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BACKSTABBER [O:MS:2] SWITCHES SIDES IN COMBAT Matt Stone
You have the power to doublecross. As an ally in a challenge in which you are not also a main player,
you may switch sides after cards are played, but before they
are revealed, even if you have not been invited by the other player.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
BANDIT [O:MS:L] STEALS LUCRE FROM BANK Matt Stone (Lucre)
You have the power to rob. On one challenge during your turn, instead of flipping the destiny pile,
you may instead attempt to "rob the bank". No other powers, Edicts, or
Flares may be used during this challenge. Play an Attack card (you may not
play a Kicker), then draw from the deck until you get an Attack card,
discarding others. If you did not play the higher card, you were caught, and
play passes; if your card was higher, take Lucre from the bank in the amount
of the difference between the two cards, treating negative attack cards
as if they were an "Attack 0". This counts as a successful challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
BANKER [M:Archi:L] STEALS LUCRE Matt Stone (Lucre)
You have the power to embezzle. You are in charge of the Lucre box.
Once play starts, you hand out Lucre when needed and place them in the
box for other players. Every time you reach into the box to give Lucre to
another player or return Lucre to the box for another player, you take one
for yourself.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may take Lucre from the box when not entitled. If you are
caught, pay the Lucre you were trying to steal to the player who caught
you and discard this card.
Super: You may take 2 Lucre each time you access the box for another
player.
BATTERY [M:MS] Counts Bases As Allies Matt Stone
You have the power of reserves. As a main player in a challenge, each of your
planet bases counts as one ally token when figuring your side's total. You do
not collect rewards or consolation for these "tokens".
History: All aliens know the value of expansion onto other worlds to obtain
universal conquest, but to them they are the ends of the means. The Batteries
know how to use them as a means to the end for universal domination.
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild: When you are a main player in a challenge, each moon you occupy counts as
one token for your side.
Super: Your allies' planet bases each count toward your total.
BLAKE [O:MS:2] LUCKS OUT OPPONENT Matt Stone
You have the power of seven. As a main player in a challenge, before cards are played you may do
one of the following:
reduce your opponent's hand to seven cards (extras are discarded at
random), reduce his Lucre to seven (extras are returned to the box),
reduce his number of power cards to seven (his choice),
or force him to have exactly seven tokens of his primary color in the
Warp and Praw combined (he chooses tokens from
bases until he reaches seven, or returns extras from the Warp/Praw to bases)
History:
Restriction: Do not use in a 2-player game. Do not use with Healer, Psycho, Undertaker or
Zombie.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
BLOB [M:Archi] ADDS FLARES Matt Stone
You have the power to increase form. At the start of your turn, take the top
card from the Flare deck and add it to your regular hand.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Force all other players to discard their Flares. You pick them up.
Discard after use.
Super: When you must draw a new hand, you may keep your Flares and
draw 7 new cards.
CADAVER [O:MS] Protects Planets Matt Stone
You have the power to mummify. After playing an Attack Card in a
challenge, instead of discarding it, you may mummify it by placing it
on a planet where you have a base. In future challenges, when that
base is attacked, you add the mummified card to your total. Once
mummified, a card remains with the planet for the rest of the game,
but it only counts toward your total if you have your power and are
defending the base with at least one token. You may mummify multiple
cards on each base, but each card must be placed on a base with the
fewest number of mummified cards. If you get this power from another
player, mummified cards stay where they are and count toward your
total on planets where you have bases.
History: The Cadavers do not bury their dead. They integrate them
into their computers to further their cause. Very few can withstand
the great power they harness.
Wild1: Remove one token of your choice of each player, including
yourself, from the game. This is a "Use once and discard" Flare for
Ancients.
Super1: You may mummify an Attack Card on your star. From now on, it
will be added in to your challenge total as defensive player if you
have your power.
Pro: You may mummify one, and only one, Attack Card to the cone. For
as long as you have this card, that Attack Card will add to your
side's total in any challenge in which you take part.
Con: Mummified cards on bases Cadaver loses are discarded.
CAPITALIST [O:MS:L] Receives Payment On Every Turn Matt Stone (Lucre)
You have the power of income. At the start of every other player's
turn you may take your choice of 2 Lucre from the bank, a card from
the top of the deck, or a token from the warp back to a base.
History: The Capitalists constantly seek out wealth to satisfy their
greed. However, their greed is never satisfied, thus they always make
sure their influx of wealth shall not diminish.
Restriction: Use only in a game with Lucre!
Wild1: As a winning defensive ally, instead of taking normal rewards,
you may take 4 Lucre from the bank for each token you had in the
challenge.
Super1: You may take 4 Lucre, 2 cards, and 2 tokens out of the warp at
the start of another player's turn.
Pro: You may take a token from the warp, 2 Lucre, or a card from the
deck at the start of each other player's challenge.
Con: You decide what Capitalist gets. You may not choose a token from
the warp if he has none there.
CARD SHARK [O:MS] Adds Or Subtracts Cards Matt Stone
You have the power to count cards. Whenever you are a main player in
a challenge you may subtract the number of cards in your opponent's
regular hand from his total, or you may add the number of cards in
your regular hand to your total.
History: It all started with a game. Players would guess "higher" or
"lower" and win lots of Lucre. It soon became an obsession. Now
these Card Sharks consider themselves higher than the lower life forms
of the universe.
Wild1: On your challenge as offensive player retrieve one token from
the warp for each card in your hand, including this one as you play
it.
Super1: As main player, the number of cards in your opponent's hand
subtract from his total and the number of cards in your hand add to
yours.
Pro: As an ally in a challenge, add to your side's total the number of
cards in your hand.
Con: As main player against Card Shark, he must tell you before cards
are played whether he will subtract your cards or add his.
CENSOR [O:MS] Prevents Actions Matt Stone
You have the power to ban. After the defensive player is chosen, you
may prevent one of the following actions for the remainder of the
challenge: buying cards; calling for allies; revealing secret powers;
revealing secret moons; playing Kickers or Reinforcements; using
optional powers. You may not ban the same action until you have gone
through the entire list. If an option is not used during the game,
for example you are not playing with moons, you may ignore it.
History: The Censors are loving parents who protect their children
from exposure to harmful influences. They continue their nurturing
ways in the cosmos to all the childlike races.
Wild1: Winning defensive allies (offensive allies on reverse cone) do
not receive any rewards.
Super1: You may ban all options on your list for this challenge.
Pro: There is no restriction on which option you ban.
Con: Remove one option from Censor's list. You cannot change this
option unless you lose this card and somehow get it back.
CENSUS [M:MS] Controls Overcrowded Planets Matt Stone
You have the power of population control. If at any time a planet
which you occupy or which lies in your home system has more than 6
tokens on it, you must remove the extra tokens of your choice. Owners
of the removed tokens must return them to other bases, if possible, or
else to the warp. If you have no alternative except the warp, you may
have more than 6 tokens on one, and only one, planet.
History: It is the duty of the Census to keep track of the number of
beings in the cosmos. Ever the environmentalist, they frown upon the
pollution caused by smog and industrial pollutants common among the
more crowded planets. Thus, the Census have developed their own
ecological cleansing program.
Wild1: You may ask any player the exact number of the different types
of cards he has. He must answer truthfully.
Super1: At the start of your turn, you may control the population on
all planets in one other system even if you have no tokens on them.
Pro: The population limit lowers to 4 tokens.
Con: When Census uses his power, he cannot have you lose the base.
CHEAPSKATE [O:E1.4:L2] SPENDS LUCRE ON ACCOUNT Matt Stone (Lucre)
You have the power to borrow Lucre. You start the game with no Lucre. As
a main player, immediately after the defensive player is determined, you
may borrow up to 4 Lucre from your opponent to spend in that challenge
in exchange for IOU's. Whenever you need to pay Lucre to another
player, write out an IOU for each Lucre you spend. If your opponent in a
challenge holds IOU's written on previous challenges, he may demand a
card of his choice from your regular hand to destroy 6 IOU's or a base to
destroy 15. You must accept the terms. If you ever acquire Lucre,
including at the start of your turn), you must buy back IOU's. If you have
no outstanding IOU's, return them to the box.
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.
Wild: You are immune to the Bankruptcy Edict.
Super: You need not accept the terms for destroying IOU's.
COLLECTOR [O:E1.4:L] Taxes Use Of Edicts Matt Stone (Lucre)
You have the power to tax Edicts. Whenever another player plays an
Edict, he must pay you 4 Lucre. If he can not pay you, he may not
play the Edict. A player need not pay you in order to Cosmic Zap this
power.
History: The greed of the Assessors are well known as everyone forces
themselves to laugh at their misshapen bodies while losing their
wealth. The Collectors, on the other hand, do not laugh for they
recognize the wisdom of their heroes. They are quite adept with their
collections. Who's laughing now?
Restriction: Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, your opponent must pay you 4 Lucre to play a
Challenge Card. If he cannot, the challenge ends and tokens return to
bases.
Super1: You may tax the use of Flares. Players must pay you 4 Lucre
per Flare else they may not play the Flare.
Pro: Your tax increases to 6 Lucre.
Con: You need only pay Collector 2 Lucre to play Edicts.
COLONIST [M:MS] Adds Tokens In System Of Attack Matt Stone
You have the power to reinforce. Whenever you are a main player in a
challenge in a system where you have at least one planet base, all of
your tokens on planet bases in that system, except the attacked planet
as defensive player which is treated normally, are added to your total
in the challenge. However, they are not considered as allies for
consolation or rewards, and they do not go to the warp if you lose the
challenge.
History: The Colonists are peaceful explorers who delight in
terraforming barren worlds into hospitable paradises. When danger
comes, they rally together for the common defense. Perhaps universal
domination would allow them the freedom to colonize to their hearts'
content.
Wild1: If you collect defensive rewards or consolation in a system
other than your own, all of your tokens in that planet system count
towards the number of cards or tokens from the warp that you may take.
Super1: Your tokens on planet bases in the system that is challenged
add to your side's total when you are an ally.
Pro: Your tokens on other bases that add to the challenge count for
rewards and consolation but still do not go to the warp if you lose
the challenge.
Con: As main player against Colonist, he may only add in his tokens
from one of his other bases in the challenged system.
COMMANDO [O:MS:LP] Frees Imprisoned Tokens Matt Stone (Lucre/Prisoners)
You have the power to rescue. Once during any challenge in which you
are not a main player, any other player may offer you Lucre to free
his tokens from the Warp, Praw, or another player's star. If you
accept the Lucre play is suspended while you lead your rescue
mission. Your tokens in the Warp, Praw, or on the star are treated as
offensive tokens, while tokens belonging to your client are your
allies; tokens belonging to other players are considered defensive
allies. You and your opponent play cards normally (Draw from the deck
until you get a Challenge Card to determine a card for the Warp). You
must play an Attack Card. If you win the challenge, your tokens and
your client's tokens are freed to bases. If you lose, owners of
"defensive ally" tokens collect defensive rewards.
History: The Commandos are saddened to see anyone lose their freedom,
for prison equals death. They are quite eager to liberate all, for a
price.
Restriction: Use only in a game with Lucre!
Wild1: Free all tokens from the warp. Players return them to bases.
Super1: On a rescue mission, other players' tokens do not count against
you, nor do those players collect rewards if your rescue is
unsuccessful.
Pro: You may play a Compromise Card to collect consolation but only
reveal this card when Challenge Cards are revealed. If you attacked
the warp, take the cards from the deck. If this card is zapped, your
Compromise Card is treated as an Attack 0.
Con: Commando must accept your Lucre to free your tokens. You pay him
3 Lucre.
COMPACTOR [O:Archi] GIVES AWAY DUPLICATES Matt Stone
You have the power to compress. As a main player in a challenge, before
you play your card, you may give your opponent any or all duplicate
challenge cards from your regular hand.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If you have more than one of any Attack Card you play, you may
discard them all after the challenge.
Super: You may give the duplicate cards to other players.
CONJURER [O:MS] Trades Cards For Tokens Matt Stone
You have the power to resurrect. As main player, before cards are
revealed, you may discard cards from your regular hand and retrieve
your tokens from the Praw to the Warp and/or from the Warp to bases in
the following manner: One token per Attack Card, 2 tokens per Edict, 5
tokens per Wild Flare, and all tokens for a Super Flare. You may use
this power when opposing Cripple.
History: While other aliens waste their weapons on the heat of battle,
the Conjurers know that to conquer the universe, you must have beings
to rule it. The Conjurers have made the technological break through
to allow their weapons to create life, as well as destroy it.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may discard an Attack Card from 1 to 10 and retrieve up to
that many tokens from the Warp.
Super1: You may discard Compromise Cards, retrieving one token from the
Warp to bases for each.
Pro: You may retrieve your tokens from the warp in the amount of one
Attack Card you discard.
Con: As offensive player against Conjurer, tokens he retrieves from
the warp may not be placed on the attacked planet or moon.
CONVICT [O:MS] Escapes From Prison Matt Stone
You have the power to escape. When you lose a challenge as a main
player or ally, instead of going to the Warp, you may surrender your
tokens. All tokens on your side of the challenge go to your
opponent's star. When another player's color is flipped in the
destiny pile, if you have tokens on his star for any reason, you may
break them out of prison back to your bases. In addition, other
players can pay you four Lucre and free their tokens. Each player who
pays you takes all of his tokens from the star back to his bases.
Tokens belonging to any player who doesn't pay you are left behind.
Surrendered tokens may only be freed by you. Tokens on stars for
other reasons may still be freed in the manner associated with their
capture.
History: Many races have conquered the Convicts, but their rule was
short because the Convicts cannot remain chained. The Convicts seek to
turn the tables of their history.
Wild1: If you have tokens on another player's star, it counts as a base
towards the win.
Super1: When your tokens escape, other players cannot pay you Lucre to
free their tokens.
Pro: Other players must pay you seven Lucre to free their tokens.
Con: If you are on the losing side of the challenge along with Convict
and he surrenders, your tokens go to the warp as normal.
COP [M:E1.4:L] SETS ATTACK LIMITS Matt Stone (Lucre)
You have the power to be bribed. At the start of the game, declare an
attack limit (similar to a speed limit). You are to enforce the law, but can
be bought off. If another player reveals an Attack card above your limit,
he must pay you a Lucre. If a player can not pay you and has no other
playable card, it is as if he were out of challenge cards. If you play a
card above your limit and win the challenge, you must pay the loser a
Lucre. You must also have Lucre to play a card above the limit.
History:
Restriction: Do not use with Demon or Sorcerer. 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 discard all of your Compromise Cards and take a Lucre
from the bank for each. Discard after use.
Super: You need not have or pay Lucre to play a card above the limit.
COUNT [M:E1.4] Totals Attack Cards Matt Stone
You have the power to count. Keep a running total of the sum of the
values of all Attack Cards played. When the total passes a multiple of 25,
take the top card from the deck. When it passes a multiple of 200, take a
base on any system.
History:
Restriction: Do not use in a game with Plant or Insect.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If the sum of the Attack cards in your regular hand is greater
than 50, you may take a base anywhere. Discard after use.
Super: You may take a base at multiples of 100.
CRAMDEN [B:MS] Gains Powers On Moons Matt Stone (Moons)
You have the power on the moon. At the start of the game, place a Flare face
down under each moon in the game. When you land on a non-secret moon, turn the
Flare face up. If the moon is secret, you may keep the Flare secret. (You
reveal them independently). As long as you occupy that moon, you may use the
power that corresponds to the Flare. If a new moon enters the game, place a
Flare face down under it. If you get this power after play has begun, place a
Flare face down under each moon in the game, then reveal any that correspond to
moon you occupy.
History: To the moon, Alice.
Restriction: Use only in a game with moons.
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Draw a Flare from the unused Flare deck for each moon you occupy. From
now on, as long as you occupy those moons, you may use the Wild of those
Flares. If at any time you don't have tokens on a moon with a Flare, the Flare
gets discarded. Some Flare
Super: You may use the Super Flare of each of your moon powers.
DEALER [O:MS] Redeals Cards Matt Stone
You have the power to redeal. As a main player you may call for a
redeal, once. Collect everyone's regular hands, shuffle the cards, and
redeal them. Each player retains the same number of cards he started
with.
History: The pessimists would argue that the deck is stacked against
them. The optimists would say it's just blind luck and fortune is
just around the corner. The Dealers are smart. They remain silent
and let their fingers do the talking.
Wild1: You may collect all players' power cards, including yours,
shuffle them together, and redeal them to each player. All players
must receive the same number of powers as they started with, and
hidden powers are immune to this Flare.
Super1: When you redeal the cards, you look through them and choose who
gets what cards.
Pro: You need not include your hand in the redeal. If you do, this
card is automatically redealt to you.
Con: Your hand is immune to the redeal.
DECOY [M:MS] Makes A Fake Challenge Matt Stone
You have the power to feint. When you attack another player, point the
cone between two planets where you can make a legal challenge. The
defender must defend each base with a separate Challenge Card. If he
has only one Challenge Card, it is as if he is out of Challenge Cards.
Defensive allies may join only one of the attacks. If you attack your
own system you may challenge two different players if they are on
adjacent planets. After cards are played but before they are
revealed, you decide which is the actual challenge. All allies on the
other challenge return to bases, and the defender returns the other
card to his regular hand.
History: "Know your enemy as you know yourself" is the mantra of the
Decoys. To achieve such knowledge, the Decoys trick their enemies to
fight a combat that doesn't exist. Thus, they find their enemies'
weakness and exploit it.
Wild1: When you collect consolation cards, you may instead take them
from one of your opponent's allies.
Super1: Delay your choice of which challenge is real until after
Challenge Cards are revealed.
Pro: The defender's Challenge Card for the fake challenge is
discarded.
Con: If you ally defensively against Decoy you may ally on both
attacks. You commit tokens to both attacks and must enter the same
number of tokens for each attack.
DEPOSITOR [O:Archi:L] PUTS LUCRE IN THE BANK Matt Stone (Lucre)
You have the power of savings. At the end of your turn, you may take up
to eight Lucre from your star disc and place them aside. Just before your
next turn, retrieve the Lucre to your star disc along with an equal number
from the box as interest. While deposited, Lucre can not be lost for any
reason. You may choose to return them to your star disc prior to your next
turn in order to spend them or to add to your total in a
challenge. However, if you withdraw the Lucre early, you immediately pay
half of them to the box (rounding up) as a penalty. After the challenge in
which you have used them, you may replace any unspent Lucre in your
"bank" and collect the appropriate interest at the start of your next turn.
Once you have made a deposit, you collect interest or pay a penalty even
if you lose your power prior to your withdrawal. A Cosmic Zap prevents
you from making a deposit - not from collecting interest or paying a
penalty.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Take one Lucre from the box each time your color is actually flipped
in the destiny pile.
Super: You may withdraw your Lucre early without paying the penalty.
DESPOT [O:Archi] PLAYS EDICTS AS CHALLENGE CARDS Matt Stone
You have the power to decree. In a challenge, you may play an Edict and
declare it to be the challenge card of your choice. If you are Cosmic
Zapped, return the Edict to your hand and play a challenge card
normally.
History:
Restriction: Do not use with Demon, Gambler, or Sorcerer.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Force all other players to discard the Edicts. You pick them
up. Discard after use.
Super: As a main player in a challenge, you may play one challenge card
as the Edict of your choice.
DESTINY [M:Archi:2] CHANGES COURSE OF ATTACK Matt Stone
You have the power to alter attacks. At the start of the game shuffle an
extra set of destiny discs into the destiny pile. When another player
actually flips this color, you attack him. This counts as his challenge. If it
is his first challenge and you win or make a deal, he may take a second
challenge. If you flip the extra color, choose another player to attack you.
This counts as your challenge. The extra color, once flipped, may not be
altered by any other power or Flare.
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: If you actually flip your own color in the destiny pile, you may take
the star disc. Later on, between challenges you may put it back into the
destiny pile in exchange for one challenge anywhere. Discard after use.
Super: If you actually flip the extra color, you may flip again.
DOUBLEHEADER [O:E1.4] ATTACKS TWO ADJACENT PLANETS Matt Stone
You have the power of double attack. On each of your challenges, you
may attack two adjacent planets. Place 1-4 tokens in the right and left
sides of the cone (these numbers need not be equal.) Allies may join
either attack, but not both. You and your opponent each play one card
which counts for both challenges. If you win both attacks, you get a
second double challenge. If you lose one or both, your turn ends. You
may attack two adjacent planets in your home system if you challenge
the same player on both.
History:
Restriction: Do not use with Decoy, Demon or Judge.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You may double the value of any Attack Card you play.
Super: You only place one set of tokens on the cone. It counts for
both attacks. If you lose one, you lose no tokens. If you win both, place a
set of tokens from home bases onto the second base you win.
DOUBLER [O:MS] Counts Twice Matt Stone
You have the power to double. Before cards are revealed in any
challenge, you may choose to double the value of Attack Cards or
tokens for calculating totals in this challenge. All designated items
played by all players count double for the purpose of calculating the
total only.
History: According to the Doublers, size does matter. They have
developed a way to increase the size and strength of themselves and
their spaceships. They prefer to stomp their way over the minutiae of
the cosmos.
Wild1: You may receive twice the amount of consolation or rewards.
Super1: You may decide what to double after cards are revealed.
Pro: If you double the value of tokens, your tokens count double for
consolation or rewards.
Con: If tokens are doubled, your tokens also count double for
consolation or rewards.
EINSTEIN [O:MS] Not Bound By Timing Rules Matt Stone
You have the power of relativity. You are not bound by the normal timing rules
for game actions. You may place tokens in the cone out of order (although you
may not ally after cards are revealed), spend Lucre for any option at any time
during a challenge in which you are a main player unless specifically prevented
by a game effect, play Edicts and Flares whenever you want, and use other
powers at any time before cards are revealed in a challenge. You may not take
a turn or challenge out of sequence, and all other conditions for using a card
or power must be met (e.g. you must still win a challenge to play Wild Vulch
or share a base to play Wild Terrorist.) You may play cards that specify
"before Challenge Cards are revealed" after Challenge Cards are revealed. You
may play any cards when there's a lien on your hand even if the cards played do
not break the lien.
History: When the Einsteins failed to grasp simple mathematics, they determined it was due to the subjectiveness of their professors. They therefore created a New Math, freeing them from the stoic laws of the rest of the universe. Now they want to supplant those laws with their own.
Timing:
Play at any time
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: You may have the defensive player go before the offensive player in
timing order.
Super1: If invited to ally you may wait until after cards are revealed before
committing tokens.
Pro: As offensive player, you may wait till after allies are committed before
putting tokens onto the cone.
Con: If you have a lien on Einstein's hand, he may only play cards that break
the lien.
EMPLOYEE [M:Archi:L2] SEEKS EMPLOYMENT AS ALLY Matt Stone (Lucre)
You have the power to be hired. If you are invited to ally on both sides of
a challenge, the two main players must bid for your services. You must
ally (if possible) with the player who offers you the most Lucre. If bids are
equal, you may choose to ally with either player, or refuse the Lucre and
not ally at all. If your side wins the challenge, your "boss" gets defensive
rewards (one for each Lucre he spent on you). If your side loses the
challenge, collect one Lucre from the box as "workman's compensation"
for each token you lost. If you are not invited to ally by either side in a
challenge in which you may ally, collect one Lucre from the box as
"unemployment compensation."
History:
Restriction: Do not use in a 2-player game. Use only in a game with
Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may be hired for Lucre to ally on either side of a contested non-
planet challenge. If your side wins the challenge, you get defensive
rewards (even if you allied offensively).
Super: You may take the Lucre and refuse to ally. Your "boss" still gets
rewards if his side wins.
ENERGIZER [O:MS] Gets Points For Tokens Matt Stone
You have the power of mass-energy conversion. As a main player or
ally in a challenge, after cards are played but before they are
revealed, you may convert some of your tokens into energy by placing
them in the warp. You may take your tokens from the cone or bases,
but you must leave at least one token in the challenge. For each token
you convert, add 2 points to your side's total in the challenge. After
the challenge outcome, if your side won, you may convert excess points
back at the rate of 4 points per token, returning the tokens to
bases. You may not convert back more tokens than you energized. A
Compromise Card revealed by the opposing side is treated as an Attack
0 for this calculation only.
History: The Energizers have learned to release and control the bio-
chemical energies of their own bodies. The power created has proven
successful in defeating those who do not understand their own worth.
Wild1: As main player, after cards are played but before they are
revealed, you may put any number of your tokens from home bases into
the warp, adding two points to your total for each.
Super1: You may energize after cards are revealed.
Pro: You may convert excess points at the rate of 2 points per token,
including tokens previously in the warp.
Con: As main player against Energizer, he may only use his power
before cards are played.
EXPONENT [M:MS] Has A Hand Of Ten Cards Matt Stone
You have the power ten. Your hand consists of 10 cards. At the beginning of the game, and whenever you get a new hand, you receive 10 cards. If you have 3 or less cards, even if you have challenge cards, you may proceed as if you have no challenge cards at the appropriate time.
History: Like most aliens, the Exponents have ten digits at the end of each extremity. In fact, the first thing Exponent babies learn is how to count on them. Their own self-fascination dominates their lifestyle. They now seek to benefit the universe with their rule of ten.
Timing:
Setup
Phase 3 - Point Cone
Phase 10 - Interphase
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may make any Challenge Card revealed become an Attack 10.
Super1: You may either fill your hand up to ten cards or else discard
your hand and take 10 new cards from the deck.
Pro: At the start of each of your challenges, if you have less than 10
cards in your hand you may take cards from the deck until you have 10
cards.
Con: Exponent may only get a new hand when he is out of Challenge
Cards.
FIXER [O:MS:L] Buys Challenge Outcome Matt Stone (Lucre)
You have the power to fix. As main player or ally, you may
spend Lucre to affect the result of the challenge. Every 4 Lucre
spent allows you to add 2 to the total of your choice of sides.
History: The Fixers leave nothing to chance. Rather than relying on
blind luck, they secretly mold the outcome to their liking, letting
others dwell in misery of their own unfortunate circumstances.
Restriction: Use only in a game with Lucre!
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Combat type power. This power adapted for
Mayfair rules by Gerald Katz.
Wild: If you lose a challenge as an ally, you may declare the
challenge was "fixed" and return your tokens to bases.
Super1: When you spend Lucre to "fix" challenges, you may do so on a
one for one basis.
Super: Each Lucre spent increases the challenge total by 4.
Pro: You may allow players on your side of the challenge to use their
Lucre to increase the challenge total at your rate.
Con: As main player or ally against Fixer, he may only fix challenges
before cards are revealed.
FLASH [O:MS] SPEEDS GAME ALONG Matt Stone
You have the power of impatience. At the start of the game and at the start of
each of your turns, you may make one of the following rules changes: 1) limit
all turns to one challenge; 2) limit all players to the use of one power per
challenge; 3) limit the number of cards each player may play in a challenge to
2 (if the offensive player has reached the limit before Challenge Cards are
played, his turn ends; if the defender has reached the limit, he still plays
one Challenge Card); 4) limit each player to one use of Lucre per challenge; 5)
limit the number of allies any player may invite in a challenge to one; 6)
limit the number of unrevealed moons each player may voluntarily occupy to one.
You may have only one rule change in effect at any one time, and each change
stays in effect until you replace it with another or terminate it at the start
of a subsequent turn.
History:
Timing:
Setup
Phase 10 - Interphase
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: If another player takes more than a minute to do any game action, put any two of his tokens into the warp.
Super1: You may ignore the limit that you have set.
Pro: The limits of all items on your list are in effect. You do not have to wait until your turn to play this card. You may declare one item on your list for which you are immune.
Con: You may declare one item of Flash\'s list that he may not limit.
FOLDER [O:MS] REDUCES HAND Matt Stone
You have the power to discard. Whenever you are entitled to take random cards from any source, for example consolation, rewards, or buying cards
for Lucre, you may instead decide to discard an equal number of cards of your choice from your hand. Discard those cards to the place from which you would normally be entitled to take them.
History: You've got to know when to hold them, know when to fold them, know when to walk away, know when to run. You don't count your Lucre, when sitting
at the table. There'll be time enough for counting, when the Cosmos is won.
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may discard your hand.
Super1: When using your power, you may first collect the cards you are entitled before deciding which cards to discard.
Pro: At the start of every challenge, you may discard a card from your hand to the discard pile and take a new one from the top of the deck.
Con: When Folder discards cards instead of taking consolation from you, the cards go to the discard pile instead of your hand.
FREAK [M:MS] OPPONENT PLAYS LOWEST ATTACK CARD Matt Stone
You have the power of low. As main player, your opponent must play his lowest Attack Card in any way he plays Challenge Cards.
History: While many aliens can be considered ugly, the Freaks give them a run for their Lucre. Because of their pathetic appearance, their enemies feel
overconfident and don't want to waste their more powerful weapons upon them. Naturally, the Freaks have no desire to inform them of their error.
Restriction: Do Not Use With Dice
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild1: As main player, your opponent may not play his highest attack card if he has another.
Wild1: As main player, your opponent may not play his highest Attack Card if he has another.
Super1: You may give your opponent your lowest Attack Card. If it\'s lower than his lowest he must play it.
Pro: As main player, if your Attack Card is lower than your opponent\'s, the challenge is aborted. All tokens return to bases.
Con: As main player against Freak you are permitted to play a Compromise Card instead of your lowest Attack Card. You must show Freak this card before
Challenge Cards are selected.
GOBLIN [M:Archi:H] DETERMINES HAZARDS Matt Stone (Hazards)
You have the power of mischief. Whenever another player must take a
Hazard card, you look at it first. If you desire, you may discard it and
make him draw the next one instead. This card takes effect if possible.
History:
Restriction: Use only in a game with Hazard cards.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Booby trap a color. Announce the color, and whenever it is flipped
in the destiny pile while you hold this card, the player's turn ends.
Super: You may discard your own Hazard card after reading it and take
the next one.
GOLEM [O:E1.4:M] Adds Moons Matt Stone (Moons)
You have the power over moons. At the start of each of your turns, you
may add a moon to your system from those not in the game. You may
then occupy it in addition to your normal challenges.
History:
Restriction: Use only in a game with moons!
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You may look at an unexposed moon before deciding whether to
challenge it.
Super: You may add a moon to your home system on every challenge in
which you are a main player, and occupy it if you wish.
GREMLIN [O:Archi:L] EXCHANGES CARDS Matt Stone (Lucre)
You have the power of malice. As a main player, you may take two cards
at random from your opponent's regular hand and exchange them with
any two cards from the discard pile. He may pay you a Lucre to make
you pick the cards at random.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may replace a facedown Challenge card with one at random from the discard pile.
Super: You may refuse the Lucre.
GUARDIAN [M:Archi:LM] TAXES MOONS Matt Stone (Lucre/Moons)
You have the power to tax moons. In order for another player to land on a
moon, he must pay you a Lucre. If he can't pay you, he may offer you a
card. After he shows you the card, you may take it and let him land on
the moon, or refuse the card and force him to attack elsewhere. A player
with no Lucre may not attack an occupied moon.
History:
Restriction: Use only in a game with Lucre and Moons.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: You may pay the card of your choice instead of a Lucre or token as
a tax or fee.
Super: Your fee is doubled.
GUERILLA [O:Archi] TRIES TO REGAIN LOST BASES Matt Stone
You have the power to fight back. Immediately after you lose a home base
in a challenge, you may attack it to try to win it back. No allies are
allowed in the counterattack and you must challenge all tokens that were
on the cone in the original attack. You choose the player who must
defend from among those with tokens involved. Play is suspended while
this attack takes place. The base is not considered won or lost until after
you have had the chance to take it back.
History:
Restriction: Do not use with Filth.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: When you lose your third home planet to an attack, you
may counter-attack it to try to regain your power.
Super: You may counter-attack any base you lose in any system.
HAZARDOUS WASTE [M:Archi:H2] GIVES AWAY HAZARD CARDS Matt Stone (Hazards)
You have the power over hazards. When you must draw a Hazard card,
instead of reading it, give it to another player. If it can affect him, it does.
If you look at the card, you must take it yourself.
History:
Restriction: Use only in a game with Hazard cards. 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: You need not take a Hazard Card.
Super: You may read the card before you decide who to give it to.
HOARD [M:Archi] STARTS WITH 40 TOKENS Matt Stone
You have the power of strength. You start the game with two sets of
tokens. Place 4 tokens of each color on your home bases. Place only
one set of star discs in the destiny pile. This is your primary color.
While you have your power, both sets of tokens are treated normally, but
when you lose the use of your power (except to another player), tokens of
your second color remain where they are and do not count in challenges
or for determining your number of bases. They can not be retrieved from
the Warp, but do go to the Warp along with any tokens of your primary
color if they are on a base that is lost. If another player gets this power
card, all of your Hoard tokens are removed from bases, and he places
them on his. (Tokens that are in the Warp stay there). If you get this
power card after play has begun (except from another player), take 20
extra tokens and place them on your bases.
History:
Restriction: Do not use with Insect, Mentor or Plant.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: You may take all of your tokens out of the war to bases.
Discard after use.
Super: Each token of your second color is worth 2 when defending home
bases.
HOBO [M:Archi:H] COLLECTS LOST ITEMS Matt Stone (Hazards)
You have the power of reclamation. You collect all cards discarded by
other players as the result of Hazard cards, and add them to your
regular hand. (You collect Edicts and Flares even if the Vulch is in the
game.) In addition, you take any power cards that are discarded by other
players as a result of Hazard cards and add them to your own. Finally,
any tokens which should be lost to the Warp by other players because of
a Hazard card go to your star disc instead. At the start of any challenge in
which you have tokens belonging to your opponent, you may try to deal
for them in addition to the challenge.
History:
Restriction: Use only in a game with Hazard cards.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Nullify a Safety as another player tries to use it. Discard after use.
Super: You may occupy any bases vacated by other players as the result
of Hazard Cards.
HOUND [O:Archi:L] TAKES CARDS FOR USE OF POWER Matt Stone (Lucre)
You have the power to pester. For each power your direct opponent in a
challenge uses, you may take the card of your choice from his regular
hand. If he chooses, he may pay you a Lucre and choose the card
himself.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you have no power(s), your opponent may not use his.
Super: You may refuse to take Lucre and choose the card yourself.
HYBRID [B:MS] HAS TWO POWERS IN ONE Matt Stone
You have the power to combine. At game set-up, randomly select 2 powers from
the unused powers. If they conflict or are a super combo, discard them
and select another two powers. These powers combine into one complete
power and count as one power card. If one power is mandatory both powers are
mandatory. If both powers are optional, if you use one of the powers you must use the other as well. Both powers abide by their own timing icons as well as
any special condition that must happen for the power to take affect.
History: Two sentient races both evolved on the same planet. For their respective civilizations to thrive, they relied upon each others' strengths. Having unified in every sense of the word, they now seek to bring others into their fold.
Timing:
Setup
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: You may combine two power cards belonging to two different players. (You
may be one of them.) This hybrid power remains combined until one of the
affected players loses a third home base or his power card is removed from the
game. This combined power
Super1: You may discard one or both of the combined powers and replace them randomly from the unused powers.
Pro: Use of one of the combined powers has no bearing on the other power.
Con: Hybrid can only use one of his combined powers of his choice this challenge.
HYPNOTIST [M:Archi:2] CHANGES ORDER OF PLAY Matt Stone
You have the power to suggest. When you win a challenge (including a
Timegash challenge) as the defensive player, play immediately passes
to you. At the end of your turn, you decide whether play passes to the
right or the left.
History: 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: At the end of someone else's turn, you may reverse the order of
play. Discard after use.
Super: You may look at the Destiny pile before deciding which way play
will pass.
ILLUSIONIST [O:Archi:2] EXCHANGES ALLIES Matt Stone
You have the power to swap. As the main player in a challenge, after
cards are played, but before they are revealed, you may call out
"exchange." All offensive allies must then move to the defensive end of
the cone, and defensive allies are placed in the offensive end of the
cone. Total are then figured normally.
History:
Restriction: Do not use in a 2-player game or with Delegator, Federalist,
Ghost, Patriot or Traitor.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Swap bases with another player. Vacate a planet base and place all
of your tokens on a planet base that is occupied by another player. Take
all of his tokens from that base and place them on the base you
vacated. Discard after use.
Super: You may wait to use your power until after the cards are revealed.
IMMIGRANT [M:MS] Shares Bases With Other Players Matt Stone
You have the power to integrate. If you win as offensive player for a planetary base, your opponent's tokens remain on the planet. As a losing defensive player for a planetary base, your tokens remain on the planet. Consolation is still taken as appropriate in either case.
History: As the great cosmic war develops, countless refugees travel among the stars. While they have no desire to force others from their homes, neither do they want to leave their own.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power. Jack Reda: Changed from power to assimilate to integrate (because of BORG power).
Wild1: Swap bases with any one player. All tokens are exchanged. You
choose the bases.
Super1: As a winning defensive ally, you may also establish a base on
the defensive planet.
Pro: If you win as offensive player and your opponent had played a
Compromise Card, he does not take consolation cards from you.
Con: As offensive player against Immigrant, if he plays a Compromise
Card, he does not take consolation. He still keeps his tokens on the
base.
IMP [O:MS] Keeps Or Discards Compromise Cards Matt Stone
You have the power of vice. As main player, you may either collect all Compromise Cards from all players or else give away all your Compromise Cards to other players.
History: Pranksters to the core, the Imps delight in playful torturing. More then willing to take upon themselves other people's handicaps, they are just as quickly to bombard others with handicaps of their own.
Timing:
Phase 3 - Point Cone
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may give away all your cards to among the other players.
Super1: You may collect all cards from all players except the Miser's
Hoard. Extortionist may not extort.
Pro: You may collect all Compromise Cards then give them away in the
same challenge.
Con: Imp may not give you any Compromise Cards.
INVADER [O:E1.4] LANDS ON VACANT BASES Matt Stone
You have the power to overrun. Whenever a planet base in any system becomes
vacant, regardless of the reason, you may place a token on it.
History: The Invaders recognize the uselessness of war. Why waste your own
valuable resources when others are more than willing to do the dirty work for
you? The Invaders wait for others to give up the chase for the final take
over.
Restriction: Do Not Use With Filth
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: When a planet base in your home system becomes vacant you may place a
token on it. The Invader may not.
Super1: You may invite another player to join you on a base when you invade.
Make a deal with that player that includes the base but does not count towards
the one base limit for making deals.
Pro: You may invade with any number of tokens.
Con: Invader may not invade an empty planet base in his own system.
IT [B:MS] ALIENATES PLAYER Matt Stone
You have the power to ostracize. At the start of the game, you designate one
player to be "It". While that person is so designated, so long as you have
your power, no one may voluntarily ally with him or voluntarily invite him to
ally, everyone who is asked must attempt to ally against him, no one may make a
deal with him, no one may play Reinforcements on his side, and all "harmful"
Edicts and Wild Flares played must target him if they can. You may remove the
"It" designation at any time but may not designate a new "It" until the start
of your next turn. "It" becomes "not-It" by winning a challenge against
another player. The losing main player in that challenge then becomes "It". A
Cosmic Zap removes the "It" designation from a player during that challenge.
History: Of all the diseases, viruses, bacteria, and plagues in the universe,
the dreaded "It" is the most feared of all. One alien race has proven immune
yet are able carriers who purposely infect all they encounter. They view
themselves as the cure of an infected universe.
Restriction: Do Not Use In A 3-Player Game
Do Not Use With Centaur Or Conservative
Timing:
Setup
Phase 1
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: As soon as you get this card discard your hand and lose your next turn.
Super1: When a player loses his "It" status by winning the challenge, you may
have him keep the "It" status.
Pro: Once per challenge you may take one Edict or Flare with a "harmful" effect
(bad Flares included) from the discard pile and play it on whomever is "It".
You cannot play that particular card again unless this card leaves your hand
but somehow return
Con: The IT player cannot designate you as "It". You do not become "It" for
losing a challenge against a player who is "It".
JANUS [M:Archi:L] LUCRE WORTH 4 Matt Stone (Lucre)
You have the power of value. You receive 4 tokens or cards for each
Lucre you spend. However you may not buy more than 4 cards per
challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Take 5 Lucre from the box. Discard after use.
Super: You may spend up to 4 Lucre at a time.
KAMIKAZE [O:MS] Purposely Loses Challenges Matt Stone
You have the power to self destruct. As main player with tokens at stake in the challenge, after cards are played but before they are revealed, you may declare the attack to be a suicide mission. The cards are discarded and all your tokens and all your opponent's tokens go into the Warp. Both you and your opponent are considered to have lost the challenge. However, all allies are considered to have won the challenge and get the base or rewards as appropriate.
History: A deeply religious race, the Kamikazes do not fear death for they know that through martyrdom, they will truly be the universal ruler.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: As main player, before playing a Challenge Card, you may put all
your tokens in the challenge into the Warp.
Super1: All allies are considered to have lost the challenge and go to
the Warp when you self-destruct.
Pro: You may self-destruct as main player even if you have no tokens
involved in the challenge.
Con: As main player against Kamikaze, he may only self destruct before
cards are played.
KNIGHT [O:MS] CALLS FOR A DUEL OF CHALLENGES Matt Stone
You have the power to duel. As a main player, immediately before cards are
played, you may call for a duel of cards. Declare how long it will last, from
2 to 5 rounds. (You must have enough Challenge Cards in your regular hand to
complete the duel.) For each round, you and your opponent each play a card,
and
the outcome is determined before the next round begins. If your opponent runs
out of Challenge Cards, on each remaining round he draws from the deck until
he
gets a playable card, discarding non-challenge cards. The player winning the
most rounds wins the challenge. (Defender wins a tie.) A round where both
players play Compromise Cards is a draw. The loser of the duel takes
consolation if he played a Compromise on any round he loses. (Emotion Control
turns all rounds into draws; a deal must be made.) At the end of the duel, all
played cards are discarded.
History: The Knights find combat to be an art form, a beauty in its
acrobatics.
When combined with Honor, it becomes a masterpiece. Their friendly joust
competitions have enabled them to defend against the dishonorable inhabitants
of the universe.
Restriction: Do Not Use With Chronos, Demon, Deuce, Doppelganger, Federalist, Insect, or
Prolong.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild1: Challenge another player to a duel with no tokens involved. No other
player may interfere in any way. The loser must vacate a planet base. Tokens
return to other bases. The winner then establishes a base on that planet.
Wild: Challenge another player to a duel with no tokens involved. No other
player may interfere in any way. The loser must vacate a planet base. Tokens
return to other bases. The winner then establishes a base on that planet.
Super1: As main player, you may keep any or all of the cards you played.
Super: As main player, you may keep any or all of the cards you played.
Pro: While you still must have enough Challenge Cards for the number of rounds
in the duel, if your opponent does not, he does not draw from the deck. Treat
such rounds as if he played an Attack 0.
Con: When you are defending against Knight he must call for an even number of
duels unless he has only one Challenge Card.
KRYSLER [O:MS] BORROWS BUT GIVES BACK CARDS Matt Stone
You have the power of good credit. As a main player in a challenge, you may
borrow one card from another player (the "Lender") by asking one yes/no
question. If he can, the Lender must give you a card satisfying the
condition;
otherwise he gives you any card (if he has one) from his regular hand. The
question may be about a specific card (i.e. "Can I have an Emotion Control
Edict?") or a general question ("Can I have an Attack Card above 15?"). The
borrowed card is not considered to be part of your regular hand and is immune
to loss, although if it is your only Challenge Card, it is as if you are out
of
Challenge Cards. At the end of the challenge the card is returned to the
Lender (even if you have used it). If you do not use the card, it is not
revealed to other players.
History: There are those in the universe who exploit others' greed with gifts,
but the Kryslers believe there is good in everyone. All one has to do is ask
politely, and others are more than willing to lend a pedicel. By returning
what they borrow, the Kryslers install a sense of good will among different
species. When the Krysler Corporation is firmly established in the universe,
all will see the light.
Timing:
Phase 3 - Point Cone
Phase 10 - Interphase
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, you may borrow the top two Flares from the unused Flare
deck. At the end of the challenge, whether you use them or not, they are set
aside and out of play.
Wild: As main player, you may borrow the top two Flares from the unused Flare
deck. At the end of the challenge, whether you use them or not, they are set
aside and out of play.
Super1: You may discard the card instead of returning it.
Super: You may discard the card instead of returning it.
Pro: If the player does not have the card satisfying your condition, you may
ask for a different condition, not necessarily the same player, or another
player of the same condition. You return the card previously given.
Con: Krysler may not borrow a card from you.
LITTERBUG [O:Archi] DISCARDS CARDS Matt Stone
You have the power to dispose. As a main player, you may discard
exactly one card from your regular hand for every token that you have in
the challenge.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Draw an extra power card at random from those not in the
game. Discard after use.
Super: You may discard cards as an ally.
LOANSHARK [O:MS] LENDS CARDS TO OTHERS Matt Stone
You have the power to lend. On any challenge in which you are not a main
player you may give one of the main players an Attack Card from your regular hand. At the start of your next turn (after you have drawn a new hand if necessary), each player to whom you have loaned a card must repay you with a higher Attack Card than you gave him. If a player can't repay an Attack Card, he must give you an Edict or a Flare. If he has no Edicts or Flares, he must lose a base. Tokens disperse. You may loan only one card to each other player between each of your turns. A Cosmic Zap can only prevent a loan, not the payment.
History: The Loansharks recognize that sometimes others need a little help to
achieve their goals. They are willing to help out as they can but demand a
high price for their services and woe to those who do not pay.
Timing:
Phase 6 - Allies accept
Phase 10 - Interphase
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: Give an Edict to another player. At the end of the turn, that player
must give you a Flare from his hand or else lose a base.
Super1: You may loan out a Compromise Card instead of an Attack Card. On your
turn, that player must give back an Attack Card higher than 10 for your power.
Pro: You may only loan one card per challenge, but you can loan more than one
card to a player between your turns. On your turn, he must pay back for each
such card as per your power, even if you no longer have this card.
Con: Loanshark cannot lend you a card unless he has already loaned cards to
all other players between his turns.
LOONY [M:MS:M] PLANETS ARE MOONS Matt Stone (Moons)
You have the power of planet moons. At the start of the game, place a moon
face down on every planet. No player may look at them. Before the first turn
of the game, look at the planet moons you "occupy" and reveal non-secret
ones.
You may reveal secret planet moons you "occupy" at any time. Intermittent
planet moons take effect in the order of your choice, then Continuous ones.
Whenever you land tokens on a planet, the planet moon takes effect as if you
occupied it. You may replace one planet moon per system upon first landing
there. Planet moons are not normal moons. They are not affected by New Moon,
Moon affecting powers or Flares, etc. A Cosmic Zap stops an Intermittent
planet moon or consequences of a Continuous one for that challenge only. If
you get this power from another player, look at unrevealed moons on planets
you
"occupy" and reveal non-secret ones as if starting the game.
History: History: As other races conquer worlds for universal domination, they overlook
the small satellites that orbit them. The Loonies exploit these natural
resources.
Restriction: Use Only In A Game With Moons.
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: Force a player off a Moon. His tokens return to bases, and a new Moon
replaces the one he occupied.
Super1: You may replace any or all Planet Moons you currently occupy and/or are
revealed randomly from the unused Moons. Planet Moons you occupy are treated
as if starting the game.
Pro: Each time you land on a Planet Moon you may replace it, once.
Con: Loony cannot replace Planet Moons.
LUCRETIA [O:E1.4:L] WINS LUCRE IN CHALLENGE Matt Stone (Lucre)
You have the power over Lucre. When you are a main player in a
challenge, your opponent may not spend his Lucre to buy cards or tokens
from the Warp. If you win the challenge, you take all of his Lucre.
History:
Restriction: Use only in a game with Lucre. Do not use in a 2-player
game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Your opponent in a challenge may not add his Lucre to his total.
Super: You may immediately use up to 4 of the Lucre you win to buy
cards or tokens.
MAGICIAN [O:Archi:MP] CHANGES OPPONENT'S POWER Matt Stone (Multiple-Powers)
You have the power to transform. As a main player in a challenge, you
may exchange one of your opponent's power cards with one taken at
random from those not in the game.
History:
Restriction: Use only in a multiple power game.
Notes: The recommended experience level for this power is Novice. This is a Meta type power.
Wild: When this card enters your hand, draw a new power card(s) at
random to replace yours.
Super: You choose the replacement power.
MARTYR [O:MS] SACRIFICES TOKENS Matt Stone
You have the power of sacrifice. As a main player in a challenge, before cards
are revealed, you may sacrifice any or all of the tokens you have in the
challenge. Tokens go to the Warp, and for each one you sacrifice you play an
extra Attack Card. Add the values of your Attack Cards together, and conclude
the challenge as though you had played an Attack Card with that value. All
played cards are discarded at the end of the challenge.
History: "The needs of the many outweigh the needs of the few or the one."
The
Martyrs revolve their lives around this creed. By ridding themselves of all
selfishness, they are free to discover all they can truly be.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild1: As offensive player, before you play your card, you may sacrifice any or
all of your tokens from the cone to the warp, drawing one card from the deck
for each.
Wild: As offensive player, before you play your card, you may sacrifice any or
all of your tokens from the cone to the warp, drawing one card from the deck
for each.
Super1: You may sacrifice your allies' tokens.
Super: You may sacrifice your allies' tokens.
Pro: You may sacrifice tokens you don't have involved in the challenge.
Con: As main player against Martyr he must sacrifice two tokens for each
Attack
Card he wants to play. He may sacrifice tokens not involved in the challenge.
MASOCHIST [M:MS] Tries To Lose Own Tokens Matt Stone
You have the power to hurt yourself. You are not bound by normal winning conditions nor Schizoid. Instead, you win the game if all your tokens are lost. This includes tokens in the Warp, out of the game, or held by other players. This power is not bound by the number of home bases you have.
History: The Masochists suffer from a neurological disorder where they derive pleasure from self-flagellation. However, some are beginning to wonder if it's really a religious ritual to bring forth their dominance in the universe.
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: As soon as this card enters your hand lose a base. Tokens go into the
warp. Do not discard this Flare. When you must get a new hand, even by a Hand
Zap, gives this card to a player who didn't just give it to you.
Super1: Put 6 of your tokens from your bases into the Warp.
Pro: You may win the game by normal win conditions or Schizoid.
Con: During each challenge Masochist gets a token back from the Warp.
MIDAS [O:MS:L] USES LUCRE AS TOKENS Matt Stone (Lucre)
You have the power of gold. Whenever you spend Lucre to the bank, instead, put the Lucre counters in the Warp. The Lucre counters spent are now treated as your tokens in every way. When released from the
Warp, they are returned to bases, can be placed on the cone, and so on. You may still use these Lucre tokens as regular Lucre. If you
again spend them to the bank, they go to the Warp. If you spend them to another player, they revert to regular Lucre counters.
History: Whispering rapacious orders into their ears, a small flock of rogue
traders lead their minions into the far reaches of interstellar space.
Restriction: Use Only In A Game With Lucre
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: You may discard Edicts and other Flares from your hand and take 1
Lucre from the bank for each.
Super1: You may place Lucre you receive on your star to count only as
Lucre. They remain as only Lucre when this effect is no longer in
play.
Pro: Lucre other players spend to the bank go to the warp instead and
become your tokens.
Con: As main player against Midas, Midas's tokens do not count twice.
They only count as tokens.
MILKEN [O:MS:L] Steals Lucre Matt Stone (Lucre)
You have the power to embezzle. You are in charge of the Lucre box.
Once play starts, you hand out Lucre when needed and place them in the
bank for other players. Every time you reach into the bank, you take
one Lucre for yourself.
History: The creation of a cosmic treasury has proven a much needed
economic means for aliens' quests of domination. The Milkens have for
millennia worked diligently in carrying out financial transactions for
them. Their excellent work is such that no one notices their inside
job market of profiteering.
Restriction: Use Only In A Game With Lucre
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: When you are to give Lucre to another player give him this
Flare. This will count as payment in full.
Super1: You may collect twice the amount of Lucre of the transaction
when accessing the bank.
Pro: When you embezzle, you take 2 Lucre.
Con: Milken cannot embezzle during your transactions.
MIMIC [O:E1.4:2] Repeats Challenges Matt Stone
You have the power to copy. If you are not a main player or an ally in a challenge
won by the defender, you may repeat the challenge. You replace the original
attacker, placing the same number of tokens in the cone as he had in the
original challenge. Allies must ally again on the same sides with the same
number of tokens. (If they have fewer tokens available during the Duplicator
challenge, they must commit as many as they have.) After this challenge, the
normal order of play resumes. Results of this challenge are in addition to
the results of the original challenge.
History:
Restriction: Do not use in a two-player game. Do not use in a game with Gemini.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Once per challenge, you may repeat the effect of an Edict that was
just played by another player.
Super: You may copy challenges that you make as the main offensive player.
MINER [M:Archi:L] DIGS FOR LUCRE Matt Stone (Lucre)
You have the power to prospect. Whenever you establish an external
planet base, draw the top card from the deck. If it is a non-negative Attack
card, divide the value of the card's last digit by the number of your
tokens landing there, and collect that amount of Lucre from the box
rounding up). If the card is anything else, you did not find any gold in the
mine. In either case, discard the card. Also, at the start of each of your
turns, you may "prospect for gold" in each of your "mines." Declare the
order in which you are going to prospect, and then draw a card from the
top of the deck for each mine. Collect Lucre from the box for each non-
negative Attack card as before.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Collect a Lucre from the box each time you establish an external
planet base.
Super: You may prospect for Lucre on any moon you occupy.
MIRROR [O:E1.4] Reverses Digits of Attack Cards Matt Stone
You have the power to invert. As a main player in a challenge, after you and your
opponent have played challenge cards face down, you may call out "reverse".
The digits of any Attack cards played are now reversed. For example, a 15
would become a 51, a 20 would become an 02, etc. Single digit cards are
treated as if there were a 0 in front. A 4 would become a 04 and thus would
become a 40 when reversed. Totals are figured normally with the values of
the Attack cards being the reverse numbers.
History:
Restriction: Do not use in a game with Oracle.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power. Flares by Mike Arms.
Wild: As a main player, once challenge cards are revealed you may use
this card to make your challenge card match the card played by your
opponent. Resolve the challenge as if you had played that card.
Super: You may call "reverse" as an ally.
MONARCH [O:MS:L] Nullifies Edicts Matt Stone (Lucre)
You have the power of proclamation. You may nullify the effect of
Edicts on other players for a fee. A player may pay you two Lucre to
ignore a Sanity, Insanity, Solar Wind, Force Field, Stellar Gas, or
Cosmic Gas and four Lucre to nullify the effect of any Zap card played
against him, Plague, Rubber, or any Edict not mentioned. You may
refuse the payment, but if you accept it, the played Edict has no
affect against the player who paid you.
History:
Restriction: Use Only In A Game With Lucre
Timing:
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may pay 5 Lucre to the bank to use this card as any Edict of
your choice.
Super1: You may take the Edict that you stopped and put it in your
hand, despite the Vulch.
Pro: You may nullify Edicts that affect you. You pay the Lucre to the
player who played the Edict. You cannot nullify a Pulsar Zap that
targets this card.
Con: Monarch must accept your Lucre to nullify an Edict.
MOONIE [O:Archi:M] DECIDES WHETHER MOONS TAKE EFFECT Matt Stone (Moons)
You have the power of decision. Whenever any player lands on a moon,
you declare whether or not it will take effect. Another player may offer you
a base, cards, or Lucre to change your mind about a moon he has landed
on after you have made your decision. If you accept his offer, a moon you
had nullified takes effect normally, and a moon that you did not stop has
no effect. When a player lands on a secret moon, you may look at it, and
your decision determines whether or not it will take effect when he
reveals it. If you lose your power (including to a Cosmic Zap), all
continuing moons that are occupied are in effect, regardless of whether
you had nullified them, and any secret moon that you had nullified may be
used normally.
History:
Restriction: Use only in a game with moons.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: You may put 1-4 tokens on any unoccupied moon. Discard after
use.
Super: You may decode which moons will take effect no matter who lands
on them.
MYSTIC [B:E1.4:2] Asks For Edicts And Flares Matt Stone
You have the power to see. Whenever another player obtains an Edict or
Flare, he must show it to you. As a main player in a challenge, you may
ask your opponent for a specific Edict or Flare. If he has it in his regular
hand, he must give it to you. If you forget what has been shown to you,
you cannot ask to see the cards again.
History:
Restriction: Use only in a game with Flares! Do not use in a two-player
game.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: Once per challenge, you may look through the Destiny pile.
Super: You may ask for both an Edict and a Flare in a challenge.
PARTICLE [M:MS] Varies Token Mass Matt Stone
You have the power of size. As a main player or ally, if you have one
token in the challenge, it counts as eight toward the total.
Similarly, if you have two tokens involved, their combined value is
five. Three tokens in a challenge are worth the normal three, and if
you have four or more tokens, their combined value is one.
History:
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild1: You may have Attack Cards be worth the value of the
corresponding value on the other side of the median. Look in the
rules to determine what these values are.
Super1: As defensive player or ally, all of your tokens are worth 8
each.
Pro: When you have one or two tokens in a challenge, their combat
value also counts towards consolation and rewards.
Con: For Particle, one token is only worth 5, and two tokens are worth
4.
PAWNBROKER [O:MS:L] Buys Other Players' Cards Or Tokens Matt Stone (Lucre)
You have the power of storage. Once per challenge, you may buy one
token from the warp (any color except your own) or an unrevealed
card. The card may be a card that should go to another player or a
card which has been played but not revealed. The cost of the item is
2 Lucre which you pay to the offended player. To regain a card or
token, a player must pay you 4 Lucre. After the challenge, any card
which was not bought back is placed face up in your "store". These
items may then be bought from you for 4 Lucre at any time by any other
player when he is a main player in a challenge. If you lose your
power, other players may still buy items you hold, but you may not
take any more.
History:
Timing:
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: You may buy a Flare from another player as he attempts to play
it. You pay him 10 Lucre and get the Flare, which does not take
effect.
Wild: Instead of buying cards from the challenge deck, you may buy
them from another player. He gets the Lucre, and you randomly take
the cards from his regular hand.
Super1: You may buy any cards this challenge just as they are about to
be played. They don't take effect.
Pro: When you buy a card, you may look at it. You may then put it
directly into your hand for your own use, no longer available to be
resold.
Con: Pawnbroker may not buy your tokens or cards.
PIRANHA [O:MS] Forces Players To Lose Bases Matt Stone
You have the power to devour. When the destiny pile is flipped, if you share a base in the system indicated, and you have more tokens there than another player, you may put all of his tokens on that planet into the Warp. The number of tokens other players have on that planet do not matter, but you may only use this power on one player on one base. For a wild or special destiny, if a system gets attacked, that is where you use the power.
History: The Piranha are always eager to lend their fin in the spirit of friendship. However, their so called friends learn too late that they are actually the Piranha's prey.
Timing:
Phase 2 - Destiny
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild1: As a winning ally, you may put all tokens in the challenge of
other winning allies into the Warp. They do not get the base or
rewards.
Super1: You may use your power now on all shared bases for all players
where you have more tokens.
Pro: When you devour, you may do so for each individual player who has
fewer tokens than you on a base. The base must be the same for all
players.
Con: If Piranha sends your tokens to the Warp through his power but
could have chosen another player's tokens, even if not from the same
base, he must choose those other tokens instead.
POINTER [M:Archi] GAINS POINTS FOR WINNING Matt Stone
You have the power to prosper. As a main player in a challenge, you
collect one point for every opposing token lost as a direct result of your
winning the challenge. Keep a running total of your points. At the start of
each of your turns, you may buy a card for 5 points or a base on any
system for 25 points.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: This card counts as one home planet base towards preventing the
loss of your powers.
Wild: You collect points for tokens lost when you are a winning ally.
PREACHER [O:Archi:2] CONVERTS TOKENS Matt Stone
You have the power to sway beliefs. As a main player in a challenge, you
may declare one planet that you share with your opponent to be an
"ideological conference zone." If you win the challenge, your tokens there
have "converted" your opponent's tokens to your side. Remove his
tokens there from the game, and replace them with tokens of an extra
color. These tokens are now yours. If you lose the challenge, half of your
tokens on the base (rounding up) were captured in the failed effort. Place
them on your opponent's star disc. If you lose your power due to lack of
home bases, tokens of your extra color go to the Warp. If you lose this
power card, your extra tokens are removed from the game, and any other
players' tokens which had been "converted" are placed in the Warp.
History:
Restriction: Do not use in a two player game.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: If you share a base with another player, you may exchange tokens
on the base with yours from the Warp. Discard after use.
Super: If you lose the challenge, your tokens escape capture.
PSYCHO [O:Archi:2] CHOOSES OTHERS TO LOSE TOKENS Matt Stone
You have the power to terrorize. Whenever you should lose tokens to the
Warp, you may designate another player to lose them instead. Replace
your tokens on bases, and your victim places his tokens in the Warp. He
may then take a card at random from your regular hand for each token
you made him lose to the Warp.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: When you must play a challenge card, you may choose another
player's regular hand to play it from. You may not play the card from your
direct opponent's hand. The player gives you his challenge cards and
you play one and return the rest. If he has no challenge cards, you must
play from your own hand.
Super: You may refuse to give the player any cards.
QUANTUM [O:Archi] ROUNDS OFF CARDS Matt Stone
You have the power to round off. As a main player in a challenge, after
cards are played but before they are revealed, you may call "Round off."
You then declare whether the value of any Attack cards played will be
rounded up or down to the nearest multiple of 10. When the cards are
revealed, determine the outcome of the challenge with the new values. A
card that is already a multiple of 10 remains unchanged.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild: When you are a main player, you may round the number of your
opponent's tokens down to the nearest multiple of five before determining
his total. Consolation or rewards are figured normally.
Super: You may use your power to round off as an ally.
RAIDER [O:E1.4:2] RANSOMS CONE TO ATTACKER Matt Stone
You have the power to hijack. As the defensive player in a challenge,
before cards are played, you may take the cone and ransom it off to your
attacker. You may demand a base, cards, or anything else possible
under rules for making a deal. If he agrees, return the cone and conclude
the challenge. If he does not agree, all tokens on the cone return to
bases, you and the attacker each lose 3 tokens to the Warp, and play
passes.
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 take your tokens from the Warp when not entitled. If
caught, replace the token(s) and discard a card (picked at random by the
player who caught you).
Super: If the attacker does not meet your demand, you win the challenge.
REPLICANT [B:MS] Copies Same Player's Power Matt Stone (Multiple-Powers)
You have the power to duplicate. On each challenge, you may use this power as one of your other powers. That power can then be used twice in the challenge if appropriate. Ex: Negate twice, Snivel twice, Assassinate twice. Should the original power be stopped, you may still use it. To use this power as Changeling, swap this power with one of your opponent's. When replicating a power with an artifact, you are only replicating the power, not the artifact. Therefore, you get 2 of that artifact. Ex: Replicant/Schizoid means you have a set number of bases (both Replicant and Schizoid would have to be equal) but two different extra conditions that must both be fulfilled. Replicant/Progenitor allows the player 2 extra home systems. Replicant/Pentaform, Replicant has its own set of 5 powers. In games of 3 or more multi powers, you may switch between powers, but not in the same challenge. Any Replicant artifacts are frozen and not in play. You are not forced to replicate a power. You may replicate a power at game set up.
History: Left by themselves, Replicants sit around and do nothing, but give them any attention, they will hug you, and love you, and call you George, and do everything you can do to have you like them.
Restriction: Use only in a game with multiple powers
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: When any Edict or Wild Flare is played, you may play this card and duplicate the effects, not necessarily on the same target or immediately, just in the same challenge. Any special conditions must be met.
Super1: You may replicate a power a third time.
Pro: You may use this card as the Pulsar Card for the power Replicant
replicates. It only affects Replicant's use of the power.
Con: You may use this card as the Pulsar Card for the power Replicant
replicates. It only affects Replicant's use of the power.
ROOKIE [O:MS] Takes Back Game Actions Matt Stone
You have the power of inexperience. Once per challenge, you may take back any one game action that you did regardless of how long ago you did it provided it was in the same challenge. Other players may not take back any reactions they may have done. For example, if you play a Flare but it gets zapped, you may put it back into your hand for use in another challenge, but the Flare Zap remains discarded. Perhaps as an ally you decide to take back your tokens after cards are revealed, unless forced by Magnet or Glue. You cannot take back any action that is mandatory. For example, as offensive player, you cannot take back your tokens after cards are revealed since committing tokens is mandatory. Even though the number you commit is voluntary, you still may not take back any tokens since it involved a mandatory procedure. It multi-power games, you may take back the use of another power after cards are revealed such as with Calculator or Mirror. If this power is zapped as you attempt to use it, deciding to take back that action would mean you decide not to use this power at all. It is the same as taking back your decision to use the Calculator or Mirror power. Therefore, the Cosmic Zap works anyway.
History: The Rookies only recently developed space travel and thus are inexperienced in knowing how things work in the Cosmos. When they realize they made a mistake, they call for a do-over to make things right. While this does cause complications for everyone else, they ask for understanding and say they are just learning. They promise that next time they will do things correctly. However, the Rookies know how to take advantage of always looking for new next times.
Timing:
Play at any time
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild1: As main player, you may take back your Challenge Card after cards
are revealed and play another one, still subject to applicable powers.
Super1: You may take back a game action that was mandatory in addition
to using your power as normal. Replace that action with a new one.
Pro: You may take back a second action in a challenge.
Con: When Rookie takes back an action, you may take back your action
you did in response or that prompted Rookie to take back his action.
SAINT [O:MS] Sacrifices Tokens to Gain Tokens Matt Stone
You have the power to die. Any time another player loses tokens to the warp,
you may declare that you are sacrificing yourself in his place. The other
player returns his tokens to bases and you place an equal number of your own
into the warp. For each token lost in this manner, retrieve an additional
token (from a color not in the game) to the warp. These tokens are now yours
and can be freed from the warp in the normal manner to become part of your
force. If you lose your power, the second color tokens can no longer be
retrieved from the warp.
History: The Saints gain from sacrifice. By putting themselves in harm's way, they create a following a fanatics, loyal to the death, and beyond.
Wild1: When another player loses tokens to the warp, you may offer to lose them
instead. That player returns his tokens to bases, and you put an equal number
of your tokens into the warp. You then get one card from the deck for each
token lost.
Super1: All Saint tokens you get this challenge go immediately to bases. In
addition, release all Saint tokens from the warp and return them to bases.
Pro: When another player wins the game alone, sacrifice all your foreign bases. Tokens return to home bases. That player does the same and no longer wins.
The game continues.
Con: Saint must sacrifice himself for you. However, these new tokens gained
for him are permitted to leave the warp should he lose his power.
SAVIOR [O:Archi:H] PREVENTS HAZARDS FOR A FEE Matt Stone (Hazards)
You have the power to stop hazards. You may offer to neutralize the
effect of a Hazard card on another player in return for a base, cards,
Lucre or tokens. If he accepts, take what is offered, and the Hazard does
not take effect. You may not neutralize your own Hazard card.
History:
Restriction: Use only in a game with Hazard cards.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: Give the top Hazard Card to another player. Discard after use.
Super: Your offer must be accepted.
SCAVENGER [O:MS] Takes Cards From Discard Pile Matt Stone
You have the power of recovery. When you are to take consolation or rewards, you may instead take them randomly from the discard pile. You may use your power when opposing Human.
History: Knowing that one alien's garbage is another alien's treasure, the Scavengers scrounge around the refuse of wasteful civilizations, hoping to find the goods necessary to force the entire universe to be their own garbage dump.
Timing:
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: When someone takes consolation cards from you, you choose the cards he
gets.
Super1: You may discard your hand and take any 7 cards you want from the discard
pile.
Pro: If you do not like the cards you drew from the discard pile, you may
return them and pick again. You may only do this once per draw.
Con: When Scavenger takes his cards from the discard pile, before he does so,
without looking through the pile, decide whether the top half or bottom half
cannot be chosen from.
SCOUNDREL [O:Archi:2] TAKES CARD FROM OPPONENT Matt Stone
You have the power to pickpocket. As a main player in a challenge, before
cards are played, you may take a card at random from your opponent's
regular hand and add it to your own.
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: As a main player, you may take the top card from the deck at any
time before you play your challenge card.
Super: You may take the card from any player's hand or the top of the
deck.
SEER [O:Archi:2] REARRANGES DESTINY PILE Matt Stone
You have the power over the future. At the end of your turn, you may
rearrange the destiny pile, placing the star discs that remain in any
order you wish.
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: Once per challenge, you may look through the destiny pile to see
the order of the remaining star discs.
Super: You may rearrange the destiny pile after every challenge.
SHEPHERD [O:Archi:2] BRINGS ALLIES ALONG Matt Stone
You have the power to herd. As the attacker in a challenge, for each token
that you take from a planet base, you may pull one additional token
belonging to another player from that base onto the cone. You may not
take tokens belonging to the defensive player. Players that you force to
ally with you may not ally on the other side unless their power allows
them to ally on both sides), but they may commit more tokens to your
side, so long as they end up with no more than 4 each.
History:
Restriction: o not use in a 2-player game.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild1: If you fail to deal as a main player in a challenge, your allies
each lose 3 tokens to the Warp along with you.
Super: You may herd 2 tokens with each one of yours.
SIDON [B:MS] Defensive System Determines Power Matt Stone
You have the power of change. At the start of the game, draw one alien power
card for each player in the game. Assign one power card to each system. On
each challenge, you may use the power assigned to the defensive system.
History: Early in Sidon evolution there was a philosophical schism. Unable to
decide which path to take, they chose all of them and allowed their quest for
domination to determine the correct course.
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild1: All players vote on whether or not change powers. You decide ties. If
the final vote is "yes", all players discard their power cards and randomly
draw new ones from the unused powers.
Super1: You may use any one of the assigned powers this challenge, not
necessarily the one assigned to the defensive system.
Pro: You may use the power assigned to the system of the offensive player as
well.
Con: You decide which power Sidon uses.
SLIDER [O:MS] Moves Tokens Around Matt Stone
You have the power of movement. Each time that your color is actually flipped
in the destiny pile, you may do one of the following: Rearrange all of your
tokens on bases as you wish; Move all of your tokens from one planet base to
another planet base in the same system; Move all of your tokens from a moon to
an unoccupied moon in the same system; Move all of your tokens from the warp to bases; Move all of your tokens from the Praw to the Warp; Move all of your tokens from one other player's star to the Praw (or the Warp if no Praw); Move all of your tokens in any form of captivity (in the Void, under the Fungus, in control of the Vampire etc.) to one other player's star.
History: The Sliders have created a gateway to travel to several dimensions of
the same universe. Though frequently in trouble with the different natives
they find, they soon slide away to safety.
Wild1: You may have all players pass their powers, hands, and Lucre to the left
or right. Ancients discards this card before passing.
Super1: You may move 4 tokens belonging to one or more other players from one
base to the warp, the warp to your star, or your star to out of the game.
Pro: When another player's color is flipped in the destiny pile, you may make a
deal with that player to move his tokens according to your power.
Con: For whatever option Slider chooses for his tokens, you may do the same for
your tokens.
SMOKEY [M:MS:L] Sets Attack Limit Matt Stone (Lucre)
You have the power to be bribed. At the start of the game, declare an
attack limit (similar to a speed limit). You are to enforce the law
but can be bought off. If another player reveals an Attack Card above
your limit, he must pay you 2 Lucre. If he can not pay you, you may
take a card at random from his regular hand. If you reveal a card
above your limit, you must pay your opponent 1 Lucre. If you can't
pay, he may take a card at random from your regular hand. All
payments are made simultaneously after the conclusion of the
challenge.
History:
Restriction: Use Only In A Game With Lucre
Timing:
Setup
Phase 8 - Reveal cards
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: You may discard all of your Compromise Cards and take 1 Lucre
from the bank for each.
Super1: You don't need to pay to play a card above the limit.
Pro: Arrest any token involved in the challenge of any and all other
players who played an Attack Card above your limit. Tokens go on your
star. Players can bail them out by paying you three Lucre per token
at any time. If you lose this card, you still hold onto the tokens
until paid.
Con: You may go just a little above the speed limit by 2.
SNITCH [O:Archi:L] REVEALS SECRETS Matt Stone (Lucre)
You have the power to squeal. Once during every turn, you may look at
any unrevealed item in the game, including a hidden power, an
unrevealed moon, Schizoid's terms, Miser's Hoard, the location of
Terrorist's Bombs, predictions made by wild Medium or wild Prophet, or
the location of wild Pirate's treasure. You may peek at the top 2 cards in
the deck, the top 2 discs in the destiny pile, two random cards from
another player's hand, or the top 2 Flares in the Flare deck. You may not
look at a card that has been played face down. At any time, a player may
offer you a Lucre to reveal a specific secret to him. You may choose to
accept the Lucre unless you don't know the information. If the
information involves another player, he may pay you a Lucre to keep
quiet. You must accept his payment, and may not divulge the information
until it is requested again on another challenge.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: If you have knowledge of other players' secret powers, secret
moons, or cards in their hand, you may reveal the information.
Super: You may lie to any player who pays you to reveal a secret.
SOLDIER [O:MS:M] Takes Over Planets Via Moons Matt Stone (Moons)
You have the power to invade. Whenever destiny is flipped, if you occupy a moon
in the system of that color, you may move all of your tokens from one moon
there to any planet in the same system. In a game with the Dictator, he
determines the destiny color. For a Wild Cone or Special Destiny, the system
attacked determines the color. You may only establish one base per challenge in this manner.
History: The Soldiers were deployed during a time of peace, instructed to establish peaceful colonies on remote bases. They awaited orders from their superiors, and when the orders came, the Soldiers waged war from within their enemies' own borders.
Restriction: Use Only In A Game With Moons
Wild1: If you occupy a moon in a system, you may move all of your tokens from
that moon onto another moon in that system.
Super1: You may leave a token on the moon when you invade.
Pro: You may establish two bases if you occupy two moons in the same system.
Con: Play this card as soon as it enters your hand. Soldier must have 4 tokens
on a moon to invade.
SPY [O:MS] Sees Played Card As Ally Matt Stone
You have the power to peek. As an ally in a challenge in which you are not
also a main player, after cards are played but before they are revealed, you
may look at one of the cards played. You may then choose to abandon your
alliance and return your tokens to bases.
History: The Spies have always been around, lurking in the shadows, observing from afar. When they strike, governments collapse, economies crumble.
Wild1: When you are entitled to rewards, you may first look at the cards you
will be getting. You may take them or decide to take tokens out of the warp
instead.
Super1: You may peek at both cards.
Pro: If you abandoned the challenge and the side you were on wins the
challenge, take two cards from the top of the deck.
Con: As main player, Spy cannot peek at your card.
STAIN [M:MS] Cannot Be Removed Matt Stone
You have the power to remain. Once any of your tokens are on an external
planet base they cannot be removed by any player, including yourself, for any
reason.
History: The Stains are a tenacious race. Once they've clasped their claws on a
new world, they cling to it with ferocity. What's yours is theirs, and what's
theirs is theirs.
Restriction: Do Not Use In Games With Filth.
Wild1: Place this Flare on a planet. All tokens on it cannot be removed by any
player for any reason for as long as this Flare remains. A Flare Zap can end
this effect at any time.
Super1: You may move your tokens on external bases.
Pro: Your tokens in your home system cannot be removed by other players for any
reason. If you lose a challenge there as the defender, they go to the warp but
cannot go to another player's control or Void.
Con: As main player, if Stain is a winning ally, he can only get rewards
regardless of which side he's on or status of the cone.
TERMITE [O:Archi] INFESTS PLANETS Matt Stone
You have the power of infestation. Instead of challenging a base in the system whose color you actually
flip, you may ring 1-4 tokens around one planet there. Each
time a color is actually flipped, if you have "termite" tokens in the
system, you may devour to the Warp up to one token from each planet you have
infested for each of your termites there.
If a planet you ring is vacant when the color is actually flipped,
your termite tokens may land there. You may increase your
termites with tokens you retrieve from the Warp or return from the
cone, although they are not considered to be on bases. Also whenever
another player actually flips your color, instead of his challenge, he
may exterminate to the Warp up to one termite token for each token he has on
infested planets. If you lose your power card or use of your power due to
lack of home bases, termites go to the Warp.
History:
Restriction: Do not use with Invader, Machine, or Wraith.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
TIMELORD [M:Archi:MP] REGENERATES POWERS Matt Stone (Multiple-Powers)
You have the power of regeneration. Immediately upon losing your third
home base, replace tokens on it from other bases. You do not lose your
powers; instead you replace your other powers with ones taken at
random from those not in the game.
History:
Restriction: Use only in a multiple power game. Do not use with Invader.
Notes: The recommended experience level for this power is Advanced. This is a Meta type power.
Wild: You may replace your Flares (including this one) with ones taken
at random from the unused Flare deck.
Super: You may use this power after losing any home base.
TRUNCATOR [O:rec.c] Simplifies Totals Matt Stone
You have the power to shorten. As a main player in a challenge, after cards
are played but before they are revealed, you may call out "truncate". Once
final totals are calculated, the outcome is determined by the last digit of
each side's total. Negative totals remain negative.
History:
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild: At the start of your turn, you may cause the number of external bases
needed to win the game be permanently decreased by one. This is for all
players. Use once and discard.
Super: If you have truncated as offensive player and there is a tie, you win
the challenge.
Pro: After final challenge totals are calculated, you may untruncate.
Con: As main player against Truncator, he may only truncate before challenge
cards are played.
TUNNELER [B:MS] Defends Two Systems Matt Stone
You have the power to burrow. Start the game with an empty planet hex
to your left or right. (With the Terrorist or Mummy, these are
planets 6 through 10.) Whenever you should lose tokens directly from a
base in your primary system to the Warp, they go to the corresponding
base on the other system instead. (Tokens go from the middle base to
the middle, the far left to the far left, etc.) Once on the second
system, they can be attacked as if they were on a base in your primary
system. Tokens lost from these bases go to the Warp. To lose your
power, you must have fewer than 3 home bases on the two systems
combined. If you lose your power, bases on the second system still
count for other players who have them, but no new challenges can be
made there. If you get this power card after play has begun, place an
additional hex to your left or right.
History:
Timing:
Setup
Play at any time
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: Tokens that you should lose to the Warp from a planet base may
instead go to any other corresponding planet base that you have in any
system.
Super1: Tokens that you should lose to the Warp in your second system
return to your first.
Pro: Place another empty hex system to your left or right. These
count as home bases 11 through 15. Tokens lost from bases 6 through
10 go to the corresponding bases in this system. Tokens lost from
this system go to the Warp.
Con: If the Tunneler player causes you to lose tokens in his primary
system for any reason, you instead place them on the corresponding
base in his second system.
TYCOON [M:Archi:L] COLLECTS EXTRA LUCRE Matt Stone (Lucre)
At the start of each of your turns, you collect a Lucre for each
planet base that you occupy instead of the normal 1 Lucre.
History:
Restriction: Use only in a game with Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may buy as many cards as you want in a challenge. You are
not limited to 4.
Super: You may collect the extra lucre from other players instead of the
box.
UNDERDOG [O:E1.4:L] Buys Off Attacker Matt Stone (Lucre)
You have the power to save yourself. You start the game with 4 extra Lucre. If, as the
defensive player in a challenge, you believe that you can not win, you may buy
off your attacker. Pay him a Lucre for each of his tokens on the cone. He
must take them back to bases and play passes. If you don't have enough Lucre
to buy him off and you lose the challenge, collect 1 Lucre from the box for
each of your tokens lost to the warp as a result of the attack. You do not
collect Lucre if you fail to deal.
History:
Restriction: Use only in a game with Lucre!
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: Whenever another player is supposed to draw consolation from your hand,
you may prevent him from doing so by paying him one Lucre per card he would
have drawn.
Super: You may use Lucre from the box to pay off your attacker.
UNDERTAKER [M:E1.4:L] PUTS TOKENS INTO WARP FOR A FEE Matt Stone (Lucre)
You have the power to bury. Whenever another player should lose tokens to the Warp, you take them (this takes place before the Psycho or Saint may act).
He must pay you a Lucre to put them in the Warp. If he can't or won't
pay you, you keep the tokens on your star disc. A player may
save himself from the Void by refusing to pay you. As part of a deal,
you may later free them to the Warp. If you lose your power due to
loss of your power card or lack of home bases, tokens
you hold are freed to the Warp.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
VACCINE [M:MS:2] FACES NO ALLIES AS DEFENDER Matt Stone
You have the power of immunity. As the defensive player in a challenge, no one may ally
against you (even Parasite or Traitor).
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
Wild: You are immune to the Plague and Revolt Edicts.
Super: No one may ally against you when you are a main player.
VAMPIRE [O:Archi:L] SUCKS AWAY CARDS, TOKENS, AND LUCRE Matt Stone (Lucre)
You have the power to suck. On each challenge in which you are not a
main player, you may do one of the following: take one card at random
from each main player's regular hand and discard them; take one Lucre
from each main player and return them to the box, or take one token from
a planet base belonging to each main player his choice) and put them in
the Warp.
History:
Restriction: Do not use in a 2-player game. Use only in a game with Lucre.
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild: As a main player, your opponent's tokens and his allies tokens
have no value in the challenge, i.e., no consolation, rewards, adding to
the Challenge. However, such tokens still count as occupying bases. This
Flare overpowers Carpenter Flare.
Super: You may take tokens our of the Warp or Void even if you are an
ally.
WAND [B:MS] Gains Temorary Use Of Powers Matt Stone
You have the power of charges. As a main player in a challenge, when your
opponent uses his power you gain one "charge" for use of that power in a
succeeding challenge. In a multiple power game, you may accumulate one charge
for each power used during a challenge, but you may use only one charge per
challenge.
History: The Wands have learned to empower inanimate objects with the traits of
others. They use these traits to empower themselves to universal conquest.
Restriction: Do Not Use In A Game With Oracle, Terrorist, Wraith, Mummy, or Schizoid.
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: When another player plays an Edict or Wild Flare, you get a charge. In a
future challenge, you have one use of that Edict or Flare. This Flare can only
be zapped as it is played.
Super1: You do not expend a charge when you use a power.
Pro: Whenever any other player's power is used, you get a charge. You can
expend as many charges for use of powers as you want in a challenge.
Con: Wand picks a power for which he has charges. He can only use that power
until all charges are used. Then he picks another power.
WARLOCK [O:Archi] DRAWS CARDS FOR TOKENS LOST TO WARP Matt Stone
You have the power over loss. For every token you lose to the Warp, you
may take a card from the top of the deck.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: Collect 1 card from the top of the deck for each of your tokens lost to
other players' star discs or out of the game.
Super: Collect 2 cards for each token lost.
WELFARE [O:MS:L] Asks For Lucre Matt Stone (Lucre)
You have the power to leech. If you are not a main player, before
cards are played, you may ask one of the two main players in a
challenge for 2 Lucre. If he can't or won't give it to you, you may
take a card at random from his regular hand.
History: A poor race of beings has long since lost hope of ever
gaining financial security and must survive on the generosity of
others. Fortunately for them, the sympathy in others clouds their
vision; for otherwise, they would have noticed how the Welfares are
milking them for all their worth.
Timing:
Phase 7 - Play cards
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: As main player, your allies may spend Lucre to increase your
challenge total. They must spend at least 3 Lucre in this way if they
can.
Wild: You may add your allies' Lucre to your challenge total.
Super1: If not given the Lucre, you may look through that player's hand
and take any two cards of your choice.
Super: If not given the Lucre, you may look through that player's hand
and choose the card you want.
Pro: When not a main player, you may leech from both main players.
Con: As main player, Welfare may only leech your opponent.
WHIRLPOOL [O:Archi:2] TAKES BASES TO WARP Matt Stone
You have the power to pull. When you lose tokens to the Warp from a
base that you share with other players, you pull all of their tokens from
that base into the Warp. If you still have other tokens there, they remain
on the base (as when the Assassin takes one of your tokens from a
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: Pass this card to the player on your right and draw a card at
random from his regular hand. This card may be used only once per
challenge.
Super: You may allow a player to remain on the base in exchange for a
base or cards.
WHORE [O:MS:L] Offers Base To Attacker Matt Stone (Lucre)
You have the power to sell yourself. As the defensive player in a
challenge against a planet base where you have tokens, before allies
are called for, you may offer to allow the attacker to land on the
base in exchange for a base, cards, tokens, or Lucre. If he agrees,
it is treated as a successful deal. If he doesn't agree, you each
lose 3 tokens to the Warp and play passes.
History:
Timing:
Phase 4 - Offense invites allies
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: Sell this card to another player for 5 Lucre. This card may
only be sold once per challenge. You may not sell this card to the
player from whom you had most recently bought it.
Super1: If your offer isn't accepted, take all of your opponent's
Lucre.
Pro: If your offer is not accepted, you lose no tokens and your
opponent loses 4.
Con: Whore's power is delayed until phase 7. If you are an ally and
Whore's offer is accepted, continue as if you won. If not accepted,
return your tokens to bases.
WIZARD [M:MS] Collects Powers Matt Stone
You have the power to accumulate. Whenever you lose a challenge as a
main player or ally, draw a new power. Powers accumulate until you
gain an external base, when you must discard them.
History:
Timing:
Phase 10 - Interphase
Notes: The recommended experience level for this power is Expert. This is a Meta type power.
Wild1: If you lose a challenge as main player or ally, take the top two
Flares from the unused Flare deck.
Super1: You do not discard accumulated powers upon gaining an external
base.
Pro: You may discard the Wizard power and keep any two of the powers
accumulated.
Con: Wizard may use only one of his accumulated powers of his choice
per challenge.
YETI [O:MS] KILLS TOKENS WITH CARDS Matt Stone
You have the power to be abominable. At the start of your turn, you may discard an Attack card valued between
1 and 10. Throw that many tokens belonging to other players into the warp.
Tokens may come from anywhere, but you may not take a player's last token
from any base, nor can you take more than half of the tokens from any one
player.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
YOUTH [O:MS:L] Not Responsible For Actions Matt Stone (Lucre)
You have the power of irresponsibility. At the start of your turn,
designate another player to be your "parent" for that turn. On that
turn, whenever you must lose cards, tokens, or Lucre, your "parent"
loses them instead. This includes tokens or Lucre used to pay taxes
or fees and cards taken as consolation. You must use your own cards,
tokens, or Lucre if your "parent" can not pay for you. You pay your
own Lucre for things such as buying cards or increasing challenge
total.
History:
Timing:
Phase 10 - Interphase
Play at any time
Notes: The recommended experience level for this power is Advanced. This is a Resource type power.
Wild1: When required to give consolation you may designate another
player (except the recipient) to provide it instead.
Super1: You may have another player be a parent when it's not your
turn. You may play this card if there is a lien on your hand.
Pro: You may demand an "allowance" from your parent. At your parent's
discretion, he either gives you 5 Lucre or allow you to look through
his hand and take any card you want.
Con: Youth cannot choose you to be his parent.
Displayed 111 powers.
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