espionage. As a main player, when you lose a challenge over an external planet, flip over 1 of your tokens involved in the challenge and place/leave it on the planet. The flipped token is not considered a token, and it is not a base. When you attack a base on a planet with a flipped token, you and your opponent play the challenge as you normally would. However, if you play an Attack Card you win the challenge no matter what the totals are. No consolation is taken, if applicable. Unflip a flipped token when you establish a base on its planet. If your power is lost, flipped tokens remain until base establishment unflips them, but they do not cause automatic victories and additional tokens are not flipped.

History: The Fifth Column know that the most insidious form of attack is from within.

Restriction: Do Not Use With Empath, Loser, or Pacifist

Wild1: In a challenge in which you are a main player, treat your opponent as having 0 tokens in the challenge.

Super1: Unflip one of your flipped tokens and reestablish the base.

Super: At the end of your turn take a token from the warp and place it, flipped, on any 1 external planet you do not have a flipped token or base on.

Pro: When attacking a planet where you have a flipped token, you win the challenge even if you play a Compromise Card, regardless if your opponent did as well.

Con: As defensive player against Fifth Column where he has a flipped token, calculate challenge totals. If you would have won the challenge, Fifth Column wins as per his power, but your tokens are not considered lost and remain on the planet.



FORTRESS [M:rec.c] Has Protected Tokens Eric Clason

You have the power of fortification. At the start of the game flip over 3 tokens; these are forts. If a base includes a fort, it may not be attacked. Forts and your other tokens on the base may not be removed from the base by any player except you. Otherwise forts are treated as other tokens. If you lose your power, your forts remain in play but are treated like regular tokens.

History: Experts at building defensive structures, when the Fortress conquers the cosmos it will stay conquered.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power. Gerald Katz: I added that Forts also protect Fortress's regular tokens on the same base because I felt the power needed a little more power to be worth it in a one power game.

Wild1: As defensive player, double your challenge total.

Wild: As defensive player add 5 to your challenge total.

Super1: Flip over a regular token to make it a Fort.

Super: On each of your turns, flip one of your regular tokens on a base where you have a Fort to make it another Fort.

Pro: As a response to a game effect, you may offer to protect a player's tokens where he shares a base with a Fort as if making a deal, though no tokens are lost if no agreement can be reached. If a deal is made, the effect is nullified. The offensive player has to choose another base to attack if applicable.

Con: Your tokens that share a base with a Fortress Fort token are protected as per the Fortress power.



GOALSEEKER [M:rec.c] Wins with 3 targeted bases Eric Clason (Alternate Win)

You have the power of purpose. At the start of the game, secretly target 3 planets in 3 different external systems, unless there are 3 players in which case you may target 2 planets in 1 external system and 1 in another. You win if you have a base on all 3 target planets. If one of the targeted planets somehow gets destroyed, you must announce it and secretly target another external planet where you do not have a base. If your power is zapped, you may not use it to win until the end of the next challenge. If you acquire this power after game start, you target as specified above, but you may not target a planet where you already have a base.

History: Others seek to grow their empire with no plan. The Goalseekers know that if they plan first, they will be able to concentrate their resources on the most important targets.

Restriction: Do not use in games with Insect or Plant.

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

Wild1: Secretly select 2 of your home planets. As long as you have bases on both these 2 planets you may continue to use your power.

Wild: At the end of your turn secretly select a planet in your home system. If that planet is challenged before your next turn, reveal that it was selected. No challenge cards are played and the challenge is considered a loss.

Super1: If you establish an external base on a non-targeted planet, you may declare it a targeted planet and untarget a different planet. You may do this even if this causes you to have more then 1 targeted planet in a system.

Super: If you establish an external base on a non-targeted planet, you may declare it a targeted planet and untarget a different planet. You may do this even if this causes you to have more then 1 targeted planet in a system.



HOI-PLOY [M:rec.c] Uses cards from private deck Eric Clason

You have the power of exclusivity. At the beginning of the game with N players randomly select 1/Nth of the deck (round up) as your private deck. Look through your private deck and select 7 cards for your starting hand. Whenever you would normally draw cards from the deck, select cards from your private deck instead. Your discards go to your private discard pile which becomes your private deck when your private deck is empty. If your power is zapped when selecting cards, shuffle your private deck and draw the top cards. If you lose this power, draw and discard from the normal deck and discard pile. If you acquire this power from another player, you receive his private deck and discard pile.

History: The Hoi-Ploy would never dream of mixing with lesser aliens.

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

Wild1: When you draw a new hand, draw double the number of cards. Select half the cards for your hand and set aside the other half. The next time you draw a new hand take the set aside cards instead. After playing it, if the Hoi-Ploy is in the game, place this flare in his private discard pile.

Wild: Draw 20 cards and place in a side pile. While this flare is active, anytime you would draw cards from the deck, select them from the side pile instead. When you lose this flare discard the remaining side pile, if applicable you may select a new hand first. When discarded, if the Hoi-Ploy is in the game, place this flare in his private discard pile.

Super1: Add your private discard pile into your private deck. Discard this flare to the main discard pile.

Pro: You may, but are not required to, place any discarded card from any player into your private discard pile. When discarded, place this flare in the main discard pile.



IMPOSTER [O:rec.c] May establish base after successful defense of a home base Eric Clason

You have the power to impersonate. If you win a challenge as the defensive main player defending a home base, you may take 1 or more tokens from the defended home base and establish a base on a planet where the offensive main player has a home base.

History: The Imposters use their ability to impersonate those they have slain. They are then unwitting welcomed home by their enemies.

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

Wild1: If you win an offensive challenge outside your home system, you may use 1 or more of the tokens in the challenge to establish a base on a planet in you home system where the defender has a base.

Wild: If you win an offensive challenge outside your home system, you may use 1 or more of the tokens in the challenge to establish a base on a planet in you home system where the defender has a base.

Super1: If you win any challenge as the defensive main player, you may establish a base using tokens from any source.

Super: You may use tokens from any source to establish the base.



KISMIT [M:rec.c] Number of bases to win depends on system of last base Eric Clason

You have the power of serendipity. At the start of the game, for each system (other than your own) secretly select the minimum number of bases you need to win if your last external base was established in that system. In a game with 4 players use minimum numbers of 3, 4, and 5. For 5 players use 3, 4, 4, and 5. For 6 players use 3, 3, 4, 5, and 5. During your offensive challenge if the destiny card is wild, discard it and turn a new one. If your power is zapped, you may not use it to win until the end of the next challenge. If you acquire this power after game start, you may not choose minimum numbers which cause an immediate win.

History: The Kismit have a knack for being in the right place at the right time.

Restriction: Do not use with fewer than 4 players. Do not use is games with Insect, Plant, or Schizoid.

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

Wild1: Play immediately as you establish your 4th external base and win.

Wild: Play immediately as you establish your 4th external base and win.

Super1: You may use the wild destiny card.

Super: You may use the wild destiny card.



LEGACY [O:rec.c] Adds to challenge total Eric Clason

You have the power inheritance. At the beginning of the game you get 100 points. In a challenge, where you are a main player, you may add or subtract to your total by spending points (increase/decrease total by 1 for each 1 point spent). You may do this after cards are played but before they are revealed. If you acquire this power from another player, you receive his remaining points. If you acquire this power after the game start, but not from another player, you get 50 points.

History: The Legacy found a large stash of powerful weapons from a previous civilization. They aren't able to reproduce the weapons that they found so when they're gone, they're gone.

Restriction: Do not use in games with Insect or Plant.

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

Wild1: If you are a main player in the challenge, after cards are played but before they are revealed you may add 20 to your total.

Wild: If you are a main player in the challenge, you may add 5 to your total.

Super1: Add 25 points.

Super: You may add to your total by spending points after the cards are revealed.



MARGIN [M:rec.c] Others must beat you by 2 Eric Clason

You have the margin of 2 power. Other players can not win unless they have 2 more external bases than you, even if they have 5 or more external bases. Your win is not subject to a margin of 2 requirement (so you win if you have 5 external bases, even if another player has more external bases).

History: The Margins have learned to use the margin of 2 rule to their own advantage.

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

Wild1: If you have as many or more external bases as the next 2 players combined, you win. May not play until after all players have had their first turn of the game.

Wild: As a defensive main player, after allies have committed tokens, if your opponent does not have at least 2 more tokens on his side (include allies) the challenge is canceled. The offensive main player flips a new destiny.

Super1: If you have 2 more external bases then any other player you win, even if you do not have 5. May not play until after all players have had their first turn of the game.

Super: Another player must beat all other players by 2 to win, not just you.



METHOGEN [M:rec.c] Can move tokens to methane atmosphere planets Eric Clason

You have the power to breathe methane. At the start of the game add 2 planets (if there are 5 or more players) or 3 planets (if there are 4 or few players) to each system. In other players systems, the extra planets have a methane atmosphere, in your system they have an oxygen atmosphere. You are a methane breather, all other players are oxygen breathers. Any one may attack any type of planet, but may only land tokens on planets of the corresponding atmosphere. If a player wins against a base on an opposite atmosphere planet, the defenders still go to the warp, but the attackers return to their bases. Players still defend all planets in their system, regardless of atmosphere. At game start, tokens are only placed on the original planets. While your power is zapped, tokens may land on planets with the opposite atmosphere. These tokens may remain after the zap, but new ones may not be added. If you lose your power, you become an oxygen breather, the original planets in your system switch to oxygen atmosphere, and the added planet switch to methane. If you gain this power, you become a methane breather, the original planets in your system switch to methane atmosphere, and the added planets switch to oxygen. If there are no added planets, add 2 to each system.

History: All systems in the cosmos have planets with methane atmospheres that are ignored by the oxygen breathers. The Methogen intend to exploit this.

Wild1: Prevent another player from establishing a base on one of your home planets.

Wild: Prevent another player, who has just won a challenge against one of your home bases, from establishing a base.

Super1: If you win a challenge against an oxygen atmosphere planet, send all oxygen breather tokens on the planet to the warp, convert the planet to methane atmosphere, and establish a base.

Super: If you win a challenge against an oxygen atmosphere planet, convert the planet to methane atmosphere and establish a base.



MIRAGE [M:rec.c] Has fake bases Eric Clason

You have the power of illusion. At game start secretly select 2 mirage planets in each external system. Bases on mirage planets do not count towards your win. On your challenge, if the selected system is external, select 1 mirage and 1 non-mirage planet. Play 2 simultaneous challenges. Your tokens and any cards you play apply to both challenges. The defensive player plays separate cards for each challenge. Allies are determined for each challenge separately. If you win both challenges, take tokens of an unused color so you can establish both bases with the number of tokens you had in the challenge. If you win 1 of the challenges, your tokens go to the base you establish and if it is the first challenge of your turn, flip a coin to determine whether you may make a second challenge. If a cosmic zap is played, you make a normal challenge. If you lose your power, tokens on mirage bases may not be moved, mirage bases still do not count towards your win, and if attacked announce that it is a mirage base and remove the tokens from play.

History: The Mirage can create an illusionary invasion force which is so real that it can even fool others into believing it has established a base.

Restriction: Do not play with fewer than 4 players. Do not play with Insect or Plant.

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

Wild1: Take 1-4 tokens from the warp and create a new external base. Then secretly select 1 of your external bases. The selected base does not count towards your win.

Wild: At the start of your turn, take 1-4 tokens from the warp and create a new external base. Then secretly select 1 of your external bases. The selected base does not count towards your win.

Super1: You may rearrange your mirage planets so long as you do not change the number of mirage bases you have and have 2 mirage planets in each external system.

Super: On a dual challenge, if you win on the mirage planet but lose on the non-mirage planet, you may switch which planet is mirage and non-mirage.



MULTI-ETHNIC [M:rec.c] 2 tokens = 1 base Eric Clason

You have the power of diversity. Every 2 tokens, round down, you have on a planet is considered a base. If you only have 1 token on a planet, it is not considered a base for the purposes of winning or keeping your power, otherwise it acts like a base. During any challenge you may not add more than a total of 4 tokens to external bases, even if this power is disabled. If your power is zapped, you may not use it to win until the end of the next challenge.

History: From one of the few planets in the cosmos where multiple forms of intelligent life arose. Diversity allows the Multi-ethnics to get the most from a resource.

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

Wild1: You do not have to discard an edict when you play it.

Wild: You do not have to discard an edict the first time you play it.

Super1: When you are the offensive player, instead of a challenge you may reinforce a planet in the selected system where you have existing base(s) with 1-4 tokens. This is considered a successful challenge.

Super: You may round up when counting pairs of tokens to determine the number of bases you have on a planet.



NOMAD [O:rec.c] Moves Bases Eric Clason

You have the power of migration. At the start of your turn you may migrate one of your bases to a planet where you don't have a base. This migration must move all of your tokens on the origin planet to the destination planet. Whether or not you make a migration, you take the rest of your turn as normal.

History: Since the Nomads are constantly moving from place to place, their enemies find it hard to gauge the Nomads true strength.

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

Wild1: When one of your bases is attacked, you may move all but 1 of your tokens on the attacked base to your other bases.

Super1: When you migrate, you may leave 1 token on the origin planet.

Pro: If you take a second challenge you may migrate, regardless if you migrated your first challenge.

Con: Nomad cannot use his power to gain his fifth home base and win the game. If desired, he may choose a base and take an equal number of tokens out of the Warp.



PLANETEER [O:rec.c] Creates And Moves Planets Eric Clason

You have the power of cosmic engineering. On your turn, if the selected system for your challenge is your home system, instead of a normal challenge you may create another planet in your home system and place 1-4 tokens on it from other of your bases. The planet is a normal planet/home base as any other for the rest of the game. This counts as a successful challenge. If the selected system on your turn is a foreign system, you may move a planet you alone occupy to that foreign system. It is now considered a foreign base for you and a home planet for that player's system. This is also a successful challenge. If you should lose your power, planets already created are not affected.

History: Engineering geniuses, the Planeteers find it is easier to create more living space than to fight others for it.

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

Wild1: Take 5 tokens from a color not in use and place them among your bases. They are now considered your regular tokens for the rest of the game. This is a "Use once and discard" Flare for Ancients.

Super1: On your turn, if the selected system for your challenge is a foreign system, you may instead create a planet in that system and place 1-4 tokens from your bases on it. This is considered a successful challenge.

Super: After creating or moving the planet, you may make a normal challenge in the attacked system.

Pro: If one of your foreign planet bases is challenged, you may end the challenge and move the planet into your home system, regardless if you share the base. The offensive player is considered to have a successful challenge.

Con: If your system is selected, Planeteer must first make a normal challenge against one of your bases. If you lose, you don't lose tokens, keep that base, and no one gets the base. Planeteer then moves a planet as normal using his power, and his allies may share that base as appropriate. If you win, apply normal results and Planeteer does not move a planet into your system.



QUARTERMASTER [O:rec.c] Controls the timing of receiving a new hand Eric Clason

You have the power of supply. When a player (including you) must draw a new hand in order to take his turn or be the defensive player in a challenge, you may cancel the turn or challenge before he draws a new hand. If a turn is canceled, play passes to the next player. If a challenge is canceled, flip a new destiny. In either case the player draws a new hand upon the cancellation. If a player (including you) must cancel a challenge because he has no challenge cards (commonly a second challenge), you may allow him to draw a new hand and make the challenge.

History:

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

Wild1: When your opponent in a challenge must draw a new hand, they draw cards 1 at a time until they have the cards needed for the challenge (usually 1 challenge card). They draw the rest of their hand after the challenge.

Wild: When your opponent in a challenge must draw a new hand, they draw cards 1 at a time until they have the cards needed for the challenge (usually 1 challenge card). They draw the rest of their hand after the challenge.

Super1: When you cancel a player's (including yours) turn or challenge they do not draw a new hand.

Super: When you cancel any player's, except yours, turn or challenge they do not draw a new hand.



QUICKLING [M:rec.c] Takes Frequent Turns Eric Clason

You have the power of hyperactivity. At game start you automatically go first. You do not have a normal turn. After each of the other player's turns, you take a challenge. If at the start of one of your challenges you do not have any challenge cards, discard your hand and draw a new one. If your power is zapped, you lose your current challenge. If you lose your power, you get a normal turn position before the last other player to have taken a turn. In games with lucre, you collect lucre on your first challenge of a round only.

History: The Quicklings know they will speedily conquer the cosmos.

Restriction: Do Not Use With Clown

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

Wild1: Make an extra challenge on your turn.

Super1: If your challenge is successful, you may take a second one.

Pro: If the offensive player wins his first challenge, you may make a challenge before he takes his second challenge. You may make a challenge after every challenge of Machine. If you need to get a new hand you keep this card, not counting against the number of cards you take.

Con: If your color is flipped in Destiny by Quickling, he must flip again. Quickling may not choose you as the defender if the Destiny flip gives him a choice.



ROLLOVER [O:rec.c] Uses excess in next challenge Eric Clason

You have the power to carry forward. When you win a challenge as a main player where both side played attack cards, you may add the amount your total was in excess of your opponent's to your total in your next challenge as main player.

History: Waste not, want not is the Rollover's motto.

Wild1: If your attack card is greater than your opponents, you may add the difference to your total in your next challenge as main player.

Wild: If your attack card is greater than your opponents, you may add the difference to your total in your next challenge as main player.

Super1: If as main player you win a challenge because your opponent played a compromise, you may add your total from this challenge to your next challenge.

Super: If as main player you win a challenge because your opponent played a compromise, you may add your total from this challenge to your next challenge.



SIEGE [O:rec.c] Limits opponent's cards over multiple challenges of same Eric Clason

You have the power of encirclement. When you are the offensive main player in a challenge, you may declare a siege. Your opponent selects cards from his hand for his keep. If you win a siege challenge the siege is over, your opponent returns his remaining keep to his hand. If you lose a siege challenge, the siege continues. Between siege challenges your opponents may not change the cards in his keep, he may not add or subtract tokens from the base and his ally's tokens remain as well. When you are the offensive main player and there is a siege, you may either continue the siege or lift it. If you continue the siege, you do not flip a destiny, instead you attack the base under siege. During a siege challenge, your opponent may only use cards from his keep or a Cosmic Zap. If he has no challenge card, compute his total as if he played a 0. His allies remain the same in each challenge of a siege. If you lift the siege, your opponent discards his remaining keep and his allies return their tokens to base. You then flip a destiny as normal, possibly starting a new siege.

History: The Siege have the ability to cutoff a base from outside help.

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

Wild1: In a challenge where you are the offensive main player and the defensive player has no challenge cards, he does not draw a new hand. Instead compute his total as if he had played a 0.

Wild: In a challenge where you are the offensive main player and the defensive player has no challenge cards, he does not draw a new hand. Instead compute his total as if he had played a 0.

Super1: No defensive allies are allowed in the siege and only those involved in the siege challenge may play cards during the siege challenge except for flare zap.

Super: After each siege challenge, if the siege is not over, either 1 card must be discarded from the keep or 1 token removed from the besieged base or allied tokens.



SIGHTSEER [O:rec.c] Wins if visits 7 external bases Eric Clason

You have the power of tourism. Whenever you establish a base on an external planet, you may flip over one of your tokens there as a marker. When you have markers or external bases on 7 planets, and at least 1 in each external system, you win. If you lose your power, existing markers remain, but new ones are not created. If your power is zapped, you may not use it to win until the end of the next challenge. If you acquire this power after game start, you do not inherit marker's from other players.

History: he Sightseers don't want to conquer the cosmos, just take pictures.

Restriction: Do not use in games with Insect or Plant.

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

Wild1: On one of your home bases flip over a token as a marker. Even if you lose your base on it, the marked planet counts towards then number of home bases needed to maintain the use of your power.

Wild: When you reestablish a base on a home planet, flip over a token there as a marker. Even if you lose your base on it, the marked planet counts towards then number of home bases needed to maintain the use of your power.

Super1: When you reestablish a base on a home planet, you may flip over one of the tokens there as a marker.

Super: When you reestablish a base on a home planet, you may flip over one of the tokens there as a marker.



SNEAK [M:rec.c:2] Automatically establishes a base Eric Clason

You have the power to infiltrate. On your turn, instead of making challenges, you infiltrate 1-4 tokens from the cone onto the planet of your choice in the selected system . You only do this once per turn. You also infiltrate when you are entitled to make a challenge for some other reason such as a Timegash.

History: Let the others use brute force. The Sneaks know there is more than 1 way to establish a base.

Restriction: Do not use in a two or three player game. Do not use in games with Filth.

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

Wild: As the offensive main player, if you play a compromise and lose, you may place 1 token from the cone onto the planet. It is still considered a lost challenge.

Super: You may infiltrate twice on your turn. When you play this card, give it to another player.



SORE LOSER [M:rec.c] Causes victorious opponent to lose turn Eric Clason

You have the power of revenge. As a main player, when you lose a challenge, your opponent loses his next turn. If he is the attacker and entitled to another challenge this turn, he loses the remainder of this turn instead.

History: Other aliens think twice before defeating the Sore Loser.

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

Wild1: A player who plays an edict or flare on you loses his next turn.

Super1: Allies victorious against you also lose their next turn.



SPRINTER [M:rec.c] Wins as soon as is ahead Eric Clason (Alternate Win)

You have the power to win quickly. At the game start, you take your turn last. You may not use Timegash until after your first turn. Each round move your turn up one position (For example: if last round you took your turn 3rd, this round you take your turn 2nd). On the round where you take your turn first you will also take another turn last. If you have more external bases then any other player, you win. You do not need 5 external bases to win. If your power is zapped, you may not use it to win until the end of the next challenge.

History: The Sprinters value speed above all else.

Restriction: Do not use in games with Insect, Plant, or Queue.

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

Wild1: If you have more home bases than any other player, you win.

Wild: As a main player if you have a higher total in a challenge before cards are revealed (treat as playing attack 0 cards), you win the challenge.

Super1: If you are tied for the most external bases, you and the player(s) you are tied with share a joint win.

Super: If you play an edict before any other player during a challenge, no other player may play edicts for the remainder of the challenge (except Flare Zap).



STASH [O:rec.c] Saves Cards For Later Use Eric Clason

You have the power to save. Whenever you draw a new hand, including at the beginning of the game, you may deposit 1 card into your account. Cards can not be removed from your account by any means other than you cashing it in. At the end of your turn you may cash in your account. Discard your hand and put the cards in your account into your hand. You must have at least 2 cards in your account to cash it in. After you cash in, you may make challenges until you run out of challenge cards in your hand. A Cosmic Zap can prevent a deposit or a cash in, but it can not stop challenges after the cash in. If you lose your power, your account remains, but you may not cash it in or add to it. If you acquire this power after game start, you must start your own account; you do not inherit another player's account.

History: The Stash know that one day they will use their nest egg to rule the cosmos.

Restriction: Do Not Use In Games With Cloud or Postman

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

Wild1: Keeping any cards you want, discard the rest of your hand and draw a new hand.

Super1: Deposit any number of cards from your hand into your account.

Pro: You may put any cards you receive into your stash.

Con: When Stash cashes in and makes his challenges, you cannot become the defensive player. Your color is ignored in destiny as well as any Special Destiny card that would designate you the defensive player. You don't have to play this card on a particular Stash challenge if you do not wish to.



SURVEYOR [M:rec.c] Sets value of external bases Eric Clason

You have the power of cartography. At the start of the game, for each planet secretly select it's value 1, 1, or 1/2. This value is how much an external base on the planet counts towards winning. You must select as close as possible to the same number of each value. Each system must have at least 1 planet of each value. Whenever an external base is established on a planet, the value is revealed if it wasn't already. A cosmic zap causes a just revealed value to revert to 1, it can not change previously revealed values. If this power is lost already revealed values do not change, however external bases established on planets of unrevealed value have a value of 1. If you acquire this power after game start, values of planets with existing external bases remain unchanged (1 if you didn't acquire it from another player) and are considered revealed. You may secretly select the values of the remaining planets, keeping the above distribution criteria to the extent possible.

History: Before the current wars, the Surveyors made an exhaustive survey of all the habitable planets in the cosmos. They now use their charts to determine the best planets to establish bases on.

Restriction: Do not use in games with Insect or Plant.

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

Wild1: Secretly select 1 planet, with 1 or fewer external bases, per system. When a second external base is established on any one of these planets, reveal it. The value of each of these planets is divided by the number of external bases on it.

Wild: At the start of each player's turn, secretly select 1 planet with 1 or fewer external bases. When a second external base is established on any one of these planets, reveal it. The value of each of these planets is divided by the number of external bases on it.

Super1: You may secretly rearrange the values of all planets without external bases, including those whose value had previously been revealed but no longer have external bases. System distribution criteria must be maintained to the extent possible.

Super: When an external base is established on a planet with an unrevealed value, you may exchange that planet's value with another planet's unrevealed value. System distribution criteria must be maintained to the extent possible.



THIRD WHEEL [B:rec.c] Third Main Player In A Challenge Eric Clason

You have the power to crash the party. On your turn you do not make challenges but you may discard your hand, even if you have challenge cards, and draw a new one. If you have challenge card(s) in your hand, you may add yourself as a third main player to a challenge in which you are not already a main player. You place tokens into the challenge as if you were the offensive main player and invite allies last. The challenge is played out as normal. You are treated as an offensive player versus the defensive main player and a defensive player versus the offensive main player. A main player might have different totals versus the other 2 players. A main player must defeat both the other main players or they lose. It's possible that all 3 main players lose. You and your allies are treated as if you were the offensive player if you win. If 1 or 2 main player(s) play a Compromise, they may take consolation from the challenge winner, in the same order allies are requested. If all 3 main players play a Compromise, they may try to make a 3 way deal as normal.

History: The Wheels have discovered that it is easier to horn in on someone else's action than to create their own.

Restriction: Do Not Use In Games With Filth Not Recommended For A Three Player Game

Wild1: When another player establishes a base for a reason other than winning a challenge, you may establish a base on the same planet. This is a "Use once and discard" Flare for Ancients.

Super1: If you lose to the offensive main player you do not lose tokens.

Pro: You may take your turn as normal. Also, if you are one of the two main player who played a Compromise Card, instead of taking consolation, you and the other main player may try to make a deal as normal. The third main player wins as normal but opposing tokens are not lost in any way.

Con: As main player, Third Wheel is involved only with your opponent. Use of his power has no bearing on you.



UNDERACHIEVER [M:rec.c] Requires fewer bases Eric Clason

You have the power of laziness. You require 1 fewer external base to win. You require 1 fewer home base to keep your power. If your power is zapped, you may not use it to win until the end of the next challenge.

History: The Underachievers have learned that it is easier to succeed if expectations are low.

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

Wild1: Only give half as many consolation cards as required (round down).

Wild: Only give half as many consolation cards as required (round down).

Super1: If you lose the first challenge of your turn, you may still make a second challenge.

Super: If you lose the first challenge of your turn, you may still make a second challenge.



VELCRO [O:rec.c] Splits or Merges Planets Eric Clason

You have the power of attachment. When you win a challenge as the offensive main player, you may merge the planet with 1 of the planets next to it. All tokens on both planets are placed on the merged planets. When you win a challenge as the defensive main player, you may split the planet in to 2 planets. You decide how to divided the tokens among the 2 planets resulting from the split. If you lose your power all merged and split planets remain merged or split.

History: A species where 2 individuals can merge into 1 and 1 individual can split into 2, the Velcro find it natural to do the same with planets.

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

Wild1: On your turn, instead of making a challenge, you may split a planet where you have a base in the selected system. This is considered a successful challenge.

Wild: On the first challenge of your turn, instead of making a challenge, you may split a planet where you have a base in the selected system. This is considered a successful challenge.

Super1: As a defensive main player, you may split the planet before allies are invited. The offensive main player chooses which of the resulting planets to attack. The attacked planet is not further split if you win the challenge.

Super: As a defensive main player, you may split the planet before allies are invited. The offensive main player chooses which of the resulting planets to attack. The attacked planet is not further split if you win the challenge.

Displayed 38 powers.