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ARBITER [M:BGG] Restricts Deals SpaghettiToastBook

You have the power to Stipulate. Whenever players attempt to make a deal, use this power to choose a number of colonies or cards (but not both) that must be given in that deal. It must still be possible for those players to make a successful deal.

When a successful deal is made, you receive one reward for each player in that deal.

History:

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

Wild: When you fail to make a deal, you don't lose ships to the warp and the encounter counts as a success for you.

Super: When players fail to make a deal, you may establish a colony on any planet in one of those players' systems.



BOOSTER [O:BGG] Boosts Benefits with Reinforcements SpaghettiToastBook

You have the power to Boost. Whenever appropriate, you may use this power to discard a reinforcement card and add its value to one of the following:
• Cards you are drawing from the deck
• Ships you are retrieving from the warp
• Ships you are sending into an encounter
• Compensation you are taking
• Rewards you are receiving

As a main player, before allies are invited, you may use this power to add a reinforcement card from any discard pile to your hand.

History:

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

Wild: You may square the value of one reinforcement card you have played.

Super: When you establish a colony, you may discard a reinforcement card to gain a colony on any other planet. Afterward, discard this flare.



BRIGAND [O:BGG] Steals Opponent\'s Encounter Card SpaghettiToastBook

You have the power of Robbery. As a main player, after encounter cards are selected but before they are revealed, you may use this power to steal your opponent\'s encounter card and add it to your hand. Your opponent must then play another encounter card to replace it (drawing a new hand if necessary).

History:

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

Wild: As a main player, before encounter cards are selected, you may steal a card at random from your opponent's hand and add it to your hand.

Super: After using your power, you may replace your encounter card with the stolen card, returning the card you originally played to your hand.



CHEF [O:BGG] Cooks Up Better Cards SpaghettiToastBook

You have the power to Cook. As a main player or ally, after alliances are formed, you may use this power to put a card from your hand on this sheet as an ingredient. Cards on this sheet are not considered part of your hand.

At any time, if your ingredients consist of at least four different card types, you may discard all of them. For each type of card you had as an ingredient, you may take one card of your choice of that type from any deck. Afterward, shuffle all decks you looked at.

History:

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

Wild: At the start of any turn, you may discard a card from your hand. All other players must then discard one card of that type at random, if possible. Give this flare to the Chef after use (or discard it, if the Chef isn't playing).

Super: After discarding your ingredients, you may take one additional card of any type.



DRAGON [O:BGG] Draws Treasures SpaghettiToastBook (Revision)

You have the power of Treasure. The ten treasure cards outside the game are the \"treasure hoard\". Whenever you draw cards as part of a new hand (including your starting hand) or as rewards, you may use this power to draw one of those cards selected at random from the treasure hoard.

As a main player, when you win an encounter, you receive one reward.

History:

Notes: The recommended experience level for this power is Novice. This is a Card Gain type power. The cards in the treasure hoard have a cosmic deck back. This is just a first draft, but thinking this would be a good treasure hoard:
• Attack 40
• Negotiate (Epic Oratory)
• Morph
• Retreat
• Intimidate 39
• Reinforcement +8
• Kicker ×3
• Finder
• Force Field
• Omni-Zap

Wild: When you draw cards for rewards, you may draw one of those cards from the unused flare deck.

Super: When using your power, you may draw a card of your choice from the treasure hoard.



FORTUNE [O:BGG] Guesses Attack Card SpaghettiToastBook

You have the power of Luck. As a main player or ally, after alliances are formed, you may use this power to discard an attack card from your hand. Draw and discard cards from the deck until an attack card is discarded. If that card has a value lower than the card you discarded, gain seven rewards. Otherwise, the opposing main player chooses two of your ships and sends them to the warp.

History:

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

Wild: Before destiny is drawn, you may guess which player will be the defense. If you end up being correct, gain three rewards. Otherwise, give this flare to the player to your left.

Super: When using your power, you may gain rewards if the card you discarded has a value equal to the card from the deck.



GERM [O:BGG] Contaminates Card Types SpaghettiToastBook

You have the power to Contaminate. At the start of any encounter, you may put a card facedown on this sheet, swapping it with any card already on it, or put a card on this sheet back in your hand. Cards on this sheet are not considered part of your hand. At the end of any encounter, if you have a card on this sheet, you may use this power to reveal it. The type of that card was contaminated. Any other player that played cards of the contaminated type this encounter loses one ship of your choice to the warp. Attack cards are only considered contaminated if their value is equal to or lower than the attack card you revealed. Afterward, discard the card you revealed.

History:

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

Wild: After encounter cards are selected but before they are revealed, you may contaminate a type of encounter card. After encounter cards are revealed, if the card type of the encounter card your opponent revealed was the one you contaminated, he or she loses one ship of his or her choice to the warp.

Super: Players that played a card of the contaminated type lose two ships of your choice instead of one.



MARKETER [O:BGG] Dilutes Opponent’s Hand SpaghettiToastBook

You have the power to Spam. When you lose an encounter or fail to deal, after any compensation is collected, you may use this power to give your entire hand to your opponent.

History:

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

Wild: Before encounter cards are selected, you may offer a card of your choice from your hand to your opponent. If your opponent rejects your offer, discard the card you offered and gain one reward.

Super: When using your power, you may first discard up to two cards from your hand.



METEOROLOGIST [O:BGG] Declares Background Effects SpaghettiToastBook

You have the power of Weather. As a main player, after alliances are formed, you may use this power to have one of the following effects apply this encounter:
• Aurora: Gains for allies are reversed.
• Eclipse: Non-encounter cards can\'t be played.
• Horizon: Ships don\'t count toward encounter totals.
• Nebula: Attack cards don\'t count toward encounter totals.
• Nova: Compensation, ships lost due to a failed deal, and values of revealed attack cards are doubled.

History:

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

Wild: As a main player, before allies are invited, you may declare the presence of dangerous weather. Each player that sends ships into the encounter loses half of them, rounded up, to the warp.

Super: You may use your power when you are not a main player.



SEARCHER [O:BGG] Searches for Cards SpaghettiToastBook

You have the power to Search. As a main player, before encounter cards are selected, you may use this power. Your opponent chooses a card type, then you have one minute to search the deck for a card that isn\'t that type and isn\'t the Searcher flare. Show that card to your opponent and add it to your hand, then shuffle the deck.

History:

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

Wild: Each other player may name a card, then you have one minute to search the deck for a card that wasn't named. Show that card to all players and add it to your hand, then shuffle the deck. Give this flare to the Searcher after use (or discard it, if the Searcher isn't playing).

Super: When using your power, you may search for any card.



SENTRY [O:BGG] Destroys Incoming Ships SpaghettiToastBook

You have the power to Defend. Whenever another player sends ships into an encounter in your system or lands ships on a planet in your system, you may use this power. Half of those ships (rounded up) are sent to the warp.

History:

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

Wild: As the defense, you may use this flare before allies are invited. The offense may not invite any allies.

Super: For the rest of the encounter, you may use your power on encounters and planets in any system in which you have a colony.



SPECULATOR [M:BGG] Risks Ships to Gain Rewards SpaghettiToastBook

You have the power to Wager. At the start of each encounter, you may add a token to this sheet.

As a main player, after winning an encounter, use this power. You receive rewards equal to the number of tokens on this sheet, then add a token to this sheet.

As a main player, after losing an encounter, use this power. You lose ships to the warp equal to the number of tokens on this sheet, then discard all tokens from this sheet. These lost ships are in addition to any ships lost from the encounter.

History:

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

Wild: As a main player, before encounter cards are selected, you may discard up to three cards. If you win the encounter, draw two cards from the deck for each card you discarded.

Super: At the start of any encounter, you may either double the number of tokens on your sheet or discard all tokens from this sheet. Afterward, discard this flare.

Displayed 12 powers.