The WARP Display Any Alien

The Amazing Alien Database


Show aliens that match these criteria:

Origin
Author
Theme
Type
Experience
Name
When viewing aliens, do you want to see:
The history? Yes
No
The art? Yes
No
The author? Yes
No
The theme? Yes
No
The notes? Yes
No
The type? Yes
No
Experience level? Yes
No
Flares?
All Flares
FFG/Eon style "retained" Flares only (Wild & Super)
Mayfair style "one-shot" Flares only (Wild1 & Super1)
Nebulas (Con, Wild1, Super)
No Flares
Timing style?
Text
Mayfair Icons
Fantasy Flight



BASTILLE [M:rec.c:P] WINS OPPONENT'S PRISONERS Ken Cox (Prisoners)

You have the power to storm. Whenever you win a challenge as a main player, in addition to the normal challenge outcome the tokens in your opponent's Prison that belong to you and your allies are freed to their owners. You then receive the remaining tokens in your opponent's Prison and put them in your own Prison.

History: The simian Bastilles have an extremely high level of species solidarity. In any conflict, they devote a part of their force to the rescue of any of their comrades that are held by the enemy -- and the seizure of other prisoners to further their aims of Cosmic dominance.

Restriction: Use only in a game with prisoners.

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

Wild1: When you win a challenge as main player, all of your tokens held in your opponent's Prison are freed to your bases.

Wild: When you win a challenge as main player, all of your tokens held in your opponent.

Super1: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent's allies. Other tokens in their Prisons remain imprisoned. This is in addition to your normal power.

Super: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent.



BRAWL [M:rec.c:P] MUST BE GUARDED Ken Cox (Prisoners)

You have the power to riot. Each player who holds your tokens in his Prison must set aside an equal number of his own tokens from bases as "guards". Guard tokens may not be used in challenges, nor do they count as a base. When the number of your tokens that a player holds in his Prison increases, that player must immediately either set aside one guard for each new token or release all the new tokens to the Warp. When the number decreases, the player returns an appropriate number of guards to any of his bases (or to the Warp if he has no bases). A player holding your tokens in his Prison may release any or all of them to the Warp at the beginning of his challenge.

History: The Brawls recently gained their freedom from a cruel race that had enslaved them for centuries. Any reminder of their long confinement drives the Brawls into a frenzy. Their Cosmic captors often find it simpler to dispatch their captives than to devote the resources needed to restrain them.

Restriction: Use only in a game with prisoners.

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

Wild1: Between challenges, you may call "riot" and indicate any player. That player must either put as many of his tokens from bases into the Warp as he has prisoners in his Prison, or release all of the tokens he holds in his Prison to the Warp.

Wild: At the start of each player's challenge, if that player has any of your tokens in his Prison you may call "riot". That player must either put one of his tokens into the Warp or release one of your tokens from his Prison to the Warp.

Super1: Between challenges, you may take all of your tokens from all Prisons, along with all the guard tokens the other players have set aside, and put them in the Warp.

Super: Between challenges, you may take all of your tokens from any one player's Prison, along with all the guard tokens that player has set aside, and put them in the Warp.



CLAUSTRO [O:rec.c:P] CHOOSES WARP OVER PRISON Ken Cox (Prisoners)

You have the power of volition. Whenever any of your tokens would be imprisoned, you may instead choose to send them to the Warp (or eradicate them, if your opponent is the Void).

History: The cursorial Claustros run freely across the vast plains of their home world. Confinement is abhorrent to them, and they often say (in a sentiment shared by other races) "Give me liberty, or give me death!"

Restriction: Use only in a game with prisoners.

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

Wild1: At the start of your turn, you may take one of your tokens from each other player's Prison and put it in the Warp. If a player does not hold any of your tokens, you do nothing for that Prison.

Wild: At the start of each of your challenges you may take one of your tokens from any player's Prison and put it into the Warp.

Super1: Whenever any of your tokens would be imprisoned, you may instead return them to bases.

Super: Whenever any of your tokens would be imprisoned, you may instead return them to bases.



CLEMENT [O:KC:P] CAUSES CAPTURE CHALLENGE Ken Cox (Prisoners)

You have the power of mercy. You may convert any regular (non-capture) challenge into a capture challenge before allies are invited. This change may be overridden by the Victory or Death ruling.

History: The ethically-advanced Clements are revolted by the waste and destruction of war. Their impassioned pleas for the preservation of life are generally heeded by the war-weary races of the Cosmos.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties.

Wild: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties.

Super1: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.

Super: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.



CONCESSION [O:KC:P] COMPROMISE RELEASES PRISONERS Ken Cox (Prisoners)

You have the power of good faith. In any challenge, any time before cards are revealed you may call "gesture". When you do this, if either main player reveals a Compromise card, after the outcome is determined that player receives all of his tokens that are held in his opponent's Prison (including tokens acquired during the challenge). Your power also applies if both players play Compromise cards, in which case they try to make a deal before the prisoners are freed. Players under Emotion Control are treated as having revealed Compromise cards.

History: The benign Concessions are always looking for ways to increase harmony and understanding. When any of their Cosmic opponents offers to negotiate, they release that Alien's prisoners as a gesture of good faith. Other species, shamed by the magnanimous Concession, match their generosity.

Restriction: Use only in a game with prisoners.

Timing:
Phase 7 - Play cards

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

Wild1: Whenever either main player in any challenge exposes a Compromise card, you may free all of your tokens that are held in his opponent's Prison. Return them to your bases.

Wild: Whenever either main player in any challenge exposes a Compromise card, you may free one of your tokens that is held in his opponent's Prison. Return it to your base.

Super1: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare.

Super: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare.



ENTHRALL [M:KC:P] ADDS PRISONERS TO TOTAL Ken Cox (Prisoners)

You have the power to brainwash. As a main player or ally, you add the number of tokens in your Prison to your side's total.

History: The Enthralls are ruled by a dictatorship which uses advanced techniques of brainwashing -- sensory deprivation, drugs, television advertising -- to utterly control all behavior. Using the same hideous techniques, they turn captured prisoners into mindless machines that battle their former comrades and advance the Enthralls' sinister plans for Cosmic control.

Restriction: Use only in a game with prisoners.

Timing:
Phase 8 - Reveal cards

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

Wild1: As a main player, add the number of your opponent\'s tokens that you hold in your Prison to your total.

Wild: As a main player, add the number of your opponent\'s tokens that you hold in your Prison to your total.

Super1: As a main player or ally, add double the number of tokens in your Prison to your total.

Super: As a main player or ally, add double the number of tokens in your Prison to your total.



FELINE [M:KC:LP] CAPTURES LOSING OPPONENT Ken Cox (Lucre/Prisoners)

You have the power to capture. When you win any challenge as main player, you seize the tokens that your opponent lost in the challenge (including Zombie tokens). Immediately propose any legal deal in which you return the tokens in exchange for random cards, Lucre, other prisoners, and/or a base. If your opponent accepts the deal, he gets the tokens back and may put them on any of his bases. If he refuses, put the tokens in your Prison. The tokens of his allies go to the Warp or your Prison depending on the challenge type; you do not deal with the allies. You must propose a deal, and your opponent must respond, even if one of you is Silenced.

History: The carnivorous ancestors of the Felines captured their prey alive, taking delight in its helpless struggles. Modern Felines use the same techniques in battle, seizing their losing opponents and using them as pawns in deadly games of power politics.

Restriction: Use only in a game with prisoners.

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

Wild1: When you are not a main player, if the main players fail to deal you may seize the tokens that they lose as penalty and put them in your Prison.

Wild: When you are not a main player, if the main players fail to deal you may seize the tokens that they lose as penalty. Dictate a new deal for the two players. If they agree to the deal, they get their tokens back; otherwise put the tokens in your Prison.

Super1: When you win a challenge as main player, you capture your opponent and all his allies. Propose separate deals to each player. Each player writes down (without consulting with the others) whether or not he accepts the deal, and all answers are revealed

Super: When you win a challenge as main player, you capture your opponent and all his allies. Deal with each in turn, clockwise starting with your opponent; return or imprison each player's tokens separately. You must complete each deal before continuing wit



FINANCIER [O:Archi:L] LOANS LUCRE Ken Cox (Lucre)

You have the power to loan. Between challenges, any player may request a loan. You propose terms for the loan, which must include interest of at least one Lucre. You may also include a time limit by which the loan must be repayed. If the player accepts, you loan him the Lucre from the box. The total amount you loan before any challenge cannot exceed five Lucre, but this can be divided among several loans. When the player repays the loan, the principal goes to the box and you receive the interest. If you impose a time limit on the loan and the player fails to pay by that limit, you may put one of his tokens in the Warp at the start of each challenge while he is in arrears. A player with outstanding loans cannot win the game (Schizoid cannot change this condition). If you lose your power, you cannot make loans, penalize late loans, or receive interest, but players with loans still cannot win.

History: Unique among lifeforms in having invented the adjustable-rate mortgage before the wheel, the Financiers are well-positioned to supply the Cosmos with capital. The Financiers are always eager to make loans, knowing that less-disciplined lifeforms will inevitably overextend themselves and become easy prey for a hostile takeover.

Restriction: Use only in a game with Lucre!

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

Wild: You may borrow five Lucre from the box at the start of each challenge. You must repay the Lucre at the end of the challenge; if you cannot repay in full, lose five tokens to the Warp.

Super: You may "call in" a loan at any time. If the player cannot or will not pay the entire loan, you may put one token in the Warp for each Lucre he has borrowed. The loan is then considered repaid.



GAOLER [O:KC:PL] KEEPS OTHERS' PRISONERS Ken Cox (Prisoners)

You have the power to confine. Whenever any player acquires new prisoners (but not when they are transferred from one Prison to another), you may demand all tokens other than your own. The player can either give you the tokens, which you then place in your own Prison, or pay you one Lucre and keep the prisoners.

History: Horrified at the barbaric conditions in Cosmic prisons (especially those of the Wrack), the Gaolers resolved to ameliorate the situation. They have constructed large, sanitary facilities where prisoners are maintained in comfort. The Gaolers now present their Prisons as a useful and humane service for which all Aliens should be grateful.

Restriction: Use only in a game with prisoners and Lucre

Timing:
Play at any time

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

Wild1: At the start of your turn, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison.

Wild: At the start of each of your turns, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison.

Super1: When you use your power, you may refuse to take Lucre and instead take the prisoners.

Super: When you use your power, you may refuse to take Lucre and instead take the prisoners.



GENEVA [B:KC:P] SALVAGES AND CHANGES RULINGS Ken Cox (Prisoners)

You have the power of rulings. Whenever any other player plays or discards a Prisoner Ruling, you take it for your own hand. In addition, whenever you play a Prisoner Ruling, you may change it into any Ruling you name. After you play a Ruling, you must discard it.

History: Feared by other races, the Geneva have in the past performed acts which implied near-omnipotent abilities. If they ever used even the tiniest part of their power, they could instantly seize control of the Cosmos; but for their own inscrutable reasons they only act in a few rare circumstances. Perhaps the Geneva view other races as children, whose behavior must be overseen until they mature.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: You may use this Flare as any Prisoner Ruling you name. If Geneva is in the game, he does not pick this Flare up after you discard it.

Wild: You may use this Flare as any Prisoner Ruling you name. Discard after use (if Geneva is in the game, he does not pick it up).

Super1: From the time you play this Flare until the destiny pile is next shuffled, you may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge.

Super: You may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge.



HOUDINI [M:KC:P] ESCAPES FROM PRISONS Ken Cox (Prisoners)

You have the power to escape. At the start of each challenge in which you are the offensive player, remove all of your tokens from other players' Prisons and return them to your bases.

History: Able to convert themselves from matter to energy and back at will, the Houdinis are difficult to catch and harder to keep. More than one of their Cosmic adversaries has confidently sealed Houdini prisoners into a special prison, only to find it empty when they next looked.

Restriction: Use only in a game with prisoners.

Timing:
Phase 1

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

Wild1: When a player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases.

Wild: Whenever any player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases.

Super1: For each Prison from which you escape at the beginning of your challenge, take two tokens of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison.

Super: For each Prison from which you escape at the beginning of your challenge, take one token of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison.



INQUISITOR [M:KC:P] GAINS INFORMATION FROM PRISONERS Ken Cox (Prisoners)

You have the power to interrogate. As a main player in a challenge, after allies commit but before cards are played you draw one card from your opponent's hand for each of his tokens that you hold in your Prison. Look at the cards, then return them to your opponent. Further, if any of the cards you draw are Challenge cards, your opponent must play one of those cards in the challenge if he can.

History: During millenia of tribal warfare the Inquisitors developed highly effective techniques (mostly involving small bits of hot metal) for wringing battle plans from captured warriors. United now in a quest for Cosmic rule, the Inquisitors continue to use their skills to glean information from their adversaries.

Restriction: Use only in a game with prisoners.

Timing:
Phase 6 - Allies accept

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

Wild1: As main player in a challenge, if you hold tokens belonging to your opponent in your Prison after the prisoner exchange, you may look at his entire hand before cards are played.

Wild: As main player in a challenge, if you hold tokens belonging to your opponent on your Prison after the prisoner exchange, you may ask him if he holds a specific card (e.g., Attack 10, Wild Plant, Mobius Tubes). He must answer truthfully.

Super1: When you use your power, if you draw more than one Challenge card from your opponent you may select any one of the Challenge cards that you drew. Your opponent must play that card in the challenge if he can.

Super: You may use your power once per challenge, looking at cards taken from either main player whose tokens you hold in your Prison; if you draw any Challenge cards, he must (if able) play one of those cards. You may not tell other players the values of the



KNIFE [M:KC:P] GETS CARDS FOR PRISONERS Ken Cox (Prisoners)

You have the power of sacrifice. As a main player in a challenge, any time before cards are played you may put any of the tokens in your Prison into the Warp and draw one card from the deck for each. The cards you obtain in this way do not reduce the number you may buy with Lucre. The cards are not subject to the Extortionist (you "officially" obtain them one at a time).

History: Backward and savage by Cosmic standards, the Knives hold bloody rituals in which captured prisoners are sacrificed to their goddess of battle. Other races would scoff at their beliefs -- except they seem to work.

Restriction: Use only in a game with prisoners.

Timing:
Phase 6 - Allies accept

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

Wild1: When you must propose a prisoner exchange, propose any exchange in which you give your opponent (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"). He must accept the p

Wild: When you must propose a prisoner exchange, show your opponent this card and propose any exchange in which you give him (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"

Super1: For each token you sacrifice during the current challenge, you may either draw a card from the deck or a random card from the hand of the token's owner.

Super: When you sacrifice a token, you may randomly draw a card from its owner's hand instead of from the deck.



OUTRAGE [O:KC:P] THREATENS PRISONERS Ken Cox (Prisoners)

You have the power of atrocities. Once per challenge, you may give an order to any one player who has a token in your Prison. If the player obeys the order, give him one of his tokens from your Prison; if he refuses, eradicate one such token (as per the Void). You may order a player to: invite or not invite a particular other player to ally; accept or reject an invitation to ally; use or not use an optional power, giving the order immediately after he decides whether to use it or not; or not use a specific Flare, Edict, or Ruling (returning it to hand) immediately after he tries to use it. You only order one action per challenge, and the order lasts to the beginning of the next challenge. If a player attempts to obey your order but then is prevented from doing so (by the Magnet, Cosmic Zap, etc.) he still receives a token.

History: The Outrage hive-mind finds the attachment of other races to their life-units incomprehensible. Its inability to understand "individuality" does not prevent the Outrage from using the concept to compel behavior it desires from its Cosmic opponents.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: When you must propose a prisoner exchange, demand that your opponent give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison.

Wild: When you must propose a prisoner exchange, show your opponent this card and demand that he give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison.

Super1: If a player refuses your order, you may play this Flare. The player may then change his mind and accept your order, but if he still refuses it you must eradicate all of his tokens that are in your Prison.

Super: You do not have to free a prisoner when a player obeys your order.



PHILOSOPHER [O:KC:P] CHANGES CHALLENGE TYPE Ken Cox (Prisoners)

You have the power to argue. You may convert any challenge into one of the opposite type with respect to prisoners -- i.e., convert a capture challenge to a non-capture challenge, or vice-versa -- before allies are invited. This change may be overridden by the Take Prisoners and Victory or Death rulings.

History: The Philosophers have spent millenia considering the thorny ethical problems of life and death. They are quite capable of droning on for hours and hours and hours on the subject, and when they suddenly shout "Ergo, killing one's opponents is wrong!" most Aliens agree rather than admit they had fallen asleep and missed the point. Amazingly, the Philosophers can do exactly the same thing but end with "Ergo, imprisoning one's opponents is wrong!", which may suggest something about their reasoning.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties.

Wild: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties.

Super1: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is t

Super: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is t



SLAUGHTER [O:KC:P] CAUSES NON-CAPTURE CHALLENGE Ken Cox (Prisoners)

You have the power of carnage. You may convert any capture challenge into a regular (non-capture) challenge before allies are invited. This change may be overridden by the Take Prisoners ruling.

History: The ethically-backward Slaughters glory in the waste and destruction of war. Their impassioned pleas for the destruction of life are generally heeded by the war-hungry races of the Cosmos.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties.

Wild: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties.

Super1: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.

Super: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.



SLAVER [O:KC:LP] BUYS AND SELLS PRISONERS Ken Cox (Lucre/Prisoners)

You have the power to peddle flesh. Before the start of each challenge, you may propose to one other player an exchange of prisoners for Lucre. You may either offer to sell the player tokens from your Prison, or buy tokens from his, but not both. Stipulate which tokens are involved, and the amount of Lucre; you may not specify more Lucre than the buyer has. The other player must either accept or reject your offer. If he accepts, implement the exchange immediately. If he declines to sell tokens to you, nothing further happens. If he rejects an offer to buy tokens from you, you may allow any of the other players to purchase the tokens for the requested price (if several players wish to buy, you choose one). If no one wants the tokens, or if you do not want to sell them to other players, you may put the tokens into the Warp and draw one Lucre from the box per token.

History: The Slavers view life as a resource like any other, to be exploited for their own profit. Their flesh-peddling is both a blessing and a curse to their Cosmic opponents, who can sometimes recover lost comrades but often find the moral stain (and the price) too great.

Restriction: Use only in a game with prisoners and Lucre!

Wild1: Between challenges, you may purchase any or all of the prisoners held by one other player, paying him one Lucre per prisoner.

Wild: Between challenges, you may give this card to any other player and purchase any or all of the prisoners he holds, paying him one Lucre per prisoner. The other player keeps this card.

Super1: If a player rejects your offer to buy tokens from him, you may purchase an equal number of tokens from the Warp for the price that you offered, paying the Lucre to the box. You may select any of the tokens in the Warp other than your own; put the tokens on your star.

Super: If a player rejects your offer to buy tokens from him, you may purchase an equal number of tokens from the Warp for the price that you offered, paying the Lucre to the box. You may select any of the tokens in the Warp other than your own; put the tokens on your star.



TOLL [M:KC:LP] CHARGES FOR USE OF CONE Ken Cox (Lucre/Prisoners)

You have the power of fares. In each challenge where you are not the offensive player, you demand a fee of one Lucre from the offensive player when he first puts tokens into the Cone. If he cannot or will not pay (he is allowed to refuse your demand), take any one of his tokens from any base and put it in your Prison. You do not demand a fee from players other than the offensive player, nor do you demand an additional fee from the offensive player if he adds tokens to or removes tokens fromthe Cone.

History: Masters of hyperspace technology, the Tolls have built huge Conic shunts which allow them to control interstellar travel. The Aliens caught in their hyperspeed traps have a simple choice -- pay the Toll or go to jail.

Restriction: Use only in a game with prisoners and Lucre!

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

Wild1: As main player in a challenge, if your opponent holds any of your tokens in his Prison you may demand that he "pay a toll" by freeing all of them to you. If he will not pay, he may not have allies (except the Parasite).

Wild: As main player in a challenge, if your opponent holds any of your tokens in his Prison you may demand that he "pay a toll" by freeing one to you. If he will not pay, he may not have allies (except the Parasite).

Super1: You may demand a fee (one Lucre, or you take a prisoner) from each player who puts tokens in the Cone, including defensive allies. An ally may withdraw his tokens from the challenge after your demand and not pay the toll.

Super: You may demand a fee (one Lucre, or you take a prisoner) from each player who puts tokens in the Cone, including defensive allies. An ally may withdraw his tokens from the challenge after your demand and not pay the toll.



VENDETTA [O:KC:P] IMPRISONS FOR CONSOLATION Ken Cox (Prisoners)

You have the power to punish. Whenever you are entitled to consolation from any player, you may take all of the consolation by imprisoning that player's tokens (thus, if you are entitled to a consolation of three cards, you may either take three cards or three tokens for your Prison). If you choose to take tokens, the player selects which of his tokens are imprisoned, taking them from his bases. You are allowed to take full consolation in prisoners even if the other player does not have enough cards to give you full consolation, and vice-versa.

History: The Vendetta world was nearly destroyed by a war initiated when one of the parties to a peace conference brutally massacred the other delegates. The Vendetta remain scarred by the incident (radiation scars, mostly) and punish similar betrayals by taking hostages, whose suffering serves as a reminder to their Cosmic opponents of the danger of crossing the Vendetta.

Restriction: Use only in a game with prisoners.

Timing:
Phase 8 - Reveal cards

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

Wild1: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison.

Wild: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison.

Super1: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases.

Super: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases.

Displayed 19 powers.