| The Amazing Alien Database
 
Show aliens that match these criteria:
 
 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.
 |