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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.

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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.