The Amazing Alien Database
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ALIEN [M:Fram] COUNTS FOREIGN TOKENS AS ALLIES Framingham Group
You have the foreign power. As a main player in a challenge, each token belonging to another player which is on a planet base or moon in your home system counts as one ally token when figuring your total.
History:
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
AMEX [M:Fram:L] SPENDS LUCRE ON ACCOUNT Framingham Group (Lucre)
You have the power of credit. Start the game with no Lucre and a credit of 4. When
you spend Lucre, borrow them from the bank. Keep a debit ledger to record
your balance. If you ever acquire Lucre, return them to
the bank and subtract them from the ledger.
When the loan first hits each positive multiple of 20,
immediately vacate an external planet base (tokens disperse) or a home
planet if you can't give up an external one. If you are required to
lose all of your Lucre for any reason, add 4 to your
ledger. If you must pass all of your Lucre to another player, borrow
4 from the bank to pay him. A Cosmic Zap prevents you from spending
Lucre, but not from
losing a base. If you get this power in the middle of the game,
return your Lucre to the box and credit your account.
History:
Restriction: Use only in a game with Lucre. Do not use in a game with Midas.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
ANGEL [B:Fram] COMPROMISES AT WILL Framingham Group
You have the power of love. As a main player in a challenge, you may always
choose to compromise even if you have no Compromise cards left. You select a
challenge card and place it face down, normally. Your opponent turns his
challenge card up before you reveal yours. If you wish to compromise, state
that you are doing so and return the card that you played to your hand without
revealing it. You do not have to decide whether or not to compromise until
your opponent reveals his card, but if you choose not to compromise, you must
use the card that you selected.
History:
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
AUDITOR [M:Fram:L] TRACKS SPENDING OF LUCRE Framingham Group (Lucre)
You have the power to monitor. You collect a point every time Lucre are taken from the box
by other players. In addition, you receive a point
each time Lucre are returned by another player to the box
or transferred from one player to another (if you are not one of the players
involved). When your points reach a multiple of 5, take the top card from the
deck. When it reaches a multiple of 30, receive a base on any planet.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
BALLAST [O:Fram] PULLS TOKENS TO STAR DISC Framingham Group
You have the power of gravity. Each time your color is actually flipped in the destiny pile, you may place
one token from a planet or moon in your system onto your star disc.
Tokens placed on the star disc are out
of play until you return them in a deal or you lose your
power, at which time they are sent to the warp. A Zap prevents you from
taking new tokens, but tokens already on your star disc remain.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
BEAST [O:Fram:2L] EATS TOKENS IN WARP Framingham Group (Lucre)
You have the power to feed. At the start of your turn, if you have tokens in
the Warp, you may "eat" one token there belonging to
every other player who has tokens in the Warp. Tokens are
removed from the game. Each token you eat provides you with one Lucre
in nourishment. Take a Lucre from the box for each token that you eat.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
GRAVEROBBER [O:Fram:MP] USES LOST POWERS Framingham Group (Multiple-Powers)
You have the power of dead powers. On each challenge, you may use one power which
has been lost by another player. This is restricted to powers that
have been lost due to a card (including Hazards) or lack of home bases.
For the Colossus, Pentaform, Power Broker, Reincarnator, Xenomorph,
etc. powers in the stack are not considered to be lost unless the
power itself is lost. You may then use the stack as if you had the
main power.
History:
Restriction: Use only in a multiple power game.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
GRIFTER [O:Fram] OPPONENT GETS UNWANTED CARD Framingham Group
You have the power to dupe. As a main player in a challenge, after cards are played but before they are revealed, you may place an Attack Card, a
Compromise Card, and a non-Challenge Card face down. If you have no Compromise Cards, you
may place down two Attack Cards. If you can't put down the required cards, play the challenge normally. Your opponent picks one of the cards, then you show the others and return them to your hand. If he chooses the Compromise, he returns the card he played to his regular hand and plays the Compromise. If he picks the Attack Card, he adds it to his total. If he picks the non-Challenge Card, he takes it into his regular hand and may use it on a later challenge, but he subtracts the Attack Card he did not take from his total. If you used 2 Attack Cards, he subtracts the lower one. All played cards are discarded.
History: Pick a card, any card. The mantra of the Grifters echoes across galaxies as others test their luck, but the Grifters are master cons who have the universe eating out of the palm of their hands.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild1: Place one card from your hand face down for each other player in the game. Starting with the player to your left, each must take a card. This is a "Use once and discard" Flare for Ancients.
Super1: If your opponent picks the Attack Card, he subtracts it from his challenge total.
Pro: Use this card as the non-Challenge Card. If your opponent picks it he loses the challenge, and you keep this card.
Con: If you chose the non-Challenge Card you may give it back to Grifter to have picked the Compromise Card instead.
HALFLING [M:Fram] ALTERS HANDS Framingham Group
You have the power to cause trouble. When you are a main player in a challenge, before cards are played,
you take half of your opponent's regular hand (rounding down)
along with an equal number of cards from the deck. After looking at the
two sets of cards, give one back to your opponent, and discard the other.
History:
Timing:
Phase 6 - Allies accept
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
HYPOCRITE [O:Fram:2] ALLIES ON BOTH SIDES IN CHALLENGE Framingham Group
You have the power to hedge. When you are not a main player in a challenge,
if either main player invites you to ally, you may ally
on both sides of the challenge regardless of whether the
other player invites you. You may ally with up to 4 tokens
on each side, and tokens are treated as normal offensive
and defensive allies.
History:
Restriction: Do not use in a 2-player game or with Delegator.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
INVESTOR [O:Fram:L] BUYS ATTACK POINTS Framingham Group (Lucre)
You have the power to spend wisely. In each challenge in which you are a main player, before cards are played, you may use your Lucre to increase your value. You may buy points, three points per Lucre, in addition to cards and tokens, but you may invest no more than 4 Lucre per challenge. Keep a running total of the points you have bought and in each challenge you add the points you have accumulated to your total. If you get this power card from another player, you receive all accumulated investor points.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
KAHN [M:Fram:2L] TAKES REVENGE ON OPPONENT FOR WINNING CHALLENGE Framingham Group
You have the power of wrath. If, as a main player, you play an Attack card and lose the challenge,
send one of your opponent's tokens
to the warp (your choice), and he must pay you a Lucre. If he has no Lucre,
take the card of your choice from his regular hand.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
KRYSLER [O:Fram:2] BORROWS BUT GIVES BACK CARDS Framingham Group
You have the power of good credit. As a main player in a challenge, you may borrow one card from another
player (the "Lender") by asking one yes/no question. If he can,
the Lender must give you a card satisfying the condition, otherwise he gives
you any card (if he has one) from his regular hand. The question may be about
a specific card (i.e. "Can I have an Emotion Control Edict?") or a general
question ("Can I have an Attack card above 15?"). The borrowed card is not
considered to be part of your regular hand, and is immune to loss, although
if it is your only challenge card, it is as though you are out of challenge
cards. At the end of the challenge, the card is returned to the Lender (even
if you have used it). If you do not use the card, it is not revealed to
other players.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
LANDLORD [B:Fram:2L] CHARGES RENT Framingham Group (Lucre)
You have the power of ownership. Whenever another player gains a planet base in your system, he must
pay you a Lucre as rent. If he can not pay you, you may immediately
evict one of his tokens from the base. Evicted tokens go to your star
disc (tokens can purchased back for 1 Lucre each). Also, at the beginning of your turn, you
take a Lucre from each player who has a planet base in your system.
If a player can't pay you, you may evict one of his tokens from each
planet base in your system.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
MATHEMATICIAN [O:Fram:L] PLAYS ATTACK CARDS AS KICKERS Framingham Group (Lucre)
You have the power to kick attack cards. You may play any Attack card between -6 and 6 as a Kicker of that value.
To do so, announce that you are using an attack card as a Kicker, and
place 2 Lucre to the side (once these Lucre are set aside, they can not
be spent or lost). When you reveal the "Kicker", before figuring totals,
if it was a 6 or a -6, give both Lucre to your opponent; if it was a
zero, retrieve the Lucre; if it was anything else, give one Lucre to
your opponent, and retrieve the other Lucre. If both sides reveal
compromise cards, your "Kicker" is treated as a Kicker 1.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
MEDIATOR [O:Fram] FORCES DISCARD OF ATTACK CARDS Framingham Group
You have the power of disarmament. As main player in a challenge, if you have an Attack card in your
regular hand before cards are played you may call "disarm". You and
your opponent must each discard an Attack card. Your opponent discards his
highest Attack card, and you discard any of your Attack cards. If your
opponent has no Attack cards when you call for disarmament he does
nothing. If as a result of disarmament the offensive player has no
more Challenge cards, his turn immediately
ends (tokens return to bases); if the defensive player has no Challenge
cards, he discards his hand and draws a new one.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
MODERATOR [O:Fram:2] MODERATES OTHERS' CHALLENGES Framingham Group
You have the power of moderation. When you are an ally in a challenge, before challenge cards are revealed,
you may announce "moderation." You then play an Attack card.
After all three challenge cards are revealed, if either or both main
players played a compromise card, no moderation occurs.
If both main players played Attack cards, then the player who played
the "moderate" card (ie, the card with the middle value) wins.
The number of tokens is ignored. If you play the moderate card,
or if your card matches either or both of the other cards,
you decide the winner, and may keep either or both of the cards
discarded by the main players. If the two Attack cards played by the
main players match each other, but are different from yours, the challenge
is concluded normally. Regardless of the outcome, the card you played
is discarded.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
MOLE [M:Fram:2] HIDES ON PLANETS Framingham Group
You have the power to live underground. At the start of the game, you get one special token for each other
player in the game. Each extra token hides on a planet in another
player's system. Write down the locations of the hidden tokens. When
another player establishes an external base on a planet with a hidden
token, the Mole comes out of hiding, and establishes a base there. A
Mole token may not be moved off the planet for any reason (including
Terrorist bombs or Filth), and may only be attacked by the player in
whose system it resides. If you lose this challenge, the token goes
back into hiding. If all Mole tokens have been revealed (even if they
have returned to hiding), immediately hide another token. If you lose
your power, revealed Mole tokens remain out, but do not count
(although they can still be returned to hiding.) If you receive this
power after play has begun, write down the location of your tokens as
if starting the game.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
MONOLITH [M:Fram] FACES ONLY ONE TOKEN FROM EACH OPPONENT Framingham Group
You have the power of one. Whenever you are a main player in a challenge,
your opponent and his allies can each use only one token.
All extra tokens must be moved to other bases (if possible),
or else to the Warp.
History:
Restriction: Do not use with Amoeba, Crystal, Gorgon, or Stain.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
MOURNER [M:Fram:2] TAKES CONSOLATION Framingham Group
You have the power of commiseration. Whenever any other player is entitled to consolation from anyone other
than you, you receive the consolation instead. You may either
keep the cards, or pass them to the player who is entitled to consolation
If you keep the cards, the player entitled to consolation then takes it
from the deck. If you pass the cards, you then take consolation from the
deck, which you must keep.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
NOSE [M:Fram] TEMPORARILY REDUCES HAND Framingham Group
You have the power to disrupt. Whenever you are a main player in a challenge, you immediately draw
half (rounding down) of the cards from your opponent's hand without looking at
them. These cards can not be played during the challenge. If this leaves
your opponent without challenge cards and he is on offense, his turn ends.
If he is on defense, he draws new cards from the deck one at a time until he
draws a challenge card which he must play. After the challenge, he retrieves
the cards you "disrupted" away.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
OPTIMIST [O:Fram] EXPECTS BETTER AFTER LOSING Framingham Group
You have the power of hope. As the offensive player,
each time you lose a challenge, you may do one of the following:
take another challenge, discard your hand and immediately draw a
new one, or discard one of your power cards, and draw a new one.
History:
Restriction: Do not use with Hypnotist.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
OVERLORD [O:Fram] MAY ATTACK DEFENDER ANYWHERE Framingham Group
You have the power of omnipotence. As the offensive player in a challenge, once the defensive player is
determined, you may choose to attack that player on any planet
in any system, including on a planet where he has no tokens.
History:
Restriction: Do not use with Deflector.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
PACKRAT [O:Fram] STOCKPILES CARDS Framingham Group
You have the power to squirrel. On each challenge you may set aside one card you played instead of discarding it (despite Filch, Vulch, etc.). On any subsequent challenge, if you do not set aside a card, you may play one card from your stockpile. Once played, the stockpiled card is discarded normally.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
PARTNER [O:Fram:2] PLAYS CARD AS ALLY Framingham Group
You have the power to work with. When you are an ally in a challenge, you may play an Attack card face
down next to the card played by the main player on your side. If he
reveals an Attack card, reveal your card which is added to your side's
total (after all other value manipulations have taken place). If the
player reveals a Compromise card, or if you are forced off the cone,
return the card to your hand.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
PATRIOT [O:Fram] MAY ALLY WITH HIMSELF Framingham Group
You have the power to muster. As a main player in a challenge, you may commit up to four of your tokens
from bases as allies. They are treated as any other normal allies.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power. Changed from "power to muster defenses" to "power to muster" (since it is not only a Defensive power) by Jack Reda.
PAWNBROKER [B:Fram:2L] BUYS OTHER PLAYERS' ITEMS Framingham Group
You have the power of storage. Once per challenge, before cards are played, you may buy one token
from the Warp (any color except your own) or an unrevealed card. The
card may be a card that should go to
another player, or a card which has been played but
not revealed. The cost of the item is one Lucre (which you pay to the
offended player). To regain a card or token, a player must pay you 2 Lucre.
After the challenge, any card which was not bought back is placed face up in
your "store". These items may then be bought from you for two Lucre at any
time by any other player when he is a main player in a challenge. If you
lose your power, other players may still buy items you hold, but you may not
take any more.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game or with
Auctioneer.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
PHAZE [O:Fram:2] DEFENDS BASES Framingham Group
You have the power to cross. Whenever someone attacks another player on a planet in a system
other than your own, if you have a base on the
corresponding planet in your home system, you may immediately take tokens
from that base and move them to the base being attacked. You
need not evacuate your base completely. You
become the defensive player, and the challenge is figured normally.
If you win the challenge, keep the base you have established,
if you lose, the tokens go to the Warp. If you must try to deal,
or if the challenge is not completed, return your tokens to bases.
You must win the challenge before the base is officially yours for purposes
of using other powers or winning the game.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
PHYSICIAN [O:Fram] HEALS BASES Framingham Group
You have the power to restore. Whenever a player must vacate a planet base for any reason, you may
offer to allow him to return tokens there from other bases in return
for a base, cards, and/or Lucre. If he agrees, he puts tokens back on
the base as if he never lost it (i.e. the base was never empty for Invader
or similar purposes).
History:
Restriction: Do not use with Census or Filth.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
PHYSICIST [M:Fram:2] PLACES FORCE FIELDS AROUND PLANETS Framingham Group
You have the power to shield. At the start of the game, place a force field around one planet in each
system. Write down the location of the force fields. When any player(s) tries
to establish a base on a planet with a force field around it, the force
field breaks, but prevents him from landing and he must return the tokens
to other bases. Losing tokens on the base hit the force field, and remain
there. If you are zapped, the force field is
destroyed. At the start of your turn, replace any force fields that have
been activated. The replacement force field may be on the same
planet. If you lose your power due to lack of home bases or loss of
your power card, the force fields remain around the planets, but you
may not place new ones. If you get this power card once play has begun
(except from another player), immediately set your force fields as above.
History:
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
PROCRASTINATOR [B:Fram] DELAYS DECISIONS Framingham Group
You have the power to put off. As a main player in a challenge, you play two challenge cards. After your opponent reveals his challenge card, you choose between your two challenge cards. Return the other card to your hand, and conclude the challenge based on your chosen card. If you have only one challenge card in your regular hand, it is as if you are out of challenge cards. Also, as the offensive player, place one token in the cone, and after cards are revealed, you may add up to three more tokens. In a challenge in which you are not a main player or ally, you may ally after cards have been revealed. A player who had not previously invited you to ally may also do so at this time. The results of the challenge are then determined normally.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
PSYCHIATRIST [O:Fram] DECIDES COMPLEXITY OF CHALLENGE Framingham Group
You have the power over sanity. As a main player in a challenge, before cards are played, you may
call for Sanity or Insanity. If you call for Sanity, for the rest of
the challenge, no Powers, Moons, Edicts or Flares that can change the
totals may be used (this includes mandatory powers), and no Kickers or
Reinforcements may be played. When totals are computed, simply add
each side's card plus tokens plus Lucre. Mandatory powers such as
Anti-Matter, Macron, Victor, etc., are treated as though they had been
Zapped (although players are still considered to have the use of the
powers). If you call for Insanity, all optional powers that affect
totals must be used, and all players who can do so, must play Kickers
and Reinforcements.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
PUNISHER [O:Fram] THREATENS DIRE CONSEQUENCES Framingham Group
You have the power to punish. As a main player in a challenge, before
cards are played you may say to your opponent, "If you play an Attack card
of value X or greater, I will put one of your tokens in the Warp," where
X is the value of any Attack card in your hand, or 10 if you have no
Attack cards. If your opponent does play such a card, after the challenge
is over, take a token from any of his bases and put it in the Warp. After
the challenge you must show the card from your hand to your opponent.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
RAMBO [M:Fram] CONTROLS CONSOLATION AND REWARDS Framingham Group
You have the power of machismo. Whenever any player is entitled to take consolation cards, you determine whether or not he may take them. Also, on any challenge in which players would be entitled to take rewards for a successful alliance, you determine whether players may receive them. You must allow all or none.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
SABOTEUR [O:Fram:2] REPLACES UNREVEALED CHALLENGE CARD Framingham Group
You have the power to sabotage. When you are not a main player or ally in a challenge, after cards
are played but before they are revealed, you may take one of the
unrevealed challenge cards into your regular hand
and, before looking at it, replace it with another
challenge card from your regular hand. The player who played the original
card now plays yours. He may not look at it until it is revealed. If
the player you sabotaged wins the challenge, you receive a reward of
one card from the deck, or one token from the Warp for every token he
had in the challenge. If he loses or fails to deal, you lose to the
Warp as many tokens as he does.
History:
Restriction: Do not use in a 2-Player game.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
SALMON [O:Fram:2] RETURNS BASES HOME Framingham Group
You have the power to return home. As a main player in a challenge, before challenge cards are revealed,
you may threaten to return one of your opponent's bases
to his home system. He may choose to abandon the challenge and return his
tokens to other bases (you win the challenge and played challenge cards and
Kickers are discarded),
or play out the challenge normally. If he continues with the challenge and
loses, return all of his tokens on the chosen base to a planet in his home
system where he has no tokens. Players with five home bases
are immune to your power.
History:
Restriction: Do not use in a 2-Player game.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
SATELLITE [O:Fram:2] MOVES CARDS AROUND TABLE Framingham Group
You have the power to orbit. As a main player, before cards are played, you may declare that everyone
(including yourself) must pass their highest (or lowest)
Attack card to the player on their left (or right).
A player without Attack cards must pass a Compromise.
A player without challenge cards must pass a Kicker, Reinforcement or Safety.
A player with only Edicts and Flares must pass one.
A player without cards does not participate in the card orbit.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
SCORPION [O:Fram:2] REMOVES TOKENS FROM CONE Framingham Group
You have the power to sting. As a main player, after cards are played but before they
are revealed, you may remove opposing tokens from the cone.
You may take up to the number of tokens you have in the challenge.
The tokens are placed in the Warp and the
result of the challenge is then figured normally.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power. Change from "power to poison" to "power to sting" by Jack Reda.
SENTRY [M:Fram:2L] GUARDS TOKENS IN WARP Framingham Group (Lucre)
You have the power to guard. Whenever another player tries to take tokens from the Warp, he must
pay you a Lucre to do so. If he has no Lucre, he must give you a card
at random from his hand instead. You may keep the card or discard it. If
he has no Lucre or cards, the player may not retrieve his tokens from the
Warp, but once he has paid you, he may continue to retrieve tokens for
the remainder of the challenge without having to pay again.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
SHADOW [M:Fram] TOKENS AVOID DANGERS Framingham Group
You have the power of darkness. Each time that you should lose tokens to the warp (except as the result of
using other powers such as Saint or Martyr), take them. Place them in
one of your hands and put your hands behind you. Ask another player
to pick a hand. If he chooses the one with your tokens in
it, the tokens go to the warp. If he chooses your empty hand, your tokens
were able to hide and are thus
unaffected. They remain on the planet base if you have lost a challenge as the
defender, or were Assassinated, Revolted, the victim of a Terrorist bomb,
etc. or return to bases if you have been Vacuumed,
failed to deal, or lost as the offensive player or an ally. Tokens
that successfully Shadow after losing a moon challenge must return to other
bases.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
SPIRIT [O:Fram:2] MOVES TOKENS AROUND Framingham Group
You have the power of movement. Each time that your color is actually flipped in the destiny pile, you may
do one of the following: Rearrange all of your tokens on bases as you wish;
Move all of your tokens from one planet base to another planet base in the
same system; Move all of your tokens from a moon to an unoccupied moon in
the same system; Move all of your tokens from the warp to bases; Move all
of your tokens from the Praw to the Warp; Move all of your tokens from
one other player's star disc to the Praw (or the Warp if no Praw); Move
all of your tokens in any form of captivity (in the Void, under the Fungus,
in control of the Super Zombie, etc.) to one other player's star disc.
History:
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
SWASHBUCKLER [M:Fram] USES OPPOSING FORCES AGAINST THEMSELVES Framingham Group
You have the power of audacity. As a main player in a challenge, when calculating your total,
multiply any Attack card you play by the number of tokens opposing you.
Then add in your tokens and calculate normally.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
TAILGUNNER [O:Fram] PLAYS COMPROMISE CARDS AS ATTACK 15 Framingham Group
You have the power to attack from behind. Whenever you reveal a Compromise card in a challenge, you may alter
it to be an Attack 15.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
TRUNCATER [O:Fram] SIMPLIFIES TOTALS Framingham Group
You have the power to shorten. As a main player in a challenge, after cards are played, but before
they are revealed, you may call out "truncate". Once final totals are
calculated, the outcome is determined by the last digit of each side's
total. Negative totals remain negative.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
TURNER [O:Fram:2] COLORIZES TOKENS Framingham Group
You have the power to colorize. Each time another player's color is actually flipped in the destiny pile,
you may move all of his tokens from the Warp to the Praw. Replace the
tokens moved from the Warp with tokens of another color (not in the game).
These tokens are treated as if they were your color as long as you have
this power. If you lose this power, these tokens can no longer move, and
don't count towards occupancy of a base or critical mass. If you lose this
power card, all
of these tokens are immediately removed from the game.
History:
Restriction: Do not use in a 2-player game. Use only in a game with the Praw.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
TYRANT [O:Fram:2L] TAKES CARDS FROM LOSER Framingham Group (Lucre)
You have the power to rub it in. Whenever you are not a main player in a challenge, if another player reveals an Attack card and loses, you may take random cards from his regular hand, up to the number of tokens he lost in the challenge. He may pay you 2 Lucre to refrain.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
UNDERDOG [M:Fram] WINS WHEN FAR BEHIND Framingham Group
You have the power to come from behind. If you are a main player and should lose a challenge in which
both you and your opponent played Attack cards, if your opponent's total
is more than double your total (after all other value manipulations have
taken place), then you win instead. If either total ends up negative, you win
if the absolute value of your opponent's total is more than double the
absolute value of your total.
History:
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
VAPORIZER [O:Fram] DISCARDS OPPONENT'S HAND Framingham Group
You have the power to disintegrate. As the attacker in a challenge, immediately after
the defensive player is determined, you may disintegrate
his regular hand, causing him to discard it and draw seven
new cards.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
WARLORD [O:Fram] INCITES PLAYERS TO RECKLESSNESS Framingham Group
You have the power to incite. Once per challenge you may do one of the following (under appropriate
conditions): -Forbid deals. -Nullify any action which has the effect
of changing an Attack card into a Compromise card. -Force one player
involved in a challenge (main or ally) to commit his maximum number of
tokens in that challenge. -Forbid attacks on unoccupied planets.
-Forbid consolation.
History:
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
WRETCH [M:Fram] CAUSES OVERKILL Framingham Group
You have the power of misery. If you lose a challenge by 10 or more points, the challenge is
considered an overkill. All tokens on both sides go to the Warp
and both players are considered to have lost the challenge.
History:
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
XEROX [O:Fram] COPIES CARDS Framingham Group
You have the power of duplication. Once per challenge, you may copy the use of one non-challenge card
played by another player so long as you are able to use it at
the same time. If the card is an Edict or Flare, your use must come
immediately after his. To Xerox a Kicker, after your opponent announces
that he is playing a Kicker, you may do so also,
even if you have none. When he reveals his Kicker, it also affects the card
you played. Cards which are passed to another player or "exchanged" in some
manner may not be Xeroxed as you do not have the ability to pass/exchange the
card.
History:
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Displayed 51 powers.
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