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BRAT [O:Archi:2] USES BABY-SITTERS Mark Katzoff
You have the power to throw a tantrum. Once per challenge, if you have
the majority of tokens on any external base, you may have a fit. You pull
other players' tokens from other planet bases in the same systems to
"baby-sit" until each of your tokens on external bases is matched by a
token belonging to another player. A player may not voluntarily move
tokens if it leaves your tokens with insufficient "baby-sitters". Also, at the
start of your turn, if You have the majority of tokens in the Praw, you may
take other players' tokens from the Warp to baby-sit until each of your
tokens there is matched, and if you have the majority of tokens in the
Warp, you may take other players' tokens from bases to baby-sit.
History: Do not use in a 2-player game. Do not use with Census or
Filth.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Toss two tokens (your choice) from every player (including yourself)
into the Warp. Discard after use.
Super: Each of your tokens on external bases requires two "baby-sitters".
CANDIDATE [O:MS:L] Makes Promises For Donations Mark Katzoff (Lucre)
You have the power to campaign. Start the game with twenty extra Lucre
in a "private account". This account is immune to loss for any
reason. At the appropriate time you may borrow Lucre from this
account to buy cards or tokens. If you owe Lucre to the campaign
chest, you may repay them at any time. Players may offer Lucre to
your "campaign fund" in exchange for your promise to perform or not
perform a specific game action. This includes playing a specific card,
inviting a specific player to ally, committing a specific number of
tokens to a specific side, attacking a specific player, moon or
planet, and using an optional power. They must initiate the offer,
determine the promise requested, and the amount of the donation. You
are bound by any promises you make, but you need not accept the
Lucre. If you get this power card from another player, you get his
"campaign fund". If you draw the power once play has started, finance
your campaign with twenty Lucre from the bank.
History: The Candidates travel the cosmos promising the universe to
one and all. However, their benevolence is just a ruse, for they are
a greedy race who prefer to use other people's wealth for their own
little pleasures.
Restriction: Use Only In A Game With Lucre!
Notes: Modified by Matt Stone.
Wild1: Whenever a vote is taken, you may offer one other player
anything possible under normal deal conditions to vote the way you
want him to. You make the initial offer, and the player may make one
counter offer which you must accept or reject.
Super1: As main player, the Lucre in your private account adds toward
your challenge total.
Pro: Instead of a player paying you Lucre, you may have him promise to
perform or not perform an action in exchange for your promise.
Con: When another player pays Candidate, you may pay Candidate the
same amount of Lucre to end the request.
CONSCRIPTOR [O:Archi:2] RECRUITS DEFENSIVE ALLIES Mark Katzoff
You have the power to draft. If you are attacked on a base that is occupied
by other players, after cards are down but before they are revealed, you
may force tokens on the defensive planet to become defensive allies.
You may draft up to 4 tokens from any one player there in addition to
those already allied on either side in the challenge. You may not draft
your opponent's tokens, although you may draft tokens belonging to his
allies. If you lose the challenge, drafted tokens go to the Warp. If you
win the challenge, they remain on the base and players collect defensive
rewards. If you must deal, tokens remain on the base.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: As the offensive player in a challenge, after cards are down, you
may draft all of any one player's tokens from the defensive base to be
your allies if that player is not already allied on the defensive side in
the challenge or the defensive player in the challenge.
Super: You may draft up to 4 tokens from each player on the base (except
the offensive player).
DEMIGOD [M:MS] Demands Ritual Mark Katzoff
You have the power to demand a sacrifice. In order for any other
player (main or ally) to win a challenge in which you are not
involved, he must sacrifice a token of your choice from a base to the
warp. The decision to sacrifice is made after cards are played but
before they are revealed. The attacker decides first, then offensive
allies, then the defender and his allies. When the outcome is
determined, if any player(s) on the winning side have not sacrificed a
token to you, all of their tokens involved in the challenge are lost
to the warp.
History: The Demigods claim to have created the universe, demanding
worship from all. Few, if any, actually accept such a doctrine, but
only a few would dare to call them upon it, preferring to accede to
the libations demanded to avoid their stronger wrath.
Wild: If a player fails to deal with you sacrifice two of his tokens
(your choice) to the warp. This is in addition to the tokens lost
normally.
Super: Players must sacrifice two tokens to you.
Pro: This takes place instead of your power as normal. You may demand
a sacrifice after cards are revealed. The sacrifice is now two tokens
of your choice.
Con: You choose your token to sacrifice.
FELIX [O:Archi:2] STRAIGHTENS UP Mark Katzoff
You have the power to clean up. Once per turn you may do one of the
following: reshuffle the discard pile into the deck, reshuffle the destiny
discard pile into the destiny pile, reshuffle the hazard discard pile into
the hazard deck, remove all tokens of all players from the Warp or Praw
(your choice) to the bases of your choice or replace all tokens which must
return to bases during a challenge on the bases of your choice.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Regardless of any other game rule, you may cause any fractional
number to be rounded up or down.
Super: Take one start disc belonging to each player, shuffle them and
deal one to each player. The color each player receives determines his
new hex. Discard after use.
MERCY-KILLER [O:Archi:2] KILLS OLD TOKENS Mark Katzoff
You have the power of euthanasia. Starting with the eleventh turn of the
game, you may send any one token to the Warp at the start of each turn.
Starting with the twenty-first turn, you may send any two tokens to the
Warp at the start of each turn. This number increases by one token every
ten turns. (Timegash turns are included in the count.) If you get this power
after the start of the game, except from another player, start your count
with the turn in which you acquired the power.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Modified by Matt Stone.
Wild: You may force any player(s) to vacate a planet base of your choice
if, in your opinion, their behavior renders them unfit to occupy it. Their
tokens disperse. The base becomes a "ward of the game". While the
planet is vacant, any attempt to occupy it must be made via a challenge
against the deck. No allies are allowed. Discard after use.
Super: You may kill token(s) at any time during the turn.
PEDDLER [B:Archi:L2] SELLS POINTS Mark Katzoff (Lucre)
You have the power to sell points. In any challenge in which you are not a main player, after cards are
played but before they are revealed, you may sell to either or both main
players points, at a cost of two points per Lucre. Once bought, the
points add to the player's total on any challenge in which he is a
main player and you are not an opposing main player or ally. If you
lose your power, points that have been bought count on all challenges,
including those in which you oppose them. Players may exchange points
in deals.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power. Modified by Matt Stone.
Wild: When you take consolation, you may sell the cards to the discard pile for 1 lucre each.
Super: You may sell points after cards are revealed as well.
SECRET AGENT [O:Archi:2] SPIES ON OTHER PLAYERS Mark Katzoff
You have the power of intrigue. When you have tokens in another
player's system (either on a planet base or on his star disc), you may
spy on him. You may look at any cards he obtains, secret powers or
moons he has not revealed, and any Kickers he plays. Once per
challenge, you may force a player to reveal a secret power or moon you
have seen, but only if such revelation will have an immediate effect.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Modified by Matt Stone.
Wild: Once on each challenge, you may prevent a player from revealing a
secret power or moon.
Super: You may place up to five "secret" tokens on any planet you
occupy. Write down their location. They do not count in a challenge
against that base unless you reveal them. "Secret" tokens may be
revealed at any time, including after you have lost the base. Use tokens
from a color not in the game. Once revealed treat these tokens as if they
were your own color. Discard after use.
SLIMER [O:Archi:2] GAINS REVENGE Mark Katzoff
You have the power to slime. Once per challenge, if you are directly
prevented from taking a game action by another player, you may prevent
that player from taking that game action for the next two turns. This is
limited to the following: buying cards or tokens; allying; getting
consolation or rewards; using a power, Flare, Edict, Kicker, Moon, or
Safety; or taking a turn. On each challenge during the two turns, you may
prevent his use of only one power, Flare, Edict, Kicker, Moon, or Safety
for each one he prevented you from using.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You may "slime" the planet of your choice. All tokens currently on
the base, along with any that subsequently land there are permanently
stuck and cannot leave the base unless it is destroyed. Discard after use.
Super: If you are prevented from winning the game, any player
responsible may not win the game for the next two turns. This includes
your opponent in a challenge for your winning base and all of his allies,
and any player who takes an action in a challenge for your game-winning
base that modifies the outcome so that you lose.
TRACER [O:Archi:2] FINDS LOST ITEMS Mark Katzoff
You have the power to retrieve. If any other player involuntarily loses
cards, tokens, Lucre, or power cards (even to another player), you may
offer to retrieve the lost item(s) for that player in return for a base, cards,
tokens, or Lucre. If he accepts, take what is offered and give him back the
lost item. The player may not make a counter offer.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may take a power card that has been lost by another player.
Discard after use.
Super: You may give the player anything of the same type and quantity
that is not currently in the game.
Displayed 10 powers.
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