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ACSTA [B:FFGfo] One power per home planet Jon Gon

Game Setup: After powers are selected, choose 5 unused powers (without game setup or alternative victory conditions) from the flare deck. Place one flare face down underneath each one of your home planets.

You have the power of multiculturalism. Whenever the hyperspace gate is pointed at one of your planets, before the alliance phase, reveal the flare and use this power during this encounter. You may reuse this power whenever you're attacked on that planet. The revealed flares stand face up during the rest of the game. If zapped the flare card is not used (or revealed if still hidden). In addition, you may use one of the powers of a revealed flare as a main offensive player, however you must remove it from game after use.

History:

Notes: The recommended experience level for this power is Expert. This is a Meta type power. Flares assigned to planets may not be played as flares.

Wild: At the start of your turn use this flare to take a new random alien power (without game setup). You may then decide to keep the one you already have or the new one. Discard the flare if you decide to keep the new one.

Super: After using one of the powers of a revealed flare as main offensive player, return it to underneath your home planet instead of removing it from the game.



AEGIS [M:FFGfo] Protects allies from going to the warp, may receives colonies Jon Gon

You have the power of sponsorship/shielding. When you lose an encounter as a main player your allies' ships don't go to warp, only yours. When this occurs give one Aegis token to one of your allies whose ships were saved. When a player gets two Aegis tokens, the tokens are returned to you and you immediately make a foreign colony in any planet in this player's system. Colonies won by aegis tokens coexist with other ships.

History:

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

Wild: Your ships don't go to warp when you lose as a defensive ally.

Super: When the conditions of your power are verified you can give one Aegis token up to two different allies.



AEOLIAN [O:FFGfo] Repositions The Hyperspace Gate Jon Gon

You have the power of Tempest. In any encounter, during Launch Phase, after the hyperspace gate is positioned, use this power to discard an attack 06 or less. You may then move the hyperspace gate the corresponding value to planets leftwards or rightwards. This power may force the encounter to take place in a different system.

History:

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

Wild: As an ally, after Alliances are formed, you may move the hyperspace gate and therefore the encounter, to an adjacent planet in the same system.

Super: You may discard negotiate cards using them to move the hyperspace one space when you use your power.

Super: You may discard cads up to 10 to move the hyperspace gate.



AJAX [O:FFGfo] Sells Foreign Colonies to Win Jon Gon (Alternate Win)

Game Setup: Use only half the normal ships.

You have the power of conquest. Each of your ships is worth 10. You can only send one ship as ally or main player. If you win as offensive main player you can always have another encounter. Whenever another player draws a wild destiny card, a mandatory auction for one of your foreign colonies starts. The colony goes to the highest bidder (your decision), if there are no bids it goes to the player that drew the wild. Your ships are removed from the colony and replaced by 1-4 ships from the buyer. After selling one foreign colony add one cosmic token to your alien sheet. When you have 4 tokens in your alien sheet you win the game. You can also win by the regular rules.

History: The Ajaxes are a race of legendary and outstanding warriors, however millennia of cosmic warfare and conflict dramatically reduced their population. To expand their empire the Ajaxes now operate on a delicate balance between maintaining foreign colonies and selling them for large profits

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

Wild: Use this flare at the end of your turn to be entitled to a second or third encounter depending of the situation.

Super: Use this flare in the beginning of any regroup phase to bring one unused ship to the game. If all your ships are already in game use this flare as a +10 reinforcement card. Either way discard after use.



ALCHEMIST [O:FFGfo] Stores Artifact Cards Jon Gon (Alternate Win)

You have the power of Relics. In the beginning of any Regroup Phase you may place one artifact card from your hand on your alien sheet. Whenever you're a main player you may activate the effect of one of the artifacts on your alien sheet. Activated artifacts can also be card zapped. When you collect 6 different artifacts you win the game. You may still win via the normal method.

History: The secret code and strange practices of the Alchemist are unrevealed mysteries. After mastering the manipulation of ancient artifacts the Alchemists embraced the quest of collecting these relics. Their purpose is unclear but some speculate that they wish to recreate themselves as the Precursors.

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

Wild: In the Regroup Phase you can discard one artifact and take three cards from the draw deck.

Super: You can activate one artifact on your alien sheet as an ally.



ALTRON [M:FFGfo] Uses two hands, one to attack and one to defend Jon Gon

You have the power of resources. At the start of the game you receive two 8 cards hands. Without seeing them, you place one to your right and the other to your left. The one on the right side is your attack hand; the one on the left is your defense hand. You must use each hand for each function. You keep in your hand the cards you last used, and you can only play reinforcement cards or artifacts from that hand. Whenever you run out of encounter cards in one hand you deal a new one, always keeping them separate. If you are Zapped, the zapper chooses which deck you will use for that encounter only.

History:

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

Wild: You may play two encounter cards face down as a main player. When your opponent reveals his or her card, you choose which one to play. The other card returns to your hand.

Super: Add one card from deck to each of your hands on your turn.



AMMUNITION [O:FFGfo] Salvages reinforcement cards Jon Gon

You have the power to reprocess. You may pick up one reinforcement card played by any player (including yourself) and put it back in your hand at the end of any encounter.

History: The sentient ordnance known as the Ammunition have always been regarded as subservient and mere tools by the allies who employ them. The Ammunition do not trouble themselves with feelings of inadequacy, but turn their minds toward the tasks at hand. The greater scheme is clear to them: the relentless destruction of their enemies. And in the end, the Ammunition alone realize that in truth, they have no allies.

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

Wild: Play this card as a +10 reinforcement. The flare is then discarded and it can't be salvaged by Ammunition.

Super: Reinforcement cards you play are worth double their normal value.



APOTHECARY [O:FFGfo] Discards For Perks Jon Gon (Alternate Win)

You have the power of Enhancement. At the start of every regroup phase you may discard one encounter card from your hand and return one ship from the warp. Alternatively if you discard one flare, reinforcement or artifact you may add one cosmic token (enhancement token) to your alien sheet. Each of these tokens counts as +1 for combat purposes. If you manage to obtain 12 enhancement tokens you win the game (10 in the 4 planet variant). You can also win via the normal rules

History: The Apothecaries evolved in a system rich in rare materials that allowed them to developed groundbreaking experiences of enhancement and healing. Eager to evolve and test new formulas they now venture to distant galaxies.

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

Wild: In any Regroup phase you may discard a negotiate card and return 1 ship from the warp.

Super: When you discard a flare or an artifact add 2 tokens to your alien sheet.



APOTHEOSIS [O:FFGfo] Performs simultaneous attacks Jon Gon

You have the power of planning. At the start of your turn, if you hold at least three encounter cards, you may call "apotheosis". You can now perform three attacks simultaneously, one must be in the system indicated by the destiny card, the other two take place in different systems of your choice, other than your own. In "apotheosis" all alliances are forbidden, you may only send up to two ships for each encounter. The encounters are resolved in clockwise order, and apotheosis must face all the defensive players' powers in the same order. After resolution, if you lost all of your encounters your turn is over, if one colony was established are entitled to another normal encounter. If you established two or three colonies, your turn is also over. Playing an Emotion Control in an Apotheosis only affects one of the encounters, the choice is made by the Emotion Control owner. If Zapped (only when an Apotheosis is declared), you must have a regular encounter attacking the system indicated by the destiny card. You cannot call an apotheosis in a possible second encounter.

History:

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

Wild: At the start of your turn, after drawing a destiny card you may attack two planets in that system. If you win or lose both encounters your turn is over, if you win only one you may have second regular encounter. Alliances are allowed.

Super: Apotheosis can now send up to four ships when calling an "apotheosis".



ARCHITECT [M:FFGfo:Pl] Builds Worlds Jon Gon

Game Setup: Place 5 unused planets on your alien sheet.

You have the power to build worlds. Whenever you point the hyperspace gate to a system, before the encounter takes place, you can place a planet \"under construction\" in the targeted system. Place one planet from your alien sheet in that system (mono-coloured side up). This planet cannot be attacked while under construction. If there\'s already a planet under construction in the targeted system you can choose to place a new one or to finish construction. You finish construction by flipping the planet and placing 1 to 4 of your ships on it. These planets belong to the system where they were built. Colonies won by construction don\'t count as a successful encounter. If for any reason you lose a colony on a constructed planet, immediately return the planet to your alien sheet, sending all ships on it to the warp.

History:

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

Wild: At the start of any player's turn, use this flare to automatically occupy a vacant planet in any system with 1 to 4 ships. Discard the flare after use.

Super: When placing planets "under construction" or "finishing construction" receive two ship from the warp.



ARCHMAGE [O:FFGfo] Emulates Artifacts Jon Gon

You have the power of magic. Whenever youíre a main player, after destiny phase, add one cosmic token to your alien sheet. These tokens are considered your mana points. You can discard two tokens from your alien sheet to unleash the effect of any artifact. The only restriction is that you must perform this action at the correct timing of the artifact youíre emulating.

History:

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

Wild: Use this flare like an artifact of your choice in the correct timing. Discard after use (Vulch can salvage this card).

Super: Use this flare to receive one cosmic token when you participate in an encounter as an ally.



ARCHRIVAL [O:FFGfo] Wins If Others Lose Power Jon Gon (Alternate Win)

You have the power of rivalry. After receiving this power give rival tokens to two other players, these players will be your archrivals. When you are the offensive main player you can choose to attack any of your archrivals instead of drawing from the destiny deck. If at any point both of your archrivals lose power you win the game. You can also win via the normal manner. In addition, you can discard a reinforcement card in the beginning of any regroup phase and make one of your archrivals lose a corresponding value of ships of his/her choice.

History:

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

Wild: If any player currently owns two or more colonies in your home system, use this flare in the beginning of any regroup phase to get one extra encounter against that specific player's home system. Discard after use.

Super: In the beginning of your turn you can reassign one of your archrival tokens.



ARMADA [O:FFGfo] Superior Ship Technology Jon Gon

You have the power of starship superiority. In the beginning of the game you receive five special tokens/ships, different from your regular ones (four in the four player variant). Each of these five ships is worth five. For offensive and allying purposes you can only send one special ship and up to three regular ones, making a total value of 8. If zapped the special ship is worth 1. Whenever you lose an encounter as a main player or ally, all special ships involved in the encounter are removed from the game, and lost permanently. Special ships are worth 1 for Technology purposes.

History:

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

Wild: When raising a ship from the warp, you may instead raise five ships.

Super: You lost special ships go to the warp instead of being removed from game.



ARSENAL [M:FFGfo] Stores attack cards to win Jon Gon (Alternate Win)

You have the power of armoury. At the start of any player's turn, use this power to take an attack card from your hand and place it face up on your alien sheet. These cards are not considered to be part of your hand. When the sum of attack cards on your alien sheet is equal to the number of player x 20 you automatically win (75 with 3 players, 80 with 4 players, 100 with 5 players). You can also win by the normal rules. If zapped the card you're trying to store is discarded.

History:

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

Wild: If Arsenal is in the game and you’re a main player not facing him, use this flare after reveal to transform your encounter card into the sum of Arsenal's current stored cards. Give this flare to Arsenal after using. If Arsenal is not in game, use this card as a reinforcement card +5.

Super: When you win an encounter as a main player you may draw one card from the deck. If it's an attack (positive) add it to your alien sheet. If it's an artifact add it to your hand. If it’s any other card give it to a player of your choice.



BANISH [O:FFGfo] Can ban numbers Jon Gon

You have the power to ban. When you are a main player in an encounter you may declare, before cards are chosen, a ban to a certain number. For example, if you decide to ban number one, this means your opponent is now banned from playing any encounter card with that number, e.g. 11 or 19. If your opponent has no other attack cards and must play one with a banned number, he automatically loses the encounter.

History:

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

Wild: Your opponent cannot use cards with the second digit zero (40, 30, 20, etc.) against you.

Super: You may banish one number and one other specific encounter card to your choice. For example, the 40, 30 or a Negotiate.



BARRAGE [M:FFGfo] Attacks planets when his colour is drawn Jon Gon

You have the power to bombard. At the start of the game receive one extra attack card worth 10 and place it on your alien sheet. When a destiny card with your color is revealed, before the encounter takes place, use your power to bombard any player in any system. You don't send ships; you place your 10 card in front of the planet you wish to attack. If there is more than one colony in the planet you must declare which one you're attacking. The targeted player must defend. There is no compensation involved and if the defense loses, all his ships in the planet go to the warp. After bombarding return your 10 card to your alien sheet.

History:

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

Wild: Using this flare adds +3 to your side when defending a planet in your home system.

Super1: Instead of bombarding when your destiny card is flipped, bombard one time at the start of any player's turn.

Super: Replace your 10 for an attack worth 12 to Bombard.



BASTION [B:FFGfo] Places surprising defences Jon Gon

You have the power to place traps. At the start of the game you receive 10 cards instead of 8. You may assign one card face down to each one of your home planets. You may place attack cards, negotiate cards or artifacts. When an opponent attacks one of your home planets, before cards are revealed, you reveal the card you placed for the targeted planet. If it's a negotiate, you lose the encounter (none of the main aliens plays encounter cards). If it's an attack, the encounter takes place by adding that value to your side. If it's an artifact, you win (played encounter cards return to players' hands). After being revealed, these cards are discarded. At the start of your turns you may place new cards if you have planets without designated cards, but you can't switch or replace cards already designated. Cosmic Zap can be used before the planet's designated card is revealed, discarding it immediately or by zapping the value of a designated attack card after the revealing phase.

History:

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

Wild: You can assign one attack card to one of your home planets. The card adds to your total if you're attacked on this planet.

Super: At the start of your turn you may now designate one card to a planet in a foreign system where you have a colony.



BOLSTER [M:FFGfo] Boosts cards by 50 percent Jon Gon

You have the power to augment. When you are a main player in an encounter use this power to bolster an attack card by 50 percent. This power can be used to boost yours or your opponentís card, rounding up. Bear in mind that boosting the -4 turns it into a -6.

History:

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

Wild: Use this flare to add +2 to any of the sides when youíre a main player in an encounter.

Super: You can use your power as an ally.



BOUNTY HUNTER [M:FFGfo] Captures ships to win Jon Gon (Alternate Win)

You have the power to Capture. When you win an encounter as a main player or an ally and the opposite side has ships involved, one ship from one of your opponents (you choose which one) goes to your alien sheet instead of the warp. Ships on your alien sheet are no longer considered part of the game, and cannot be retrieved or released by artifacts. When you have at least two ships of all players, except yourself, on your alien sheet, you win the game. You can also win by the regular rules. Powers that avoid going to the warp (e.g. Zombie) are not immune from being captured.

History:

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

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

Wild: When you win an encounter as main player, retrieve one ship from the warp for every player on the losing side during that encounter.

Super: Whenever a player is Plagued (by artifact) or a deal is unsuccessful, use this flare to capture one ship of one of the players who lost ships.



BUSHIDO [O:FFGfo] Concentrates To Inflict Killer Blows Jon Gon

You have the power of the seven virtues. At the start of any regroup phase add one of your ships, not in the warp, to your alien sheet. When you reach 8 ships on your alien sheet you can't add any more. When you're a main player in an encounter, after cards are chosen but before they are revealed, you may call "Bushido". This adds or subtracts 42 to your attack card; it has no effect on negotiate cards. After using your power return the ships on your alien sheet to any of your colonies.

History:

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

Wild: Use this flare after reveal to play an extra encounter card. You must however lose three ships of your choice to the warp. Discard after use.

Super: You can use your power as an ally.

Super: Whenever you lose ships to the warp, use this flare to place one of them on your alien sheet. Only applicable if you have less than 8 ships on your alien sheet.



CARTHAGE [O:FFGfo] Hires Powers As Main Player Jon Gon

Game Setup: Place the unused flare deck near your home system. These flares will be used as power indicators only.

You have the power of mercenary armies. Keep 3 unused flares faceup near your alien sheet; these are your mercenaries. Discard flares with alternative victory conditions and game setup. In the beginning of any player's turn, before destiny phase, use this power to choose one of the 3 available flares as your power during that player's turn only (place the chosen flare in your alien sheet). After using one power discard the corresponding flare to your private flare discard pile. Draw a new flare card and refill the available mercenaries to 3 again. If the unused flare deck runs out, reshuffle your discard pile.

History: The Carthages accumulated an admirable fortune in intergalactic trading. Lacking a professional army they started recruiting mercenaries to defend their trade routes. Over time their power grew and so did their ambition.

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

Wild: Play this flare combined with another to use the super instead of the wild.

Super: Use this flare to use your mercenaries super instead of the regular power.



CERBERUS [M:FFGfo] Wins When The Warp Gets Crowded Jon Gon (Alternate Win)

You have the power of the Underworld. You win when the number of ships in the warp is equal to: number of players x 10 (x 8 in the 4 planets variant). The alternative victory is declared before the beginning of a regroup phase. In addition whenever a player lands a colony in your home system he must send one ship to the warp (his/her choice). You can also via the normal manner.

History:

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

Wild: Use this flare in the beginning of any regroup phase to remove up to 4 of your ships from the warp. Discard after use.

Super: When a player lands a colony in your home system use this flare to make him lose 3 ships to the warp (his/her choice).



CONTRACTION [O:FFGfo] When a main player equalizes the number of cards Jon Gon

You have the power to diminish resources. When you are a main player in an encounter, if the other main player has more cards than you, use this power to make him randomly discard until he has the same number of cards you do.

History:

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

Wild: After the resolution phase of any encounter where you are a main player, use this flare to force any player to discard one random card.

Super: Make the other main player discard until he has one card less than you. This power cannot be used if it makes your opponent stay with zero cards.



COUNTER [O:FFGfo] Receives 5 Cosmic Zaps Jon Gon

You have the power to nullify powers. Place 5 special tokens on your alien sheet. Use them throughout the game as if they were Cosmic Zap cards, removing them from game after use. When you are Cosmic Zapped, your token is removed from the game.

History:

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

Wild: Place one special token on your alien sheet; use it like a Cosmic Zap. Discard the flare after use.

Super: In the beginning of your turn, remove one of your special tokens from game; in return receive all your ships currently in the warp.



CRITICAL [O:FFGfo] Duplicates his attack card with Ns Jon Gon

You have the power of critical damage. When you are a main player in an encounter, before cards are revealed, you may play one negotiate card to duplicate an attack card played in the encounter. The effect takes place after all effects are considered (Calculator, Mirror, Tripler).

History:

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

Wild: Use this flare before reveal to duplicate attack cards played by you worth up to 8.

Super: After cards are selected, use this flare to take the two top cards from the encounter deck if any of them is a negotiate you can keep it or use it if it's not discard. You must show them to your opponents.



DEARTH [M:FFGfo] Reduces the deck Jon Gon

You have the power of scarcity. When a colour/special Destiny that indicates you is flipped from the Destiny pile use this power to take ten cards from the deck. You cannot mix them with your hand. Look at them and place two on your alien sheet facedown; place the rest on the top of the deck in any order. The cards on your alien sheet are now considered out of the game.

History:

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

Wild: At the start of your turn use this flare to make all players lose 2 random cards. You may keep up to two of these random cards. Discard this flare after use.

Super: You may look at 12 cards from the deck and withdraw 3 to your alien sheet when using your power.



DEATHSTAR [M:FFGfo] Sends ships from a planet to the warp Jon Gon

Game Setup: In the game setup place one special token in front of your home system.

You have the power of deathstar. At the start of any player's turn, move your special token to a new system in clockwise order. Whenever a player (main or ally) lands a colony in your home system or drives you off a foreign one, if your deathstar is currently in any of these players' home system, use this power to send to the warp all ships in one of that systemís planets.

History:

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

Wild: When another player lands a colony in your home system as main player or by using a flare, use this card to send one of ships to the warp (your choice).

Super: When using your Deathstar, remove the targeted planet from the game and all ships on it. No player can be reduced to less than three home planets and/or less than 5 ships.

Super: If more than one player establishes a colony in your system, you may target two different planets where they have ships in the system where your Deathstar token is.



DEITY [M:FFGfo] Wins by winning 4 consecutive encounters Jon Gon (Alternate Win)

You have the power of godlikeness. When you win an encounter as main players add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you win as a main player. If you lose an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.

History:

Restriction: Zapping Deity impedes him from adding a token to his sheet.

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

Wild: When you win an encounter as a main alien, retrieve one of your ships from the warp.

Super: When you win an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.



DEVASTATOR [M:FFGfo] Places Planets Under Siege Jon Gon

Game Setup: Place 3 unused planets on your alien sheet. Place 2 in the 4 planets variant. These planets are your devastators. You can also use custom tokens.

You have the power of Siege. When your colour is drawn from the destiny deck use this power to place one planet (devastator) from your alien sheet between two planets of any system. You can also choose to relocate one already deployed devastator. When you are a main player or an ally you may add or subtract 10 to your side's total in any encounters targeting a world next to a devastator. You can only place one devastator per system.

History:

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

Wild: When you're the main offensive player use this flare to make all your ships currently in the targeted system add or subtract to your side's total.

Super: Using the conditions of your power you can now place multiple devastators per system or stack them, adding or subtracting 10 to your side's total for each one, when you're a main player or ally targeting adjacent worlds.



EMPEROR [M:FFGfo] Receives Tributes Jon Gon

Game Setup: Place one Empire token on one planet of every player's home system except your own.

You have the power of the Empire. Consider all planets where you have an Empire token as your provinces. You have a +8 bonus when attacking or defending provinces as a main player or an ally. At the start of your turn, if any player has colonies in one or more provinces, he or she must tribute to you with one random card. If he doesnít have cards to pay tribute he loses one ship to the warp of his or her choice.

History:

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

Wild: If the Emperor is in game, use this flare at the start of your turn to remove the token from one planet of your choice, therefore making that planet stop being a province. Discard after use. If the Emperor is not in game, use this flare at the start of your turn to receive a random card from any other player of your choice.

Super: Players must now pay tribute to you proportionally to the amount of provinces where they have colonies. If they lack cards, the difference is paid in loss of ships to the warp. Your bonus when operating in planets matching your color is upgraded to +10.



ENERGY [O:FFGfo] Adds the total amount of ships in a system to his total Jon Gon

You have the power to drain energy. Whenever you lose an encounter as a main player, you can give your energy token to any of the players in the winning side. In your next encounter as a main player, the number of ships currently in the home system of the energy token holder is added to your sideís total. When you lose again as a main alien you can reassign your energy token.

History:

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

Wild: Your ships value is multiplied by two for defensive purposes in your home system.

Super: When you are the main player in an encounter, add the quantity of ships in the energy token holderís system to your sideís total and take 1 random card from his/her hand.



ENVOY [O:FFGfo] Decides Rewards Jon Gon

You have the power of Mediation. Whenever you are involved in an encounter as main player or ally, after alliances are formed, you may call mediation. You may declare that allies will receive reverse rewards or normal rewards (if playing with reverse cone) during this encounter. In addition, whenever a successful deal situation occurs you may draw a new hand or release all your ships from the warp.

History:

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

Wild: Whenever a player receives compensation take 2 cards from the deck. You may then decide to keep or discard one or both of these cards.

Super: Whenever a successful deal between other players occurs, you may immediately establish a foreign colony in any of these players' systems. Discard after use.



ERADICATOR [M:FFGfo] Wins by sending all of one opponent's ships to the warp Jon Gon (Alternate Win)

You have the power of slaying. You win when any of your opponents has all of his ships in the warp. You can also win by the regular rules. If the Masochist is in game and he manages to have all his ships are in the warp, itÔŅĹs considered a shared victory between you and Masochist.

History:

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

Wild: When you win an encounter as a main alien send one extra ship from any player in the losing side to the warp. The affected player chooses where the extra ship is lost.

Super: When you lose an encounter as a main player, the winning main player must send two ship of his choice to the warp.



EXTINCTION [M:FFGfo] Wins when there are five planets stripped of ships Jon Gon (Alternate Win)

You have the power of lifeless. When there are 5 planets in any system stripped out of all ships you win the game. Note that these canít all be the planets of your home system because if you have less than three home colonies you will lose power. You can also win by the regular rules.

History:

Restriction: Use only in games with at least 4 players.

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

Wild: Use this card in the same way and with the same effects of a plague. Discard after use.

Super: When you win an encounter as a main player you can eliminate one extra ship of one of the players in the losing side. You choose which ship is destroyed.



FALLOUT [M:FFGfo] Predicts outcomes to win Jon Gon (Alternate Win)

Game Setup: Place 12 cosmic tokens in your alien sheet. 10 in the four-planet variant.

You have the power of outcome. Before cards are selected in any encounter, give your fallout token (declare if you prefer) to the main player that you believe is going to win. If you're right remove one token from your alien sheet. A successful deal counts as a victory and a failed deal as a defeat. If you remove all tokens you are victorious. You can also win via the normal manner.

History:

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

Wild: When you are not a main player in an encounter you may place a bet in one of the main players. You may bet up to two ships by placing them in your alien sheet. If you are correct you receive one ship/card for each ship. If you are incorrect this ships are lost to the warp.

Super: When you predict correctly you can choose to discard one card from your hand or take a new one from the deck.



FORSAKEN [M:FFGfo] Benefits from all against one situations Jon Gon (Alternate Win)

Game Setup: Place 12 cosmic tokens in your alien sheet (10 in the four-planet variant)

You have the power to isolate. During any encounter when all players gang up against one player (regardless of the combination), use this power before planning phase, to remove one token from your alien sheet. When you remove the last token you win the game. You can also win the game by the normal rules. In addition when invited by both main players you are always the last one to decide which invitation you'll accept.

History:

Restriction: Don't use in games with 3 players.

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

Wild: Use this flare after alliance like a force field artifact. Discard after use.

Super: You may remove 2 tokens every time all players gang up against you.



FRACTURE [O:BGG] Uses Attacks As Rifts Jon Gon

You have the power to Rift. At the start of any regroup phase, you may use this power to play one or more attack cards ranging from 01 to 06 as if they were rift cards of their listed value.

Whenever another player takes a card ranging from 01 to 06 from your hand, you may use this power to force that player to lose its listed value of ships of his or her choice to the warp. The card is then discarded.

History: Living breaches in the fabric of spacetime, the Fractures were fashioned to interlink the worlds of their creators. Turning their native expertise to military tactics, they ejected their makers from the cosmos. Able to salvage any fleet from the brink of destruction or lure the most formidable foe into the depths of the warp, the Fractures now seek to make themselves coterminous with all of reality.

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

Wild: At the start of any turn, you may play one attack card ranging from 01 to 06 as if it was a rift card of its listed value.

Super: As a main player, before cards are selected, you may send up to two opposing ships to the warp and retrieve up to two of your ships from the warp, placing them directly on your side of the encounter (even exceeding the normal maximum of four).



FROSTNOVA [M:FFGfo] Puts encounters on hold Jon Gon

You have the power to freeze. When you are a main alien in an encounter, before cards are chosen, use this power to freeze the encounter. All attacking and defending ships from main players and allies are kept in the encounter position and the gate is removed. The game proceeds as if the offensive player won. At the start of any playerís turn, before destiny phase, use this power to unfreeze the encounter you had on hold. Both players reveal cards and the encounter is resolved normally. You canít have two frozen encounters simultaneously, one must be resolved in order to freeze again.

History:

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

Wild: Use the flare to freeze one encounter, discard the flare after using.

Super: You can have two frozen encounters and unfroze them in any order you like.



FUTURO [O:FFGfo] Gives Players Mandatory Cards Jon Gon

You have the power to influence the future. Whenever you establish a foreign colony as a main player or an ally. You may give one encounter card to up to 2 players involved in that encounter. These cards are placed face down (separately from other cards) by each player near their home systems. These cards will have to be used at the first opportunity and are then discarded. A Cosmic Zap against you only prevents one player from receiving a mandatory encounter card. If a player already has a mandatory card and you want/can give him a second one, he discards the first one.

History:

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

Wild: If you lose an encounter as a main player, give one mandatory card to the winning player (placed face down in front of him or her). After giving him the mandatory card, give him this flare too.

Super: You may give a second mandatory card to a player. In this case the first one is not discarded, but rather the cards are stacked by the order that player received them.



GAIA [M:FFGfo] Always attacks with + 40 Jon Gon

You have the power of forty. When you are a main player in an encounter your side is worth the value of your ships plus 40. However, after cards are revealed you must subtract from your total the value of all encounter cards played in this encounter. For example, if you are attacking with 4 ships with 2 allied ships, your side is worth 46, and you play an attack 8 and your opponent plays an attack 20; Your total will be 46 minus 28, or 18.

History:

Notes: The recommended experience level for this power is Advanced. This is a Combat type power. Note: Using the example in the power description, if you play a -4 card, your attack will be 46 plus 4 minus 20, to a total 30. The use of negotiate cards works accordingly to the game rules.

Wild: Add 5 to your sideís total.

Super: Your power is upgraded to + 45



GENETIS [O:FFGfo] Genetically changes opponents Jon Gon

You have the power to Genetically Modify. In the beginning of the game choose one extra power not in game. Whenever you land a colony in a foreign system give the extra power to the systemís owner and take his in return. You can repeat this process every time you land a foreign colony except in colonies won by a successful deal.

History:

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

Wild: If there are players with more colonies than you, in the beginning of your turn use this flare to discard your alien power and choose another one not in game. Discard the flare after use.

Super: When you receive an alien power from another player, you can remove it from game trading him with another not in game.



GOLIATH [M:FFGfo:Pl] Blocks further colonies in the foreign planets where he lands Jon Gon

You have the power of colossal size. When you land a foreign colony, either by combat or by deal, flip the planet disc to the different side. This means that from this moment on, nobody else can land a colony in this planet. If you had offensive allies they are also entitled to a colony. However this planet cannot be the target of further regular attacks. If for any special reason, Goliath loses his foreign colony, flip the planet again.

History:

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

Wild: At the start of your encounter as main offensive player, receive two ships from the warp.

Super: At the end of your turn, you can place at least four ships in one foreign colony, by doing this all other ships on that planet are expelled and returned to their owners.



GUARDIAN [O:FFGfo] Defends The Divinity Jon Gon (Alternate Win)

Game Setup: Place 6 cosmic tokens on your alien sheet. Place only 5 in the four planet variant.

You have the power of the Keepers. At the start of the game declare one player as the Divinity (use a token if you prefer). When the Divinity is the main defensive player you may always ally with him (with up to 8 ships), even if uninvited. When you ally with him you may give him one card from your hand (he must accept). You cannot attack the Divinity (attack a foreign colony in the Divinity's system or redraw from the destiny deck). Whenever the Divinity wins an encounter, and you were present as an ally, remove one cosmic token from your alien sheet. When you remove the last token you win the game. In addition if another player wins the game and the Divinity has colonies in all home planets you share the win. You can also win using the regular rules.

History: The Guardians were slaves during millenniums, trained and bred to be loyal cannon fodder in warfare. The brainwash was so brutal that they began to believe that their masters where their gods. Now, orphans of their masters, the Guardians avidly seek news gods to command them.

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

Wild: When you are a defensive ally and your side wins, use this flare to receive 2 extra ships/cards rewards.

Super: You can play attack cards 08 as reinforcements in an encounter where the Divinity is a main player.



HITCHHIKER [O:FFGfo] Gets Jon Gon

You have the power of clenching. Whenever you are the main player in an encounter after the resolution phase, place one of your ships in the hyperspace gate. The offensive player that will use the gate next will have to carry your ship in his attack. If you are the offensive player or allied, this means that you can attack or ally with up to five ships. Whenever this results in a situation where you are attacking yourself, before cards are selected, send your hitchhiker ship to the warp. This gives you a "sabotage bonus" allowing you to play an additional attack card equal to or lower than 6 in that encounter as if it was a reinforcement card. In this situation the Hitchhiker goes to the warp whether you have a card under these conditions or not.

History:

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

Wild: You may ally with any player you desire if not invited, but only with the defensive side. After using this flare, give the card to the player with whom you allied.

Super: You may place up to two ships in the hyperspace gate using your power. You may now send up to 6 ships if you are the offensive player or ally. Sending your Hitchhiker ships to the warp allows you to play up to two additional cards equal to or lower than 6 in that encounter, using them like reinforcement cards.



HOMOGENEOUS [M:FFGfo] Wins if all players have 4 colonies Jon Gon (Alternate Win)

You have the power of homogeneity. If at any point during the game, all players including you have 4 foreign colonies, you immediately win.

History:

Restriction: Donít use in games with less than 4 players. The alternative victory condition is 3 colonies in the four planets variant.

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

Wild: In the beginning of your turn, if a player has more cards than you, use this flare to refill your hand from the deck to an equal number of cards to the player with most cards. Discard after use.

Super: In the beginning of your turn take 3 cards from the deck and give them to any player you want except yourself. You can distribute them for several players of give them all to one.



HUB [O:FFGfo] Creates a hub that boosts attacks Jon Gon

You have the power of effectiveness. In the game setup place one special token on your central planet. This planet is your Hub; other players can only attack here if they already landed colonies in all other planets of your system. In any encounter as a main alien or an ally, add or subtract to your side's total the quantity of ships you currently have on the Hub.

History:

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

Wild: Add or subtract 3 to your side's total whenever you are a main player.

Super: Add or subtract to your side's total your number of ships currently in the Hub, plus the Hub himself that will count as 3 extra ships.



HYPERION [M:FFGfo] Destroy Ships By Outnumbering Jon Gon

You have the power of Lightning Strike. As main offensive player, in the beginning of Planning Phase, before cards are chosen, if the ships on your side outnumber the ships on the opposite side, all opposing ships are sent to the warp. If you are the main defensive player only one ship from the other main player remains (i.e. is not sent to the warp).

History:

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

Wild: In an encounter, before Planning Phase, if your side has more ships you may force one opposing ally of your choice to withdraw from the encounter.

Super: You may use your power as an ally.

Super: You may launch up to 6 ships in the hyperspace gate.

Super: When you have more ships on your side, use this flare to win the encounter. No encounter cards are played. Discard after use.



HYPNOSIS [O:FFGfo] Forces another player to ally with him Jon Gon

You have the power of persuasion. When you are a main player in an encounter you can force one player, excluding the other main player, to ally with you. Your power is used before the alliance phase. The player affected by this power must commit at least one ship to your side.

History:

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

Wild: After alliance phase use this flare to force all players that allied with you to commit one more ship if they sent fewer than 4.

Super: The player you force to ally with you must send at least 2 ships.



INDUSTRY [O:FFGfo] Transforms Negotiate cards Jon Gon

You have the power to transform. You may transform Negotiate cards into any other Artifact of your choice and play it in the appropriate phase. Vulch can salvage the transformed card, but it will be a Negotiate card again.

History:

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

Wild: You may transform one Negotiate into a Force Field or Ionic Gas.

Super: You may transform any card into a Force Field or Ionic Gas.



INFECTION [M:FFGfo] Wins by infecting three foreign systems Jon Gon (Alternate Win)

You have the power of propagation. Whenever you are a main player, independently of the outcome, you give one infection token to the other main player after resolution. The player that receives an infection token must position it on one of his or her home planets. This planet is considered infected. Whenever an attack occurs on an infected planet, all attacking players, including allies, receive one infection token. You win by infecting all planets in 3 foreign systems or via the normal manner.

History:

Restriction: Don't use in games with 3 players.

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

Wild: If Infection is in the game, use this flare as a cure to prevent one infection token to be given to one player. Discard after use. If Infection is not in the game use at the start of your turn to send to warp one ship of any other player that coexists with you on any planet.

Super: Whenever a deal situation occurs (successful or not) and you are involved, give two infection tokens to the other main player.



INSTIGATOR [O:FFGfo] Causes Uprisings Jon Gon

You have the power of riots. In any regroup phase you can place one negotiate card from your hand in front of any planet in any system. Whenever a wild destiny card is drawn you can activate a riot in any planet where you have a negotiate card. Discard the negotiate card and place one cosmic token in the planet to mark him as a rebel planet. All ships on it are now considered rebel and they belong to no player. When a rebel planet is attacked, the offensive player plays a regular encounter card from his hand and then draws from the deck until an encounter card comes up for the rebels. The encounter is then resolved as usual (Compensations are paid to the discard pile and drawn from the deck). When rebel ships go to the warp they return to their owners possession.

History:

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

Wild: Use this flare in the beginning of your turn to eliminate one ship from another player from any planet in your home system.

Super: When the rebels are attacked, you can play an encounter card for them instead of letting the offensive player draw from the deck.



INTRUSION [O:FFGfo] Uses tokens like reinforcement cards Jon Gon

You have the power of intervention. You start the game with 25 tokens on your power card (20 in the 4 planet version). Whether youíre involved in an encounter or not, you may use your tokens as reinforcement cards. Every token is worth +1. You may play up to 5 tokens at one time in an encounter. The tokens are then removed from the game. You can only place your chosen number of tokens once per encounter, even if other reinforcement cards are added by other players (but you can play additional reinforcement cards). If zapped, your tokens are placed back on your alien card.

History:

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

Wild: If you are involved in an encounter, and another player plays a reinforcement card, you may add +2 to either side of the encounter.

Super: Your remaining tokens are now worth +2.



IONIC [M:FFGfo] Prevents Compensation and Rewards Jon Gon

You have the power of ionic gas. You have 3 Ionic tokens. When you lose as a main player, give one ionic token to the victorious player. When a player who received an ionic token is entitled to compensation or to defensive rewards, he receives no cards/ships and the token is returned to you. You canít give more than one Ionic token to a player. If already gave your three ionic tokens you must wait until they are returned in order to be able to give them again.

History:

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

Wild: Use this flare to cancel the effect of an Ionic Gas artifact. Discard after use.

Super: When a player with an ionic token assigned is entitled to compensation or defensive rewards, these benefits pass on to you and you receive your Ionic token back.



KEEN [O:FFGfo] Receives Reinforcement Tokens Jon Gon

You have the power of Eagerness. At the end of every encounter where you participated as an ally add two tokens to your alien sheet if your side won and three if your side lost. These tokens are each worth +1 and can be used as reinforcement cards in future encounters. There's no limit to the amount of tokens you can play as reinforcements in one encounter but you can only reinforce once per encounter through your power. The tokens are discarded after use.

History:

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

Wild: Use this flare as a reinforcement card worth +8. Discard after use.

Super: Receive one token for every encounter as a main player whether you win or lose. The amount of tokens you receive for being an ally stands the same.



LOGISTICA [O:FFGfo] Can send up to 8 ships Jon Gon

You have the power of logistics. Whenever you are the offensive player or an ally, you may send up to 8 ships to the encounter. However, the maximum compensation or rewards you can receive is 6. You can only be Zapped after effectively sending more than 4 ships. In this situation all exceeding ships are sent to the warp.

History:

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

Wild: As an offensive player or ally, you may commit up to 6 ships to an encounter.

Super: You may send up to 10 ships, but 6 compensation and rewards is still the maximum you can receive.



LONESTAR [O:FFGfo] Plays two cards when alone Jon Gon

You have the power of working alone. Whenever you are a main player in an encounter, and no one is allied with your side, you may play two attack cards. If you play two negotiate cards or an attack and a negotiate, theyíre worth one negotiate. Zapping Lonestar occurs after revealing cards, and the zapper may choose what card will be considered. Both cards are discarded anyway.

History:

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

Wild: You may play two attack cards as a main player, but one of them must be lower than ten.

Super: You may play up to 3 cards. If one of them is a negotiate, their total value is one negotiate.



MARAUDER [O:FFGfo] Attacks the offensive side when not invited Jon Gon

You have the power of interception. Whenever the offensive side can but does not invite you, before cards are chosen, load up to 4 ships in your lesser gate and attack the hyperspace gate. You cannot call for allies. If you are victorious all ships in the gate go to warp and the encounter is considered unsuccessful, in addition you take one random card from each player with ships in the gate. Playing a force field impedes you from attacking the gate. When performing these attacks you are vulnerable to your opponent's powers.

History:

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

Wild: Whenever you are attacked in your home system, receive a random card from the main offensive player before the attack takes place.

Super: You can now load up to 6 ships in your lesser gate. You take two random cards from each player with ships in the gate if you are victorious in an interception.



MAYHEM [O:FFGfo] Gets forced compensations and changes the turns sequence Jon Gon

You have the power of Havoc. When you lose an encounter as a main offensive player and have one artifact, use this power. You must discard one artifact to able to use your power. Take two cards from the destiny pile, look at them and decide how to use them. Show one to a matching player and demand 2 random cards. Show the other card to the other matching player, this player will be the immediately entitled to his turn. The game then continues normally, with the turns starting clockwise from this player. The destiny cards are discarded. After taking the destiny cards thereís no turning back.

History:

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

Wild: When you must pay compensation, use this flare to turn things around. This forces your opponent to pay you an equal compensation instead of receiving. After using give him this flare.

Super: Take three destiny cards, one of them is discarded, the other two are used like in the regular power.



MEGALOMANIA [M:FFGfo] Wins by stacking ships Jon Gon (Alternate Win)

You have the power of ambition. You don't lose your power by lack of home planets. To win you must have the higher stack of ships in 3 different systems (one of the systems can be your own). Alternate victory must be declared in the beginning of any regroup phase (a Mobius Tubes will have precedence). You can also win using the regular rules.

History:

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

Wild: When you are the defensive main player use this flare after destiny phase to receive one ship from the warp. Place the received ship in any of your colonies.

Super: Whenever a colour/special Destiny that indicates you is flipped from the Destiny deck, use this flare to relocate one of your ships.



MERCHANT [O:FFGfo] Offers extra ships to other players in exchange for perks Jon Gon

You have the power of ship wholesale. At the start of a player's turn you can propose him a deal. You can offer him up to two extra ships in exchange for cards, foreign colonies or alliance promises. You have one minute to make this deal and if it fails the player to which you proposed a deal loses one random card while you lose nothing.

History:

Notes: The recommended experience level for this power is Advanced. This is a Resource type power. This requires that extra ships for each player are included in a future expansion. Using the 4 planets variant allows you to have 4 ships to try out this power, but they will probably donít be enough. You can also make you own custom extra ships with each players color.

Wild: At the start of your turn, use this flare to remove all your ships from the warp. Discard after use.

Super: You can now offer up to three extra ships to another player.



METEOR [O:FFGfo] Destroys Half of Opposing Forces Jon Gon

You have the power of generating meteors. When the sum of both sides in an encounter is equal or bigger than 35, whether you weíre involved or not, use this power to generate one meteor in any planet of any system. This is done by placing one special token in front of any planet you want. Whenever someone targets a planet with a meteor assigned half of all ships in the cone are automatically destroyed and that meteor is removed from the game. If this results in the main offensive players having no ships to continue the attack his turn is over. You cannot place more than one meteor in front of a planet.

History:

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

Wild: In the beginning of your turn, use this flare to create one meteor. Discard the flare after use.

Super: You can now place 2 meteors every time the power conditions are verified.



METROPOLIS [M:FFGfo] Brings captured planets to home system Jon Gon

You have the power of increasing your system. When you gain a foreign colony, use this power to bring the planet where you landed to your home system, all existing ships are also relocated. Place the captured planets to the right of your system. This planet is now considered part of your system. In future encounters other players, except Will, can only attack captured planets if they draw a destiny card that points yo you as the defensive main player. When you gain a colony through a deal, the planet is not captured.

Example: Metropolis is red and gains a colony in the green system. Metropolis picks the green planet and places it to the right of his home system (it still counts as foreign colony). If other players wish to attack the captured green planet they can only do it if they draw a red destiny card.

History:

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

Wild: If Metropolis is in the game, use this flare at the start of your turn to force one captured planet to return to its original system (including all ships on it). Give this flare to Metropolis after using. If Metropolis is not in game, use this flare at the start of your turn to automatically regain a home colony, coexisting with all ships on that planet. Discard after use.

Super: When you capture a planet, all players with ships on the captured planet must give you one random card. If they donít have cards they lose one ship to the warp of their choice.



MORPHER [M:FFGfo] All Negotiates are Morphs Jon Gon

You have the power to alter. Any negotiate card you play is treated as a Morph card. If your opponent plays a Morph, both sides lose the encounter.

History:

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

Wild: You may change a negotiate card you play into an attack 10.

Super: As a main alien in an encounter, you may use the power of any other alien in game except the other main playerís power. If using another power, your ability to turn negotiates into Morphs in disabled during this encounter.



MUTINEER [O:FFGfo] Causes Uprisings To Win Jon Gon (Alternate Win)

You have the power of rebellion. In any regroup phase you can place one negotiate card from your hand in front of any planet in any system. Whenever a wild destiny card is drawn you can activate a riot in any planet where you have a negotiate card. Discard the negotiate card and place one cosmic token in the planet to mark him as a rebel planet. All ships on it are now considered rebel and they belong to no player. When a rebel planet is attacked, the offensive player plays a regular encounter card from his hand and then draws from the deck until an encounter card comes up for the rebels. The encounter is then resolved as usual (Compensations are paid to the discard pile and drawn from the deck). When rebel ships go to the warp they return to their owners possession. You can ally with the rebels every time they are attacked and play an encounter card for them (instead of drawing from the deck). When there are 5 (4 in 4 planets variant) rebel planets active you win the game. You can also win via the normal manner.

History:

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

Wild: Use this flare in the beginning of your turn to eliminate one ship from another player from any planet in your home system.

Super: In the beginning of your turn use this flare to activate one riot in any planet where you have a planted negotiate card.



NANOID [O:FFGfo] Can Establish Second Colonies On Planets Jon Gon

You have the power of nanotechnology. You can establish a second colony on any planet where you already have one. Keep separate stacks of ships for easier tracking. Your power is also applicable to your home system. If you're attacked on a planet where you have more than one colony, the offensive player must declare which one he is attacking.

History:

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

Wild: Use this flare to use your power if you have at least one home colony.

Super: Use this flare to try to establish a third colony in a planet.

Super: You can use your power as an ally.



OBLITERATOR [O:FFGfo] Affects Adjacent Planets Jon Gon

You have the power of mass destruction. When you win as main offensive player send to the warp one ship of any player from all planets adjacent to where the encounter took place. These lost ships are chosen by you. As defensive player all your ships in adjacent planets count to your side's total even though they are not at risk.

History: The Obliterators engage war with such furious and destructive tactics that the trail of destruction puts at stake all nearby planets. When the Obliterators are around no one is safe.

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

Wild: When you win an encounter use this flare to also send to the warp all bystander ships on the targeted planet.

Super: When you win as main offensive player or ally use this flare to send to the warp one ship of any player from each planet of the system where the encounter occurred. Ships are chosen by you.



OBLIVION [M:FFGfo] Destroys his home planets Jon Gon

You have the power to disintegrate. Whenever you establish a foreign colony remove from the game one of your home planets, always eliminating the leftmost planet in your system. All ships, including your own, in an eliminated planet go to the warp. You donít lose power by lack of home bases.

History:

Restriction: Donít use in games with less than four players.

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

Wild: Choose a planet you have ships on and remove all other ships on the planet to the warp. Afterward, give this card to Oblivion. If Oblivion is not in the game, discard this card after use.

Super: Whenever you must eliminate a planet from your system you are free to choose any of your planets.



OLIGOPOLY [M:FFGfo:T] Benefits from others completed techs Jon Gon (Tech)

You have the power of technologic competition. When any player, except you, completes one tech, immediately complete one tech card that you currently control. If you don't have tech cards, you immediately receive one from the top of the tech deck. In the second case the technology must then be researched.

History:

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

Wild: In any regroup phase discard this flare and receive one tech card from the tech deck.

Super: Use this flare in the beginning of your turn to steal one researched technology from any other player. Discard after use.



OMEGA [O:FFGfo] Collects Tokens To Destroy Ships Jon Gon

You have the power of omega missiles. Whenever you participate in an encounter as a main player or ally add one token to your alien sheet. After any alliance phase discard 4 tokens to send to the warp all ships of one allied player. Alternatively, in the beginning of any turn you can discard 8 tokens from your alien sheet and send to the warp all ships in any planet of any system.

History: The maniac Omegas specialized in developing ballistic weapons and interplanetary missiles. After blowing away all life forms of their home galaxy the cosmos is their next frontier.

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

Wild: Use this flare after reveal to allow you to play one attack card of any value as a reinforcement card. Discard after use.

Super: Use this flare to discard 2 less tokens when using one of the effects of your power.



OPPRESSOR [M:FFGfo] Wins by having 3 foreign colonies in the same system Jon Gon (Alternate Win)

You have the power of subjugation. If you obtain three foreign colonies in the same system, use this power to win the game. You can also win the game by the regular rules.

History:

Restriction: Donít use in games with less than 4 players.

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

Wild: If you have two colonies in one foreign system, in the beginning of your turn, trade cards with that systemís owner. You must give him this flare too.

Super: When you make a colony in a foreign system, receive one random card from the system owner if he has any.



OVERLORD [O:FFGfo] Forces Alliances Jon Gon

You have the power of Authority. As a main player, before allies are invited, you may use this power to discard one negotiate card from your hand to force one player, except the opposing main player, to all with a side of your choice. This player must commit with four ships or the maximum possible if constrained by his or her power or other effects.

Forced allies are not entitled to colonies or rewards, if their side wins, this ally's ships are returned to previously owned colonies.

History:

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

Wild: As a main player, after alliances are formed, you may force he ships on one ally to switch sides.

Super: You may use your power without having to discard a negotiate card.



PALADIN [O:FFGfo] Wins By Having No Ships In The Warp Jon Gon (Alternate Win)

Game Setup: Place 10 cosmic tokens on your alien sheet. Place 8 in the four-planets variant.

You have the power of the light. At the start of your turn you may attack the warp instead of drawing from the destiny deck. There are no alliances; the warp is worth the number of ships in it. If you win, you free all your ships there, this counts as an encounter. You may also raise one ship from the warp whenever you win as main player or ally. The downside is that if you're invited by both main players you must ally with one of them. In any regroup phase if you have no ships in the warp you discard one cosmic token. If you discard all tokens you win the game. You can also win via the normal manner.

History: The righteous Paladins have sworn to fight the forces of the warp and protect the cosmos from darkness. Following a strict moral conduct, the Paladins cannot neglect the distress calls of other races. Now their enemies know their weakness...

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

Wild: Use this flare in the beginning of your turn to attack the warp. The warp is worth the number of ships on it, there are no alliances. If you win you free all your ships. Attacking the warp counts as an encounter. Discard after use.

Super: Use this flare in the beginning of any regroup phase with the effect of a mobius tubes. Discard after use.



PANDEMY [M:FFGfo] Plagues Opponents Jon Gon

You have the power to plague. When other players establish a colony in your system use this power to plague them. Your plagues only make your opponents lose one ship and two random cards, however if several players land colonies in your home system you can plague them all. If you are plagued receive 2 cards from the deck and 2 ships from the warp.

History:

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

Wild: This flare shields you against one plague. Discard after use.

Super: Your plagues are upgraded to 2 ships and 2 random cards.



PHOBOS [O:FFGfo] Vacates planets Jon Gon

You have the power of Fear. As the offense, after the hyperspace gate is aimed, use this power to force all ships from the opposing main player on the targeted planet to be relocated to other colonies of his or her choice. If the player has no other colonies, the ships go to the warp.

As the defense, use this power to force the opposing main player to place only one ships in the hyperspace gate when attacking you in any of your home or foriegn colonies.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power. Amoeba and other special events can change their number of ships in the cone after Launch phase.

Wild: As a main player, after alliances are formed, you may force on opposing ally to withdraw from the encounter.

Super: As the offense, when sing your power, all ships from the opposing main player on the targeted planet are sent to the warp.



POLLEN [O:FFGfo] Wins by making at least one colony in every system Jon Gon (Alternate Win)

You have the power of colonizing. You win the game when you establish at least one foreign colony in all existing systems. You can also win by the regular rules.

History:

Restriction: Use only in games with 4 or 5 players.

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

Wild: When you draw a destiny card, use this flare to discard it and take a new destiny card. Discard this flare after use.

Super: Whenever destiny determines that you must attack a system where you already have a colony, draw one card from the encounter deck.



PRIVATEER [O:FFGfo] Wins By Driving Off Colonies Jon Gon (Alternate Win)

Game Setup: Place 6 cosmic tokens on your alien sheet. Place only 5 in the 4 planets variant.

You have the power to raid. When you're the main offensive player you can attack any colony from any player in the system indicated by the destiny deck. When any player draws a wild destiny card, before the regular encounter takes place, you can attack any foreign colony in any system (if there's any). Whenever you drive off a foreign colony remove one cosmic token to your alien sheet. When you remove the last token you win the game. You can also win via the normal manner. In addition, as a main player, reinforcements played on your side are worth the double.

History:

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

Wild: In the end of your turn use this flare to make an extra encounter. Do not draw a destiny card. This extra encounter can only be used in trying drive off colonies from your home system.

Super: When you successfully drive off a foreign colony use this flare to take one card from the colony owner's hand for each ship that was in the destroyed colony.



PROBE [M:FFGfo] Gains from Attackers Jon Gon

Game Setup: In the game setup place one special token in front of your home system.

You have the power of outer space domination. At the start of any player's turn, move your Probe token to a new system in clockwise order. Whenever a player points the cone to a system where you have your Probe, he or she must deal with you before they can perform their attack. To allow passage a player must offer you one of three things that you must accept: An artifact, a colony in his or her home system, or an attack card valued 10 or higher. If the attacking player is unable or unwilling to offer you something, he or she loses three ships from anywhere to the warp.

History:

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

Wild: When you are the main player in an encounter, draw a random card from the other main player after the alliance phase. If this causes your opponent to be out of encounter cards his or her turn is over and all ships are returned.

Super: In order to allow the cone's passage you now require two rewards (not necessarily different, for example you must accept two artifacts). The penalty is upgraded to 4 ships.



PRODIGY [O:BGG] Uses Selected Cards Jon Gon

You have the power of Virtue. At the start of any turn, if you have four or less cards in your hand, you may use this power to discard all cards and draw a new hand.

History: Having achieved an unimaginable level of development and mastering domains that other races cannot begin to understand, the Prodigies spawn valuable resources from where others only see void.

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

Wild: At the start of any turn, you may discard one card from your hand.

Super: At the start of any turn, if you have six or less cards, you may discard your entire hand, except this flare and draw a new eight cards hand.



PROFITEER [O:FFGfo] Receives Rewards As Main Player Jon Gon

You have the power of war profiteering. As victorious defensive main player you may collect defensive rewards equal to the number of your ships involved in the encounter. In addition all negotiate cards played by you are considered to be crooked deals of value: ships +1.

History: With major interests in the arms industry, controlling a network of intergalactic lobbies, pressure groups, and crooked politicians, the Profiteers only need one thing to fuel their business, war.

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

Wild: As a main player, use this flare, in planning phase, to force your opponent to discard 1 card of any type, except encounter cards. You may see these cards and add 1 to your hand.

Super: As victorious offensive main player, you may receive rewards accordingly with the number of your ships involved in the encounter.



PROGRESSIS [O:FFGfo] Wins by researching four technologies Jon Gon (Alternate Win)

You have the power of technology. In the beginning of the game you keep two technologies instead of one. If you complete four technologies you win the game. You can also win by the regular rules.

History:

Restriction: Use only in a game with technology.

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

Wild: If you have completed one technology, you can get a new tech card without abdicating of your second encounter. Discard the flare after use.

Super: In the beginning of your turn you can place two ships researching.



PROKAR [O:FFGfo] Duplicates Ships Jon Gon

You have the power of binary fission. When you're the offensive main player before cards are chosen use this power to remove from the warp a number of ships less than or equal to the number of your ships on the hyperspace gate. These ships are placed directly on the gate. When you are attacked use this power, after planning phase, to remove from the warp a number of ships less than or equal to the number of your ships in the attacked planet. With these ships create a second stack on the target planet. The offensive player chooses which stack to attack. If you win the encounter merge the ships in one stack, if you lose the non-attacked stack stands.

History:

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

Wild: Use this flare in the beginning of any regroup phase to remove half your ships from the warp (rounding down). Discard after use.

Super: Use this flare in the beginning of your turn to permanently divide one ship stack in a foreign colony into two foreign colonies. This action counts as a successful encounter. Discard after use.



PROVOKER [O:FFGfo] Abuses other players' patience Jon Gon

You have the power of Abusing. At the start of your turn, you may use this power to abuse. Start taking cards from the deck one at a time up to a maximum of five cards. If during this process, at any point, any of the other playerís protests, you stop immediately. The player that protested loses 2 ships, his or her choice, to the warp and discards two random cards. You can also decide at the start of an abuse to take, one by one, up to five ships from the warp instead of cards. The consequences over the protester are the same.

History:

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

Wild: At the start of your turn receive one extra ship from the warp and draw one card from the deck.

Super: Using the same condition and timing, you can now abuse up to six cards/ships.



QUARKER [O:FFGfo] Can replace his encounter card Jon Gon

You have the power of quark batteries. At the start of any playerís turn, place one encounter card from your hand face down over your alien sheet. This card is not considered part of your hand. When cards are revealed in an encounter in which you are a main player, you may discard your revealed card and replace it with the card on your sheet. The encounter totals are again calculated. At the start of any playerís turn you may place a new encounter card on your alien sheet if you donít have one there. If you research quark batteries you may have two cards in your alien sheet.

History:

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

Wild: Use this flare to clone one of your encounter cards after using it in an encounter. After cloning, discard this flare.

Super: Using your power, instead of replacing cards, add the card on your alien sheet to your encounter card. Both cards are then discarded. You cannot use your super power if one of the two cards is a negotiate.



RECRUITER [O:FFGfo] Gets ships per foreign colonies Jon Gon

You have the power of recruiting. When a destiny card with your colour or that indicates you is flipped use this power to receive one extra ship per foreign colony.

History:

Notes: The recommended experience level for this power is Novice. This is a Resource type power. Use a set of ships not in game or custom ones.

Wild: At the start of your turn, use this flare like you would use a Warp Break, releasing all your ships from the Warp. Discard after use.

Super: When you use your power, you receive 2 ships + the number of foreign colonies.



REDEEMER [O:FFGfo] Benefits from high cards being played Jon Gon (Alternate Win)

Game setup: Add 12 tokens to your alien sheet.

You have the power of studying weapons. In any encounter when a player plays an encounter card equal to 20 or more, use this power to discard one of your tokens. Consider all effects that can change a card value for this purpose (Mirror, Tripler, etc.). When you discard your last token you win the game. You can also win using the regular rules.

History: Formerly know for their impressive weapon, the Redeemer. These creatures have undertaken a mission to study the most powerful weapons of the cosmos. Every time that one opponent uses these weapons, the Redeemers are closer to achieve the knowledge that will allow them to create the ultimate weapon.

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

Wild: Use this flare, after reveal, to transform all your attack card 08s into attack card 18s.

Super: At the start of your turn, you may choose two cards from the discard pile and add them to your hand.

Super: When you are a main player and another player uses an attack equal or greater to 20 against you. Use this power to, after resolution, return the card to your opponent's hand.



SAPPER [O:FFGfo] Blows Up Encounters Jon Gon

You have the power of Demolition. In the beginning of any turn place one encounter card from your hand facedown on your alien sheet. Whenever a player uses a card equal to the one on your alien sheet you may call demolition; all offensive and defensive ships involved in the encounter are sent to the warp and the encounter ends immediately. After using your power discard the card on your alien sheet. You may trade the card on your alien sheet in the beginning of any turn with another from your hand. The encounter card on your alien sheet is not considered part of your hand.

History:

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

Wild: Whenever a player uses an encounter card you may discard a matching card and make that player lose 1 ship to the warp (his/her choice).

Super: When calling demolition you also send to the warp all bystander ships in the planet where the encounter is taking place.



SCOURGE [O:FFGfo] Uses cards to determine ships as an ally Jon Gon

You have the power of Swarm. When you are an ally in an encounter, use this power to send one attack card instead of ships. The value of the attack card will determine the number of ships you are committing. If the attack card you use for this effect is lower or equal than four, the encounter occurs as usual. If you play an encounter card higher than four: when you establish a colony you can send up to 4 ships from other colonies to establish the new colony. When you are entitled to defensive rewards the maximum reward will be 4. If your side wins the encounter, the card that determines ships returns to your hand, otherwise is discarded. You cannot use negative or the 00 attack cards.

History:

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

Wild: Use this flare to ally with up to 6 ships

Super: You can use your power as a main offensive player



SIDEKICK [O:FFGfo] Intervenes When Main Players Lose Jon Gon

You have the power of Assistance. When you are an ally and your side loses the encounter, use this power to return the game to Planning Phase (used cards are discarded). In this re-encounter you play one encounter card from your hand instead of the main player. The encounter is then resolved as usual. The opposing main player draws a new hand if necessary. Negotiation or compensation situations affect the main player. You can only use your power once per encounter.

History: Evolving in a remote galaxy, the rather talentless Sidekicks developed the strange habits of wearing weird costumes, lacking presence and making obvious remarks for comic relief. The other races quickly realized that with the Sidekicks on their side they could really stand out.

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

Wild: When not involved in an encounter, after cards are chosen but before they are revealed, you can ally with any side of the encounter.

Super: As an ally, you may play 1 attack card, regardless of the value as a reinforcement card.



SLAYER [O:FFGfo] Causes Subsequent Ship Loss Jon Gon

You have the power of Carnage. At the start of any other player\'s turn, if you have at least one colony in that player\'s home system you may use this power to slay. That player loses a number of ships, of his or her choice, equal to the number of ships of your colony with the most ships, in his or her home system.

History: An ancient race of bloodthirsty warriors, this harsh breed is responsible for the extinction of countless civilizations. The Slayers are not satisfied with mere victories in the battlefield, for this militaristic society, true glory means complete annihilation of their foes.

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

Wild: At the start of any regroup phase you may discard one negotiate card to choose one ship from any player in any system and send it to the warp.

Super: When using your power, the targeted player loses a number of ships equal to the total number of ships that you have in his or her home system.

Super:



SMUGGLER [O:BGG] Delivers Cargo Jon Gon

Game Setup: Place one unused planet in front of your home system with 20 ships (16 in a four planet-game) of the same color on it. The planet is your freighter and the ships are cargoes.

You have the power of Contraband. At the start of any turn, you may discard any card from your hand to move your freighter one system leftwards or rightwards. Whether your freighter moves or not, remove one cargo and place it on that system\'s owner alien sheet. The system\'s owner receives one reward.

After the hyperspace gate is aimed, if it is in the same system of your freighter, all cargoes on that system\'s owner alien sheet return to your freighter.

At the start of any turn, if a player has four or more cargoes on his or her alien sheet you may use this power to establish a colony, with one of your ships, in any planet of that player\'s system. Afterwards, return four cargoes from that player\'s alien sheet to your freighter.

You may add cargoes to an alien sheet or return cargoes to your freighter as part of a deal.

History: The audacious Smugglers, evolved in a sector regulated by the harsh economic ruling of a prosperous race. The scarcity of resources of their home worlds, the constant embargos and taxes imposed by their masters, molded them into gifted contrabandists. Now, their smuggling network and underworld connections cover the entire Cosmos.

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

Wild: At the start of your turn you may remove two of your ships from the game to receive four rewards. A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game.

Super: After the hyperspace gate is aimed, if it is in the same system of your freighter, you may use this flare. Remove two cargoes, on your freighter, from the game and avoid the return of all cargoes on that system's owner alien sheet to your freighter.



SNATCH [O:FFGfo] May steal the opponent's first selected card Jon Gon

You have the power of Thievery. When you are a main player in an encounter after cards are selected you can choose to snatch. If you decide to snatch, the cards are not revealed. You add your opponent's card to your hand and your opponent adds your card to his hand. Both main players select cards again and the reveal phase is repeated. You can only snatch once per encounter.

History:

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

Wild: At the start of your turn, use this flare to take one card from the discard pile. Discard the flare after use.

Super: Using the same timing and conditions, if you snatch, take one random card from all your opponents' allies.



SOLAR [M:FFGfo] Flares can only be used once Jon Gon

You have the power over flares. When any player plays a flare, except you, use this power to turn them into one-shot flares. They are immediately discarded after use. Your power has precedence over flares that would otherwise be given after use.

History:

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

Wild: At the start of your turn discard this flare and trade it for one in the discard pile. If there are no flares in the discard pile you cannot return this one.

Super: If another player uses a flare when you are a main player. Instead of being discarded the flare goes to your hand.



SPARKLE [M:FFGfo] Draws Flares When Gaining a Colony Jon Gon

You have the power of Flare Control. Whenever you land a foreign colony immediately draw a card form the flare deck and add it to your hand.

History:

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

Wild: When a player uses a flare, use this power to card zap his flare. Afterward discard this flare and add the flare you zapped to your hand.

Super: When you are a main player in an encounter, nobody except you may use flares. Use in regroup phase.



STARFORGE [O:FFGfo] Captures Ships From The Warp Jon Gon

Note: Place a custom and reasonably sized Starforge token near the warp. Alternatively use your alien sheet.

You have the power of Refabrication. In any Regroup Phase remove one ship (from a player of your choice) from the warp and add it to your Starforge token. Alternatively if you already have ships in your Starforge you may retrieve all or some of these ships back to the warp and receive 1 card or ship for each one. Mobius Tubes does not release ships from the Starforge. You may not reduce a player to less than 5 ships.

History: An automated shipyard of epic proportions, designed to create the most powerful army of all time. The Starforge drains energy and matter from the warp providing an endless supply of spaceships and military hardware.

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

Wild: Use this flare in any Regroup Phase to retrieve one ship from the warp.

Super: As main player ships on your Starforge add to your total.



STASHER [M:FFGfo] Wins after collecting 10 negotiates Jon Gon (Alternate Win)

You have the power of collecting. When negotiate cards are played in an encounter, before they are discarded, salvage them to your alien sheet. You can salvage the negotiate cards you play too. Place them in a visible and countable way. When you have collected 10 negotiate cards you win the game. You have no precedence over Filch. Stasher can also win by the regular rules.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power. The victory condition is 8 negotiate cards for the 4 planet variant.

Wild: In the beginning of your turn, if you have a negotiate card, you can give one to any player and receive in return a random card from the same player.

Super: When you lose an encounter as a main player, take two cards from the deck, if any of them or both are negotiate cards show them to the other players and add the to your alien sheet. Cards that are not negotiates are not shown to other players and are returned to the deck.



STASIS [O:BGG] Pauses Encounters Jon Gon

You have the power of Hypersleep. During any encounter, after alliances are formed, you may use this power to pause an encounter. All ships involved are kept in the encounter position and the hyperspace gate is removed. The ships and the planet involved are inaccessible until the encounter is unpaused and the game proceeds as if the offense had won. You may not pause an encounter if that results in any player, including you, having ships in more than one paused encounter.

At the end of your turn any paused encounters are unpaused and resolved in the same order that they where paused. Afterwards play resumes from where it left off.

History: Evolving in a remote system, under the looming threat of a dying star, the Stasis developed a hypersleep device to sustain their great migration across the vastness of the Cosmos. Eons later, the Stasis settled once again, only to discover that the bordering races were not captivated by the concepts of diplomacy and cooperation. To secure their sector, the Stasis engineers reconverted the hypersleep device, creating a formidable weapon.

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

Wild: As a main player, before allies are invited, you may pause a system of your choice. Ships from that system cannot be used to ally with any side until the end of the encounter.

Super: As a main player, before allies are invited, you may pause any other player of your choice, except the opposing main player. The paused player cannot ally, use his or her power or play any card during the rest of the encounter.



STEALTH [O:FFGfo] Replaces revealed Ns for other encounter cards Jon Gon

You have the power of infiltration. If you are a main player or an ally and a player, other than you, reveals a negotiate card, you may replace it for an attack card or morph from your hand. Conclude the encounter as if the player had revealed that attack card. Discard the negotiate card after replacing it. You may only exchange one card per encounter.

History:

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

Wild: When you are a main player, use this flare before cards are selected to see up to three random cards from your opponent. You cannot reveal this information.

Super: You may use your power when you're not involved in the encounter.



STORM [M:BGG] Destroys Ships By Outnumbering Jon Gon

You have the power of Onslaught. As the offense, before cards are selected, if the ships on your side outnumber the ships on the opposite side, use this power to send all opposing ships to the warp.

As the defense, before cards are selected, if the ships on your side outnumber the ships on the opposite side, use this power to send all, except one opposing ships from each player, to the warp.

History: A race of daring pilots and tenacious soldiers, the Storms are experts in tactical assaults and unconventional warfare. Famous for destroying space platforms, shipyards, and orbital complexes before defenses can be activated, the bold Storms are victorious before their foes know they are at war.

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

Wild: As a main player, after cards are selected but before they are revealed, you and all allies on your side may place further ships on your side of the encounter, up to the maximum allowed either by the rules or by the powers involved. Main Player Only Planning

Super: You may use your power as an ally.



STRIVER [M:FFGfo] Reverses Main Player's Order Jon Gon

You have the power to Challenge Destiny. When another player draws a destiny card that indicates you as the main defensive player use this power to attack the player who drew the destiny card. If you win, it will count as a successful encounter for that player, if you lose his turn is over. When your turn comes up you will be the main defensive, draw a destiny card that will indicate the player that will attack you. If you win you must have another encounter as main defensive player, if you lose your turn is over. If you draw your own colour or wild, the offensive main player will be the player with fewer foreign colonies (ties break to your left).

History:

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

Wild: Use this flare to ignore a destiny card and flip a new one.

Super: When a wild is drawn from the destiny deck, use this flare to assign a colour to the wild card.



STRONGHOLD [M:FFGfo] Adds or Subtracts Ships in Home System Jon Gon

You have the power of fortification. When you are the main defensive player and the attack occurs in your home system, add or subtract all your ships currently in your home system to your sideís total. If you lose only the ships in the targeted planet go to warp.

History:

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

Wild: When you are the main defensive player and the attack occurs in your home system, add or subtract to your total all of your ships currently in one of your adjacent home systems.

Super: Add or subtract all ships (yours and other players) in your home system to your total except the ones from the attacking main player.



SUBJUGATOR [O:BGG] Adds Ships in Subjugated Planets Jon Gon

You have the power to Dominate. As a main player or ally, after wining an encounter, place one token on the planet where the encounter occurred. If you cosmic zap another player, you may place one token on any of his or her home planets.

As a main player, after you reveal an attack card, you may use this power to add 1 to your total for each ship on planets with tokens.

You may add or remove tokens from planets as part of a deal.

History: When the ferocious Subjugators conquer a new world, they imprison the surviving natives in bionic armors, crushing their free will with mind-controlling helmets. In the forthcoming battles, these passionate new recruits of the Subjugator cause will be granted the honor to serve as the vanguard.

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

Wild: As a main player, after you reveal an attack card, you may add 1 to your total for each ship on your home planet with the most ships.

Super: At the start of your turn, each player with at least one colony in a planet with a token must tribute you with a card of their choice from their hand. If you wish you may add the tribute card(s) to your hand. If you refuse any tribute card, force that player(s) to lose one ship of your choice to the warp.



SUMMIT [M:FFGfo] Copies the number of cards plus one of the player with most cards Jon Gon

You have the power of resourcefulness. When you are a main player in an encounter, if there is one player with more cards than you, use this power to refill your hand from the deck to a number equal to the player with most cards plus one.

History:

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

Wild: After the resolution phase of any encounter where you are a main player, use this flare to receive one card from the deck.

Super: At the start of any player's turn you can discard one card from your hand.



SUPREMACY [M:FFGfo:T] Receives Researched Techs Jon Gon

You have the power to Progress. Whenever you establish a foreign colony, use this power to randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. Tech cards obtained by the use of your power are considered researched.

History: A technology-obsessed race, the somber Supremacies command an advanced army of probes that sweep entire sectors. From this network of intelligence, they monitor and assess all technological advancements, activating planetary assaults when a potential target is detected. The ever-growing pool of scientific knowledge fuels the ambition of this technocratic society.

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

Wild: At the start of your turn, you may randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. Tech cards obtained by the use of this wild are considered researched. Afterwards, give this flare to the Supremacy. If the Supremacy is not playing, discard this flare to use it.

Super: At the start of your turn, you may randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. This tech cards is considered researched.



TEMPEST [O:FFGfo] Generates Storms Jon Gon

You have the power of storm. When you're the offensive main player use this power before planning phase to generate a storm in the targeted system. You can rearrange all ships from the system's owner in any way you like as long as you respect the following conditions: you cannot vacate planets, you cannot occupy vacate planets. The encounter then takes place as normal. When you're the defensive main player before planning phase, roll one die, the number revealed corresponds to one of your home planets starting leftwards, this will determine where the attack takes place. If a 6 is rolled the encounter ends immediately and all attacking ships go to warp.

History:

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

Wild: Use this flare after resolution phase to roll one dice with the same effect of reinforcement card.

Super: After destiny phase if youíre a main player in an encounter, immediately roll one dice. The other main player loses a number of ships of his/her equal to the rolled value.



TERRAFORM [M:FFGfo] Creates planets Jon Gon

Game Setup: Place all of your planets to one side, out of the game. Distribute your ships in front of you where your planets would normally go, using Cosmic Tokens to mark the locations.

You have the power of terraforming. Whenever you obtain a foreign colony, place one of your planets in your home system, replacing a token, and put the ships there on the new planet. Whenever your color turns up in destiny, if you have no planets, the offense ends his or her turn immediately (you may still reflip as normal on your turn). If you have planets, but the offense already has a colony there, he or she must still have an encounter or else forfeit his or her turn. You do not lose your power due to occupying too few home planets.

History:

Notes: The recommended experience level for this power is Expert. This is a Rules type power. Zapping Terraform causes him to immediately place one of his home planets.

Wild: When you lose an encounter as the defensive player, send an additional one of your ships to the warp. You may then take all ships about to land on your planet and place them on an adjacent planet instead.

Super: Whenever you terraform a planet, you may draw three cards from the deck.



TRANSMUTE [M:FFGfo] Takes Opponent's Power When Losing Big Jon Gon

You have the power to Absorb Powers. When you lose an encounter for a value equal or greater than 20, trade power cards with the main winning alien. All benefits like Warriorís experience points and Tick Tockís remaining tokens, are kept.

History:

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

Wild: When you have allies in an encounter, you can use one of your allies power during that encounter only. You must declare it before cards are chosen.

Super: When you lose for a value equal or greater than 20, switch places with your opponent. You become his color and he becomes yours.



TRIFLING [M:FFGfo] Wins by losing 4 consecutive encounters Jon Gon (Alternate Win)

You have the power of insignificance. When you lose an encounter as a main player, add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you lose as a main player. If you win an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power. Zapping Trifling impedes him from adding a token to his sheet.

Wild: Use this flare in the beginning of your turn to discard your entire hand and receive a new one. Discard the flare after use.

Super: When you lose an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.



TYRO [M:FFGfo] Earns experience when targeted by powers Jon Gon

You have the power of consciousness. You can use your power whenever you lose an encounter as a main player and at least one player on your opponentís side has used one power. Add two tokens to your alien sheet These count as experience points and are cumulative. When you are a main player add or subtract the quantity of tokens to your sideís total.

History:

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

Wild: Use Tyroís regular power but you only add 1 token to your alien sheet.

Super: Using the same conditions, receive 3 tokens instead of 2.



VAGRANT [O:FFGfo] Gains Extra Encounters Jon Gon

You have the power of Hyperspace Gates. When a destiny card is drawn you may place one of your ships in front of the system determined by destiny. These ships are considered in orbit. If a wild is drawn you may place the ship in a system of your choice. Whenever you participate as main player or ally in an encounter in a system where you have ships in orbit, in the end of Resolution Phase, use this power to immediately launch an attack to this system using all your ships in orbit (even if they exceed 4). These extra encounters start in Planning Phase. After your extra encounters play resumes as usual.

History:

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

Wild: In the beginning of any player's turn use this flare to attack another player's colony in your home system or to reestablish a home colony. Afterwards play resumes as usual.

Super: When using your ships in orbit to have an extra encounter it's not mandatory to use all of them. You must use at least one.



WARLORD [M:FFGfo] Uses negotiate cards like attack 10s Jon Gon

You have the power of warfare. All negotiate cards played by you are worth attack 10s. You can play multiple negotiate cards in an encounter revealing them simultaneously. However you cannot play attack cards combined with negotiate cards.

History:

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

Wild: In the beginning of your turn you can discard a negotiate card and take a new one from the deck.

Super: All your negotiate cards are worth attack 12s.



WARPLING [M:BGG] Gains Colonies With Lost Ships Jon Gon

You have the power of Dimensions. When you have at least 10 ships in the warp, use this power to immediately retrieve all ships, establishing a colony on any planet.

History: Dwelling in an eternal cycle between dimensions, the Warpling brethren grows in the depths of the warp, anxiously waiting for new worlds to overwhelm.

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

Wild: At the start of any regroup phase, if you have 10 ships in the warp, you may retrieve all ships and reoccupy one of your home planets.

Super: At the start of any turn, you may send one of your ships to the warp.

Displayed 111 powers.