The Amazing Alien Database
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ABBOT [O:Archi:L] OFFERS REFUGE FOR LOST TOKENS Unknown (Lucre)
You have the power to grant sanctuary. Whenever another player loses
tokens you may offer for one or more Lucre to allow him to replace those
tokens on a base you share with him.
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 declare one planet base "a holy place". It may not be
attacked, nor may tokens be lost from there while you hold this card.
Super: You may pay a Lucre to the box to grant your losing tokens
sanctuary on one of your planet bases.
BANKER [O:MS:L] LOANS LUCRE TO PLAYERS Unknown (Lucre)
You have the power to mortgage. Any other player may borrow Lucre from the
bank by putting their tokens up for collateral. They must give you one of
their
tokens for every 4 Lucre, minimum 1 token at least, that they borrow. Put
the
tokens off board and out of play. A player may borrow as often as he wants,
even if you already have one of his tokens. However, players do not get
back
any of their tokens until they pay back in full their entire loan plus 25%
interest, rounded to the nearest Lucre, minimum of 1. If Economist is in
the
game, the interest remains at 25%. The loan is paid back to the bank, but
you
collect the interest. Once a player has paid back his entire debt he will
get
back all of his tokens. A player need not pay back the entire loan at once;
he
may pay in installments. You may only be zapped at the time the loan is
made.
If you lose your power, you may not loan out any more Lucre, but players
must
still pay back outstanding loans, and you still collect the interest due. A
player cannot win the game if he owes Lucre.
History: The Bankers loan out money to cash starved Aliens who need it to
finance their war plans. However, the Bankers use this leverage upon them
to
control the war effort for their own ends.
Restriction: Use Only In Games With Lucre.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild1: You may loan the use of a power from the unused powers deck for 10
Lucre
to another player. You choose the power. If the offer is not accepted, you
may
keep this card.
Super1: You may demand a player pay back his loan now. If he does not have
enough
Lucre, he pays what he can. You then get his power until he pays the
difference.
Pro: When you embezzle, you take 2 Lucre.
Con: Banker cannot embezzle during your transactions.
DEBTOR [O:E1.4:L2] Spends Lucre On Account Unknown
You have the power to owe. Once you are out of Lucre you may write
IOU's. 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 one IOU for each Lucre so borrowed.
Whenever you need to pay Lucre to another player, write out an IOU for
each Lucre you should pay him. 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 six IOU's or a base to destroy
15. You must accept the terms. Whenever you acquire Lucre, you must
use it to immediately buy back IOU's. If you have no outstanding IOU's
you may keep it.
History:
Restriction: Use only in a game with Lucre! 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: You need not pay taxes or fees of Lucre or tokens.
Super: You need not accept the terms for destroying IOU's.
DEFLECTOR [O:Archi] DECIDES WHERE TO DEFEND Unknown
You have the power to divert. When you are the defensive player, you
may make the offensive player attack you on any planet base in any
system, so long as you have tokens there.
History:
Restriction: Do not use with Decoy or Doubleheader.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: You can not be attacked in your home system. If no other
legitimate challenge is possible in your system, the offensive player
must flip the destiny pile again.
Super: When you divert an attack to another player's system, he becomes
the defensive player if a legitimate challenge can be made.
DESTROYER [O:Archi:2] STOPS A POWER Unknown
You have the power to zap. Immediately after the defensive player in a
challenge is determined, you may specify one power that can not be
used during that challenge. The power is treated as if it had been
Cosmic Zapped. You may not stop the same power on successive
challenges.
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: For the rest of the challenge in which a player stops you from
using your power, he may not use his
Super: You may stop the same power on successive challenges.
ENFORCER [O:Archi:2] FORCES GAME ACTIONS Unknown
You have the power of muscle. Once per challenge, you may force
another player to perform one of the following game actions. You may
tell him to play a certain Edict or Flare, buy cards, ask for allies, take a
second challenge, or attack his home system if possible when he flips
his own color in the destiny pile. You may not specify how the player
must execute the action (e.g. you can force him to take allies, but not
specific ones, or you can force him to play a Cosmic Zap, but he chooses
who to play it on.) If a player can not perform the action you demand, you
may not make him do another (e.g. he has no Cosmic Zap.)
History:
Restriction: Do not use in a 2-player game.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: You may prevent a non-main player from participating in a
challenge. He may not ally or play cards during the challenge.
Super: You may specify how the player must perform the action you force
him to take.
ENTERPRISE [O:Archi] WARPS TO NEW SYSTEM Unknown
You have the power to warp. As the offensive player, after you have
flipped the destiny pile, you may warp to a different system. To do this,
discard an Attack card. Then, starting from the middle planet in the
determined system, move the cone clockwise a number of planets equal
to the value of the discarded card. The planet where the cone lands
becomes the planet you must attack, and the owner of the system is now
the defensive player. If you want to warp the cone to your home system,
there must be a legitimate attack on the planet where the cone lands. If
more than one challenge is possible there, you choose the defensive
player.
History:
Restriction: Do not use with Doubleheader, Decoy or Siren.
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: As a main player in a challenge, you may beam 2 of your tokens
from another player's star disc back to your home bases.
Super: You may start your warp from any planet in the system.
EQUALIZER [O:Archi:2] BALANCES ALLIES Unknown
You have the power to even the odds. As a main player or ally in a
challenge, after allies are committed, you may force one other player who
has voluntarily allied in the challenge to commit an equal number of
tokens to the other side.
History:
Restriction: Do not use in a 2-player game or with Delegator
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: As a main player in a challenge, you may choose to have the
outcome decided as if you had the same number of tokens on your side
as your opponent.
Super: Equalized allies get nothing if they win, and must return to bases.
FATE [O:Archi] CALLS FOR PREDETERMINED OUTCOME Unknown
You have the power of destiny. As a main player in a challenge, before
cards are played, you may call for divine intervention. The offensive
player must draw cards from the top of the deck until he gets a challenge
card which he must play (non-challenge cards are immediately
discarded), then the defensive player must do the same. The challenge
outcome is determined normally with both players having played the card
they drew. (Deuce still plays his second card normally, as does the
player opposing Decoy. With Knight or Multiple, players alternate each
time they draw a playable card until all cards are played.
History:
Restriction: Do not use with Doppelganger, Laser, Oracle, or
Procrastinator.
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: When you must play a challenge card, you may elect to play it from
the deck. Draw cards from the deck until you get a challenge card to play.
Discard any non-Challenge cards you draw immediately.
Super: You may keep any non-Challenge cards you draw.
KAHN [O:Archi:L2] REVENGES ON WINNING OPPONENT Unknown (Lucre)
You have the power of wrath. If, as a main player, you play an Attack card
and lose the challenge, send one of your opponent's tokens to the Warp
(your choice), and he must pay you a Lucre. If he has no Lucre, take the
card of your choice from his regular hand.
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: If another player establishes an external base, he must let you join
him there or return his tokens to other bases.
Super: You may take revenge against your opponent's allies as well.
LUNATIC [O:Archi:M] MAY CO-OCCUPY MOONS Unknown (Moons)
You have the power to share moons. You may co-occupy moons. To land
on an inhabited moon, as the attacker in a moon challenge (or with Moon
Switch, etc.), simply move in. As the defender, you may choose to play
out the challenge or let the attacker join you. Immediate moons take
effect again when a new player lands, continuing moons affect all
players on them and secret moons take effect when any player reveals
them. If a conflict results, it favors you. A player attacking a shared moon
picks one defender. You may offer cohabitation rights in a deal. Any
number of players may share a moon with you, but if you leave,
remaining players must make a moon challenge to determine who stays.
(The last player who arrived is the attacker. If more than 2 are left, start
with the last 2 players and continue until one player remains.) Effects of
the disputed moon are suspended until ownership is settled.
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: Evict any player from a Moon. You may occupy the moon
instead. Discard after use.
Super: You may be an ally or accept allies on any Moon challenge.
MASTER [M:Archi:2] CAPTIVATES LOSING PLAYERS Unknown
You have the power to enslave. When you win a challenge, you enthrall
your opponent. While under your power, he may not attack you (if he flips
your color in the destiny pile, he may land on a moon or flip again). When
an enthralled player gets cards (except a new hand), you may take them,
and when he gains a planet base, you may join him on it. When he wins a
challenge against another player, you may enthrall that player as well. A
player may escape enslavement by losing a challenge or paying you 3
Lucre. A Zap Edict prevents you from enthralling, and/or frees enthralled
players for that challenge. If you lose your power card, or the use of your
power (except to a Zap), all enthralled players are freed.
History:
Restriction: Do not use in a 2-player game, or with Insect, Mentor or Plant.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: While this card is in your hand, you must play Compromise
Cards whenever possible.
Super: A player may only escape enthrallment when he loses his Alien
Powers.
MERCENARY [O:WWW:2] May Change Sides or Collect Bonus Unknown
You have the power to profit. When you are an ally in a Challenge, after all allies' tokens are committed but before Challenge cards are revealed, you may switch your committed tokens to the other side if you get the permission of the Main Player whose side you would join.
If you do not switch sides before Challenge cards are revealed and your side wins with an Attack card, you may randomly draw up to one card from your Main Player ally's hand for each token you committed.
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.
MULE [O:Archi] PICKS UP DISCARDED KICKERS Unknown
You have the power to kick. You may pick up any Kickers played or
discarded by other players and add them to your regular hand. In
addition, when you need to draw a new hand, you may keep any Kickers
you hold and draw 7 new cards.
History:
Restriction: Use only in a game with Kickers. Do not use with Punter.
Notes: The recommended experience level for this power is Advanced. This is a Combat type power.
Wild: Use this card as the Kicker of your choice. Discard after use.
Super: You may pick up your own Kickers.
ORATOR [O:Archi] DECLARES WIN IN COMPROMISE Unknown
You have the power to persuade. In any challenge in which both sides
play Compromise cards , you may declare one side to be the winner.
The losing main player receives consolation as though only he had
played a Compromise.
History:
Notes: The recommended experience level for this power is Novice. This is a Rules type power.
Wild: You may cause any Compromise Card played to be turned into an
Attack Zero.
Super: You may choose to try to deal instead.
PHANTOM [M:Archi] USES FAKE TOKENS Unknown
You have the power to hide. At the start of the game, place four tokens of
each of two different colors on each planet in your home system. Write
down secretly which color tokens are real, and which are phantom. You
move each set of tokens in any way which would be legal if those were
your real tokens and the other color of tokens did not exist at all.
Whenever it is necessary to know which tokens are real (to determine
the legality of a game action that you or another player attempts to
take, or the winner of a challenge if the outcome would be different
depending upon which color was real), reveal which tokens are real and
which are phantom, remove the phantom tokens from the game, and take
back the action if it turned out to be illegal. At the start of the next turn (or
if you acquire the Phantom in mid-game) place the same number of tokens
of a new color in each location where you have tokens, and secretly write
down which color is now real and which phantom.
History:
Notes: The recommended experience level for this power is Advanced. This is a Rules type power.
Wild: If you have no secret power, you may make one of your existing
powers secret.
Super: You may change your mind about which color tokens are real at
any time, including when you have to reveal which color is real.
POLITICIAN [M:WWW:L2] ALLIES FOR LUCRE Unknown (Lucre)
You have the power to take bribes. As an ally, after challenge cards are
revealed, any player on the opposition may offer you Lucre to change sides.
All of your tokens in the challenge may now join them, even if you were in
a forced alliance by the Magnet or Glue.
History:
Restriction: USE ONLY WITH LUCRE IN THE GAME. DO NOT USE IN A
TWO PLAYER GAME.
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: If you fail to deal, except by Wrack, you do not lose any tokens.
Super: After challenge cards are revealed, you need not wait for a bribe
and may join the opposition.
RAPPER [O:Archi] DUMPS PLAYED CARDS Unknown
You have the power to replay. As a main player, after challenge cards are played, but before they
are revealed, you may call out "discard". The played challenge cards
are discarded, and you and your opponent must choose another one.
History:
Notes: The recommended experience level for this power is Novice. This is a Combat type power.
VAGABOND [O:Archi] DRAWS CARDS FROM DISCARD PILE Unknown
You have the power to rummage. Whenever you buy cards or get a new
hand, you may draw cards from the deck or the discard pile. If you draw
them from the discard pile, you draw from the top. All cards must come
from the same place, and if there are not enough in the discard pile you
must draw from the deck.
History:
Notes: The recommended experience level for this power is Novice. This is a Resource type power.
Wild: You may look through the discard pile and exchange this card for
any card there.
Super: When you buy cards, you may choose to take some from the
discard pile and the rest from the deck.
WRAITH [M:WWW:2] HAUNTS PLANETS Unknown
You have the power to pervade. At the start of the game, you get one
special token for each other player in the game. Each extra token haunts a
planet in another player's system. Write down the locations of the
haunted planets. When another player establishes an external base on a
planet with a hidden token, the Wraith comes out of hiding, and
establishes a base there. A Wraith token may not be moved off the planet
for any reason (including Terrorist bombs or Filth), and may only be
attacked by the player in whose system it resides. If you lose this
challenge, the token is exorcised and goes back into hiding. If all Wraith
tokens have been revealed (even if they have been exorcised), you may
haunt another planet. If you lose your power, revealed Wraith tokens
remain out, but do not count (although they can still be exorcised.) If you
receive this power after play has begun, write down the location of your
tokens as if starting the game.
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: As a main player in a challenge, you may retrieve one of your
tokens from the Warp to bases for each opposing token lost to the Warp
as a direct result of the challenge outcome.
Super: Your tokens can not be exorcised.
Displayed 20 powers.
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