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A-BOMB [M:WWW] EXPLODES AT CRITICAL MASS Rick Katz

You have the power to explode. Whenever you add one or more tokens of your primary color to a planet causing it to have 7 or more tokens of your primary color on it, you reach critical mass. Half of your regular tokens (rounding down) immediately move one planet counterclockwise.

History:

Restriction: Do not use with Amoeba, Census, or Worm.

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



BARTERER [O:WWW:2L] OFFERS EXCHANGES Rick Katz (Lucre)

You have the power to dicker. Start the game with a store of Lucre equal to 10 times the number of players in the game. Once per challenge in which you are not a main player, before cards are played, you may offer another player Lucre from your store in exchange for any card(s), a base, or the first challenge of his next turn (if you lose or fail to deal during that challenge, he forfeits his second challenge). You ask for the item, the other player then may set a price. If you accept his price, pay him the Lucre and take the item. You may make one counter offer for fewer Lucre. If he does not agree to the revised offer, you may accept the original terms. At any time you may put Lucre from your star disc into the store, but Lucre may only leave the store as part of a barter agreement.

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. Modified by Matt Stone



BUILDER [O:Archi:L] CONSTRUCTS BASES Rick Katz (Lucre)

You have the power to build bases. When you are the offensive main player, you may forgo an attack and build a base with Lucre. Place one Lucre on any planet in the defensive system. This can be your home system. When you have 2 Lucre on a planet, return them to the box and establish a base there. Lucre that are on a planet can not be removed for any reason unless the planet is destroyed. A builder challenge is treated the same as challenging an unoccupied moon. If you lose your power or power card, Lucre on bases remain there.

History:

Restriction: Use only in a game with Lucre. Do not use in a 2-player game or with Machine or Will.

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

Wild: You may pay eight Lucre to the box, and establish a base anywhere. Discard after use.

Super: After building a base, return the Lucre to your star disc.



COLOSSUS [M:Archi:MP] USES EXTRA POWERS Rick Katz

You have the power of extra power. Start the game with one extra power card for each other player in the game. At the end of each challenge in which you were a main player, you must discard one of the extra power cards. When you have run out of extra powers, draw new ones at the beginning of your next turn.

History:

Restriction: Use only in a multiple power game

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

Wild: Force all players (including yourself) to exchange one Alien power card for a new one taken at random. Discard after use.

Super: You need not discard a power card after you are involved in a challenge.



DIVISOR [M:Archi] REDUCES TOKEN VALUE Rick Katz

You have the power to reduce. In a challenge, the value of the tokens on your opponent's side is divided by the value of the tokens on your side before being added to his card multiplied if he is the Virus). For consolation and rewards, tokens have full value.

History:

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

Wild: You may divide the number of Lucre on your opponent's side by the number of Lucre on your side before he adds them in a challenge.

Super: You divide your opponent's total by the value of the tokens on your side after he adds his card.



DUNGEONMASTER [O:Archi:2] FORCES OTHERS TO TRY TO DEAL Rick Katz

You have the power to control. As a main player, any time before cards are played, you may force two other players to try to deal. If a deal is not made and one of the players is the attacker, play passes. Otherwise play resumes from the point at which it was suspended. Players who do not deal must each lose 3 tokens 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 Rules type power.

Wild: Nullify a deal made by other players after it is agreed to. They can not make another. Discard after use.

Super: You dictate a deal which the two players must make.



FREEZER [O:Archi] PREVENTS ACTIVITY ON BASE Rick Katz

You have the power to suspend. On each challenge, immediately after the defensive system is determined, you may freeze one planet or moon. No action of any type may involve that base or any tokens on it for the rest of the challenge. You may not freeze the same planet or moon on successive challenges. Continuous moons which are frozen are not in effect for the challenge.

History:

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

Wild: On each challenge, you may freeze a specific card. No one may play that card for the duration of the challenge.

Super: You may freeze the same base or moon on successive challenges.



MEDIUM [O:Archi:2] MOVES THE CONE Rick Katz

You have the power to shift. As the defensive player in a challenge, before allies are called for, you may draw an Attack card at random from your opponent's regular hand. He keeps the card. The cone moves this number of bases to the right. If a legitimate challenge can be made on the base where the cone lands, it must be made. If more than one challenge is possible, the offensive player chooses who will defend. If no legitimate challenge can be made on the base where the cone lands, you and the attacker must try to deal. Deal rules apply.

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: Write down the Attack Card you think your opponent in a challenge will play. If you are right, you win the challenge regardless of the totals. If you are wrong, give this card to your opponent.

Super: After seeing the card, you may shift the cone to the left or the right.



TORTURER [O:Archi:L2] PUNISHES OPPONENT Rick Katz (Lucre)

You have the power to inflict pain. As a main player in a challenge, you may do one of the following to your opponent unless he pays you a Lucre:
-Remove 2 of his tokens to the Warp (he chooses the tokens).
-Force him to discard all of his Attack cards.
-Force him to discard all of his Edicts.
-Force him to discard all of his Flares.

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: Force all other players to each vacate a planet base. Tokens disperse. Discard after use.

Super: You may refuse the Lucre and perform the torture.



WARDEN [M:Archi] IMPRISONS LOSING TOKENS Rick Katz

You have the power to imprison. Whenever another player should lose tokens to the Warp as a direct result of a challenge in which he is the attacker and both players have played Attack cards, you imprison them on your star disc. In any challenge in which you are a main player, if you hold tokens belonging to your opponent, you must free one to the Warp. You may also parole tokens to the Warp as part of a deal. If you lose your power, you must still parole tokens normally, but may not offer them in a deal.

History:

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

Wild: If a player plays a Plague or Revolt Edict on you, you may take any 3 of his tokens and imprison them on your star disc. Release one to the Warp each time you and he are the two main players in a challenge.

Super: Tokens you imprison receive a life sentence which can only be commuted as part of a deal, even after you have lost this card.

Displayed 10 powers.