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ARBITER [O:WashU] IMPLEMENTS DEALS Washington University

You have the power to settle. Whenever two other players must make a deal, you may determine certain of the terms. If a player gains a base in the deal, you select where the base is gained; you must select a planet where the player's opponent has a base and the player does not. If a player gets cards from his opponent, the players only determine the number of cards to be transferred; you take the opponent's hand and select the specific cards. You may not interfere with Diplomat three-player deals.

History: Shortly after they achieved a technological society, a"limited"nuclear exchanged caused by disagreement over the terms of a treaty destroyed eleven-twelfths of the Arbiter race. The survivors rebuilt their culture, adopting the absolute policy that all agreements, no matter how trivial, must be monitored and enforced by a neutral third party. The Arbiters are now determined to apply the same system to the Cosmos, thus ending war forever -- even if they must crush all opposition to do so.

Restriction: Do not use in a two-player game.

Timing:
Phase 8 - Reveal cards

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

Wild: Whenever you deal, give this card to your opponent. He must either give you a base, or return this card and one other (drawn at random) from his hand. This completes the deal. This card may not be used in Diplomat three-player deals.

Super: Whenever two other players deal, you dictate all the terms. Both players must get something (cards, Lucre, or a base) in the deal. If the players accept the deal, implement it as usual; if they refuse, they both lose three tokens to the Warp.



AUCTIONEER [M:WashU:L] AUCTIONS CARD FOR LUCRE Washington University (Lucre)

You have the power to auction. Before each challenge in which you are an offensive player, take the top card of the deck, place it face up in front of you, and auction it for Lucre. All bids must be at least one Lucre, and you cannot prevent any of the other players from participating; however, you cannot bid. The high bidder pays you and takes the card for his hand. If no one bids, you may take the card for your own hand or discard it.

History: A resource crunch on their home worlds led to fierce competition among Auctioneers for the remaining materials. Those Auctioneers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Auctioneers remain quick to exploit the need of others to enrich themselves.

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: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder pays you in Lucre, then puts one of his tokens from any planet onto the base. Use once and discard.

Super: When you auction, take the top card of the deck and put it in your hand. Then select any card from your hand and auction it. If no one bids on the card, you may keep it or discard it.



BLARE [M:WashU] DROWNS OUT OPPONENT Washington University

You have the power of loudness. As a main player, you invite allies first. Your opponent may not invite any player that you invite, even if that player refuses to ally with you. You are also immune to Silencing.

History: Geological and meteorological activity on the Blare homeworld creates a continuous noisy background, both of sound and in the electromagnetic spectrum. The Blares have developed powerful communications equipment to compensate, and use their abilities to seize the initiative in Cosmic conflicts.

Restriction: Do not use in a two-player game.

Timing:
Phase 4 - Offense invites allies

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

Wild: You are immune to Silencing. If neither the Silencer nor the Blare are in the game, you may exchange this Flare for one drawn at random from the deck of unused Flares; this Flare is removed from play.

Super: You may completely drown out your opponent, preventing him from inviting any allies (even if you don't invite any).



BRUMMAGEM [O:WashU:L] CREATES COUNTERFEIT LUCRE Washington University (Lucre)

You have the power to counterfeit. Whenever you pay Lucre to another player, you may mark an equal number of pieces of paper. Take the real Lucre in one hand and the counterfeits in the other; the other player chooses a hand and receives the contents. Any player who receives counterfeits can attempt to pass them in the same way, but in all such attempts one hand must contain only real Lucre, and the other hand must contain an equal amount of Lucre (possibly a mix of real and counterfeit Lucre). No player may pass you counterfeits, nor do they count toward the total in a challenge, nor may they be paid to the box. Counterfeits can only be used to buy cards or tokens if the Dragon is in the game; the buyer may then attempt to pass counterfeits to the Dragon.

History: The Brummagem have always valued appearance over substance. This led to unfortunate effects when the barter-using Brummagem were introduced to currency. Little suspecting the havoc they wreak on the galactic economy, the Brummagem innocently work toward the day when the Imperial crown (cubic zirconia in a gold-tone setting) will rest firmly on their cephalothoraxes.

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.

Wild: If you receive any counterfeit Lucre, you may exchange it for real Lucre from the box.

Super: Whenever you successfully pass counterfeit Lucre, take one Lucre from the box for yourself.



BUSHWHACKER [M:WashU] KEEPS TARGET SECRET Washington University

You have the power to ambush. As offensive player, take a destiny disc but keep it hidden. Write down the planet you will attack, then put tokens in the Cone but do not point it. You may invite any players (including your opponent) as an ally; defensive allies are not permitted. After allies accept, each player plays a Challenge card (and Kicker). You then reveal the target planet. Players other than your opponent return cards to their hands; if your opponent allied with you, he returns his tokens to bases other than the target planet (if he has no such bases, he may put them on the target). The cards are then revealed and the challenge resolved. Other players may not use powers that can only be used as a main player before cards are revealed (Laser, Oracle, Visionary, etc.), nor may anyone change the color of the destiny disc.

History: The Bushwhackers capture prey by dropping on it from a concealed location. Their troops specialize in sudden, unexpected attacks that leave their opponents scrambling to mount a defense and prevent the hapless victims from organizing allies.

Restriction: Do not use in a two-player game; not suggested for a three-player game.

Timing:
Phase 2 - Destiny

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

Wild: As offensive player, you may make all other players (except Oracle) play challenge cards before you flip the disc. After the color is determined, players other than your opponent return cards to hand.

Super: After you reveal your target, all players other than your opponent who played cards discard them.



BUSYBODY [O:WashU] CAN REPLACE A CHALLENGE CARD Washington University

You have the power to interfere. In any challenge in which you are not a main player or an ally, you may look at either player's challenge card after it is played and before it is revealed. You may then trade that card for one from your hand. If you trade the card and the player wins the challenge or makes a deal, you receive a reward of one card from the deck or one token from the Warp for every token the player had in the challenge. If you trade and the player loses the challenge or fails to deal, you lose the same number of tokens to the Warp as he does; he selects which of your tokens are lost.

History: The Busybodies evolved from social insects; in addition to having absolutely no concept of privacy, they take the notion of"pitching in"to extremes. If a Busybody sees someone involved in a task, it will drop whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain a position of dominance from which they can interfere with the affairs of the entire Cosmos.

Restriction: Do not use in a two-player game.

Timing:
Phase 7 - Play cards

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

Wild: On any challenge in which you are not a main player, after cards are played but before they are revealed you may play one Attack card from your hand on top of either player's card. If that card is also an Attack card, your card is added to it; if it is a

Super: If you interfere with a player and he loses, you do not lose any tokens.



CAPACITOR [M:WashU] SAVES EXCESS POWER Washington University

You have the power to store and release. You begin with a charge of zero. As a main player before cards are played, call either "store" or "release" (if you fail to indicate which, "store" is assumed). When you store, you add the difference between your total and your opponent's to your charge. If either player plays a Compromise, treat that player's total as zero for the calculation. If your total is less than your opponent's, you add a negative number to your charge, which can become negative. When you release, your charge is added to your total and your charge is then set to zero. If you lose your power, your charge is set to zero.

History: Inhabitants of a gas giant whose turbulent atmosphere produces immense lightning bolts, the Capacitors store and release electrical energy as a natural part of their life processes. They have become adept at utilizing other forms of power, saving their strength for massive blows designed to crush all opposition. The Capacitors dream of the day when all Cosmic power will be theirs.

Timing:
Phase 6 - Allies accept

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

Wild: As a main player, if both sides play Attack cards, you may draw one card from the deck for every ten points (or fraction thereof) that the final totals differ. Thus if the totals differ by 7, you may draw one card; if they differ by 22, you may draw three

Super: When you release, you may retain your charge; that is, you do not have to set your charge to zero.



CHILL [O:WashU] HALTS TOKEN MOVEMENT Washington University

You have the power to freeze. In any challenge immediately after the destiny color is determined you may freeze any or all planets (except the Gas Giant) where you have a base. When you freeze a planet, no player -- including yourself -- may remove tokens from that planet for the remainder of the challenge except to put them in the Warp. If you freeze all of the offensive player's bases, he is permitted to place one token in the Cone from any base. Frozen planets are immune to the Wild and Super Filth; if the Filth lands on a planet, other tokens go to other bases at the end of the challenge.

History: Spawned in a Helium II sea on an orphan planet floating in interstellar space, the Chills live at temperatures near absolute zero. They have recently embarked on a program of planetary engineering to create new, delightfully brisk summer homes for their race.

Timing:
Phase 2 - Destiny

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

Wild: Once per challenge, you may forbid one player from removing any tokens from one planet (other than the Gas Giant) where you have a base.

Super: You may remove your own tokens from frozen planets normally.



CLUCK [O:WashU] CAN RUN FROM CHALLENGE Washington University

You have the power to chicken out. As a main player in a planet challenge, after cards are played but before they are exposed, you may say "I'm afraid I'll lose." If you say this and either you or your opponent plays an Attack card, the challenge is resolved normally except (whether you win or lose) the tokens you have in the challenge return to bases. If you win as offensive player, you do not land on the planet; if you win as defensive player, your tokens leave the planet for other bases; if you lose, your tokens go to other bases instead of the Warp. If you have no other bases, your tokens go to the Warp (even if you won the challenge). The challenge is resolved normally for your opponent and all allies. If you and your opponent both play Compromise cards, the deal is conducted normally.

History: The incredible violence of the Cluck homeworld inculcated a hyperdeveloped sense of self-preservation in the race. Whenever the Cluck enter into battle, they do so with extensive plans for escape readied. These plans sometimes misfire, leading to an embarrassing retreat from a sure victory. In these cases, the Cluck simply recite their motto,"He who fights and runs away, lives!"and prepare their escape from the next Cosmic conflict.

Timing:
Phase 7 - Play cards

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

Wild: As a losing defensive main player, your tokens go to other bases instead of the Warp. If you have no other bases, they go to the Warp. In either case you are entitled to consolation if appropriate.

Super: You may chicken out after cards are exposed.



CONQUISTADOR [M:WashU:L] LOOTS TREASURIES Washington University (Lucre)

You have the power to loot. Whenever you win a challenge as offensive player and the defensive player loses a home base as a result, you receive one-half of that player's Lucre (round up).

History: Organized into thousands of small clans, the Conquistadors have spent millenia raiding one another for gold, cattle, husbands, and other valuables. When the Conquistadors seize a planet from a Cosmic adversary, the first thing they do is steal everything of value.

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 Resource type power.

Wild: As a main player in a challenge, before cards are played you may buy one card from the deck using Lucre taken from your opponent's treasury.

Super: When you loot, you also receive one-half (round up) of your opponent's cards, drawn at random. If your opponent is entitled to consolation, he draws it first; if you still have this card, you take half of the cards that are then in his hand.



DENOUEMENT [M:WashU] PLAYER OF HIGHER CARD GETS BOTH Washington University

You have the power of aftermath. As a main player in a challenge, if you and your opponent both play Attack cards the player of the higher card gets both cards after the challenge is resolved. The cards are discarded if they are the same. Only the card's face value matters; ignore Kickers, the Calculator, Four-Forty Moon, etc. Your power supercedes that of the Clone and Filch, except when the cards are the same. Your power applies only to the Deuce's first card and to the first cards played when the Prolong extends the challenge.

History: Thousands of years of inter-pack warfare left the Denouement expert at recovery and rebuilding, although naturally the stronger of the opponents was at an advantage. Now the Denouement sally into Cosmic battly, confident that when the dust clears they will be revealed as the ultimate winners.

Timing:
Phase 8 - Reveal cards

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

Super: Your power applies only to yourself; if your opponent plays a higher-valued Attack card, both cards are discarded.



DISPATCHER [M:WashU] CONTROLS RETURN TO BASES Washington University

You have the power to direct. Whenever tokens must be moved to other bases (due to return from the Cone, rescue from the Warp, use of powers such as the Zombie, use of Flares such as the Wild Filth, or for any other reason), you determine to which base(s) they go. You can only add tokens to existing bases.

History: The Dispatchers have a space-based economy in which thousands of ships continually ferry passengers and cargo among their planets. As a result, they have become masters of traffic direction. The Dispatchers are often irritated by the movements of aliens, who thoughtlessly disrupt the Dispatcher's carefully-planned traffic with war fleets. The Dispatcher goal is to extend their system to the Cosmos, ensuring that no one will move without permission.

Timing:
Play at any time

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

Wild: Whenever any player rescues a token from the Warp at the start of his challenge, you may designate to which base the token goes. This overrides the Dispatcher's power.

Super: When you are defensive player, your opponent and his allies choose only how many tokens they will commit; you select the tokens from their bases.



DOLE [O:WashU:L] REDISTRIBUTES LUCRE Washington University (Lucre)

You have the power of welfare. In any challenge in which you are neither a main player nor an ally, after cards are played and before they are revealed you may take the Lucre of the two main players and divide it equally between them. If the total amount of Lucre is odd, you keep the one extra Lucre for yourself.

History: Shortly after the Doles developed intelligence, their planetary system passed through a dust cloud. The resulting drop in sunlight caused hundreds of generations of unstable weather and famine. Only those Dole herds that pooled their resources for the common good survived. Now the Doles seek to convince the rest of the Cosmos of the value of sharing.

Restriction: Use only in a game with Lucre!

Timing:
Phase 7 - Play cards

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

Wild: As a main player in a challenge, if your opponent has more Lucre than you do you may take one Lucre from him for yourself before cards are played.

Super: When you re-distribute Lucre, first take one Lucre for yourself. Divide the remaining Lucre evenly, and if the remaining amount is odd take another Lucre for yourself.



DOLE [O:Archi:L] REDISTRIBUTES LUCRE Washington University (Lucre)

You have the power of welfare. In any challenge in which you are neither a main player nor an ally, after cards are played and before they are revealed you may take the Lucre of the two main players and divide it equally between them. If the total amount of Lucre is odd, you keep the one extra Lucre for yourself.

History: Shortly after the Doles developed intelligence, their planetary system passed through a dust cloud. The resulting drop in sunlight caused hundreds of generations of unstable weather and famine. Only those Dole herds that pooled their resources for the common good survived. Now the Doles seek to convince the rest of the Cosmos of the value of sharing.

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: As a main player in a challenge, if your opponent has more Lucre than you do you may take one Lucre from him for yourself before cards are played.

Super: When you re-distribute Lucre, first take one Lucre for yourself. Divide the remaining Lucre evenly, and if the remaining amount is odd take another Lucre for yourself.



ENTROPY [M:WashU] GETS POINTS FOR EVERY LOSS Washington University

You have the power of inevitability. You start with zero points. For each token that enters the Warp or is eradicated, and for each card that is put on the discard pile, you receive one point. In each challenge where you are a main player, add your points divided by ten (round up) to your total. If you lose your power, you keep your points but do not get more points or add points to your total. You get points for tokens even if they are Healed (but not Zombie or Wild Boomerang tokens), and points for cards even if they are Filched or Scrounged.

History: Viewed by most races as an insensate law of nature, Entropy is actually an intelligent noncorporeal race that draws energy from every act. Growing stronger with each passing minute, Entropy knows that it will be the ultimate victor -- even if only in the heat death of the Cosmos.

Timing:
Play at any time

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

Wild: As a main player in a challenge, you may disorder your opponent's tokens by redistributing them among his bases before the Cone is pointed. You must leave at least one token on each of the player's bases. After the challenge is completed, if you still hav

Super: You receive two points for every lost token and discarded card. These extra points are retained if you lose your Super power.



FLEECE [O:WashU:L] PLAYS FOR LUCRE Washington University (Lucre)

You have the power to swindle. Before beginning each of your challenges, you may take one Lucre from your Star Disc, one from the box, and one from any other player's Star Disc and set them to one side. Whichever of the two of you (you and the player from whom you took the Lucre) first wins a challenge receives the three Lucre. You may have several such swindles in operation simultaneously, including more than one with each player. The set-aside Lucre does not count toward totals, nor may it be spent.

History: The Fleece engage in a unique form of government called "democracy", which rewards the most convincing liars with power. All members of the Fleece admire skilled liars and practice minor deceptions on each other. In their dealings with aliens, the Fleece have found a variant of the pigeon drop quite profitable. Surprisingly, other races remain gullible, and when a Fleece says "Pardon me sir and/or madam, is this your wallet?" generally fall for the swindle.

Restriction: Use only in a game with Lucre!

Timing:
Phase 10 - Interphase

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

Super: When you set up a swindle, take one Lucre from your opponent and one from the box. Do not include any of your own Lucre.



FUGUE [M:WashU] SWITCHES AMONG SEVERAL POWERS Washington University

You have the power of multiple personalities. After powers are distributed, randomly select and stack 5 unused powers. If you draw any powers requiring special setup (Schizoid, Miser, Aristocrat, Terrorist, etc.), replace them with other powers drawn randomly. In each challenge where you are a main player (before beginning the challenge as offensive player, or when you are determined to be the defensive player) you switch personalities. Move the top power in the stack to the bottom and play the challenge using the new top power. You continue to use the top power until the next challenge in which you are a main player. If your power is copied, the copier uses the top power in your stack. If one of your stacked powers is the Changeling, you swap the Fugue power and stack when you use the Changeling. If you temporarily lose use of this power, keep the stack but do not use any powers. You use the Super Flare for the Fugue power, but the Wild Flare for powers in your stack, even when they are on top of the stack.

History: Contact with aliens destroyed the Fugue belief that they were unique and special in the universe. Now, stress causes the Fugue to change personalities in a desperate attempt to cope. The Fugue's greatest dream is to shatter the Cosmos that has so injured them, and from its shards re-build a more congenial home for their race.

Timing:
Setup
Phase 2 - Destiny

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

Wild: You may discard any of your powers and draw a new one at random from the unused powers. Use this Flare once and discard.

Super: You may change personalities at the start of each challenge, whether you are a main player or not. When you choose to change personalities, select any power in your stack that differs from the top one. You may change personalities only once per challenge



GLUTTON [O:WashU] TAKES DOUBLE CARDS Washington University

You have the power of excess. After the initial deal, whenever you are entitled to cards from the deck or other player's hands, you may take twice as many as you are entitled to; this includes when you draw a new hand, at which time you get fourteen cards. If the Extortionist is in the game, he extorts based on the total number you take. In a multi-power game where you are the Mutant, you may fill out your hand to fourteen cards when you use your Mutant power.

History: Immense lifeforms floating in a sea of liquid proteins, the Glutton's entire existence is a continuous process of feeding and growth. Given the opportunity, the Gluttons will surely expand to fill the Cosmos.

Timing:
Play at any time

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

Wild: When you must discard your hand and draw a new one, you may draw fourteen cards. You must discard this card, even if you use the Keeper.

Super: When you are entitled to rescue tokens from the Warp, you may rescue twice as many as you are entitled to.



INFORMER [O:WashU] INFORMS ON OTHERS Washington University

You have the power to inform. In any challenge in which you are not a main player, if you are not invited to ally by a player you may force that player to play his cards (Kicker and Challenge cards) first. You may then look at the cards and announce what they are; you may lie. You may inform on only one of the players. If the Oracle is in the game, you cannot force him to play first; however, if he does not invite you to ally you may look at his cards after he has played them but before he exposes them and announce their value. You may snitch on the Gambler.

History: For millenia the Informer world was ruled by a ruthless dictatorship which controlled the populace by a system of secret police and paid informants. This experience left the Informer race with an inbred tendency to snitch on those who have affronted them. This habit has proved surprisingly useful in the Informer bid for Cosmic power, as most races will go to great lengths to avoid offense.

Restriction: Do not use in a two-player game.

Timing:
Phase 6 - Allies accept

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

Wild: When this card enters your hand, place your entire hand face up and play with it that way. You only pick up your hand to play cards in a challenge and when other players draw from your hand. When you must discard this Flare, discard it to another player's

Super: You may inform on a player even if he invited you to ally.



KNOT [O:WashU] ARRANGES OBLIGATIONS Washington University

You have the power to bind. You may ask for an obligation from a player whenever you ask him to ally, to accept his offer to ally, or to reject his opponent's offer to ally; you may ask for an obligation from any one other player whenever You have the option to use or refrain from using an optional power, or to refrain from making an additional challenge on your turn. The obligation that you request is for the same type of action. Thus, you may ask "If I refuse alliance with your opponent, will you refuse alliance with my opponent when I ask you to?" , or "If I don't use my Visionary power now, will you not use your Machine power when I ask you to?" If the player agrees and you meet your side of the bargain, he is obliged to you. At any later time you may remind him of the obligation, and he must behave as he promised; he is then free of that particular obligation. You may ask for and obtain as many obligations you want during each challenge.

History: Refusing to encumber themselves with the complexities of contract law, the Knots have adopted a much more basic system. "I will do this favor for you. But then, someday, I will ask you for a favor; and when I do..."

Timing:
Phase 4 - Offense invites allies
Phase 5 - Defense invites allies

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

Wild: When you deal, as part of the terms you and your opponent may obtain obligations from one another. The obligations are limited to the same types that the Knot can obtain.

Super: Once per challenge, you may force an obligation other than one for the use or non-use of a power from any other player by performing the appropriate action.



LEECH [M:WashU] TAKES FROM OPPONENTS Washington University

You have the power to drain. As a main player in a challenge, after the challenge is resolved do any one of the following to your opponent: make him put a token in the Warp; make him give you his highest Attack card; make him give you a Flare; or make him give you an Edict. You choose the penalty without looking at his hand. If you choose to make your opponent lose a token, he selects the token. If you choose a card penalty and he does not have a card of the appropriate type, he does not have to do anything; but if he does have such a card, he must select one and give it to you. Your penalty does not affect the Miser's hoard.

History: The vermiform ancestors of the Leeches combined to destroy larger animals by draining them of blood. Their intelligent descendants use more sophisticated techniques, but their Cosmic opponents are still curiously weakened by each contact.

Timing:
Phase 8 - Reveal cards

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

Wild: At the start of each of your turns, you may make all other players put one token each in the Warp. Each player selects the token.



LENS [M:WashU] CHOOSES DEFENSIVE TOKENS Washington University

You have the power to focus. As offensive player in a planet challenge, after pointing the Cone and before inviting allies, you select which of the defensive player's tokens on the planet will participate. You may select any or all of the tokens, but you must select at least one. Only those tokens which you select participate in the challenge; the rest do not add to the defender's total, and remain on the planet whatever the outcome (unless you are the Filth). If your opponent is the Filth, you must select all his tokens. The Amoeba may ooze tokens into or out of the challenge normally; the Gas Giant player may remove tokens from those you select but may not add any.

History: The raptorial Lens soar high over their prey, effortlessly plucking the weak and infirm from the midst of the herds. Applying the same techniques on a grander scale, the Lens intend to rule all that they survey by selective removal of key opponents.

Timing:
Phase 3 - Point Cone

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

Wild: As offensive player in a planet challenge, you may exclude one of your opponent's tokens from the challenge before cards are played. If you exclude a token, it remains on the planet whatever the outcome of the challenge.

Super: As main offensive player, you may prevent your opponent from inviting allies. If your opponent is the Magnet, he may invite one ally and force that ally to join his side.



LIMPET [M:WashU] CANNOT BE MOVED Washington University

You have the power to cling. Whenever you lose a planet challenge as defensive player, only one of your tokens on the planet is lost to the Warp. The others remain on the planet, or move to other bases if the opposing tokens include the Filth's. In addition, other players cannot use Wild Flares (such as Wild Assassin, Wild Butler, Wild Filth, and Wild Trader) to move your tokens or send them to the Warp. Edicts, Powers, and Super Flares affect your tokens normally.

History: The rapid rotation and giant moons of the Limpet homeworld generate immense Coriolis and tidal forces, which in turn cause powerful currents and winds. All life and all constructions on the Limpet world is adapted to withstand outside forces. By clinging as strongly to their objectives, the Limpets believe they will attain a dominant position in the Cosmos from which they will never be dislodged.

Restriction: Do not use as a multi-power with the Filth.

Timing:
Play at any time

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

Wild: When any player is entitled to cards from your hand, you may cling to up to three cards by setting them aside. The player draws from the remaining cards as if they were your whole hand. Return the cards to your hand after the player draws.

Super: You also cling to your Lucre and cards. When any player tries to take any from you, they get only one Lucre or one card. If the Dragon is in the game, he still gets all the Lucre you spend for cards and tokens.



LOT [O:WashU] DETERMINES NEXT PLAYER BY CHANCE Washington University

You have the power of sortilege. After each player's turn ends, you may call "draw lots". When you do so, you first change seats with the player to your left (you each keep your own hexes, color, powers, hand, and other equipment). Then, the next player to take a turn is determined randomly by any fair means of determination -- rolling dice, drawing straws, putting all Star Discs into a bag and picking one, and so forth. You cannot use any method that depends on the current state of the game -- for example, you can't say "whoever has the highest Attack card goes next". If you choose not to exercise your power, play passes to the left.

History: The Lot history is a long and depressing record of wars caused by arguments over precedence, power, and access to resources. Peace was only recently attained by adoption of a system where competing claims were decided by chance. The Lots have begun a vigorous campaign to convince the rest of the Cosmos of the justice of their system.

Restriction: Do not use with the Queue.

Timing:
Phase 10 - Interphase

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

Wild: As defensive player in a planet challenge, you may make your opponent (except the Will) determine the target planet randomly. Only those planets where he can make a legal challenge are eligible targets.

Super: After you use your power, you may invalidate the result. Draw lots again to determine the next player; this time the result is final.



MINGLE [O:WashU] MIXES CARDS WITH OPPONENT Washington University

You have the power to mix. As main player in a challenge, before cards are played you may mix your hand with that of your opponent. Each of you takes back at random as many cards as you originally had. These cards are not subject to the Extortionist. If either player has no Challenge cards after the exchange, resolve as appropriate.

History: Originating in an ionized nebula, the Mingles are vast swirling clouds of energy and charged particles. Their Cosmic opponents are swept up by the shifting fields and emerge dizzied and not quite sure what just happened.

Timing:
Phase 6 - Allies accept

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

Wild: You may mix your hand with an equal number of cards from the top of the deck. Take at random as many as you started with, then return the rest to the top of the deck without looking at them.

Super: After mixing cards with your opponent, look at the cards and choose the ones you want. You still receive only as many as you started with.



NEWBIE [O:WashU] BOTHERS EVERYONE WITH QUESTIONS Washington University

You have the power of innocence. Once per challenge, you may ask any player a yes-or-no question about the rules or about the effects of any of his powers, his special planet hex, or any Edict or Flare that you know he has in his hand or that he has just played (if you ask about a Flare, the question must relate to the form -- Wild or Super -- in which he uses the Flare). The question must have an unambiguous answer that can be determined by reference to the rules or cards. Further, it must be on a matter that affects play -- questions about phrasing, spelling, and Alien histories are specifically disallowed. The player must correctly answer within ten seconds, without referring to the rules or the cards; if he does not, you put any one of his tokens into the Warp.

History: Freshly arrived on the Cosmic scene, the Newbies are dazzled by the complexity and variety of the Cosmos. Seeking to understand the wonders around them, they ask surprisingly deep questions. Despite their unfamiliarity with details, they have a firm grasp of basics -- especially the use of the Warp.

Timing:
Play at any time

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

Super: If a player does not correctly answer your question, instead of putting a token in the Warp you may swap your Newbie power for one of his (as per the Changeling). You may use your new power during the remainder of the challenge, even if it has already be



OSTMARK [M:WashU:L] MAKES LUCRE WORTHLESS Washington University (Lucre)

You have the power of devaluation. In any challenge in which you are a main player, Lucre is not added to either player's total. This includes Lucre provided by third parties, such as the Patron and Super Dragon. Lucre can still be spent normally for cards, tokens, etc.

History: Ostmark economic theorists long ago developed the perfect economic system. Best described as a hybrid Libertarian/Socialist arrangement with value-added taxes and trickle-down financing, the implementation of the system quickly brought the Ostmark economy to a point where money was no longer necessary (indeed, most of the Ostmarks now prefer barter for everyday trade). Still convinced of the soundness of their system, despite some minor difficulties, the Ostmarks now seek to convert the economy of the entire Cosmos.

Restriction: Use only in a game with Lucre!

Timing:
Phase 3 - Point Cone

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

Wild: Whenever another player must pay you Lucre (including as part of a deal), you may instead draw an equal number of cards from his hand.

Super: You may add your Lucre to your total, or make your opponent add his Lucre to his.



PARANOID [M:WashU] GETS BONUS FOR OPPONENT'S ALLIES Washington University

You have the power to worry. As a main player, if your opponent has any allies you add the number of his allies' tokens to your total after other effects have been calculated. You add only the number of tokens; ignore powers such as the Macron, Fungus, etc.

History: The Paranoids are certain that the Cosmos is out to get them. This is, of course, true; but each time their belief is vindicated they fight with renewed vigor, shouting their war cry of"Get them before they get us!"The Paranoids dream of a Cosmos in which they will be safe; that this means the total domination of all other races is just one more thing to worry about.

Restriction: Do not use in a two-player game.

Timing:
Phase 6 - Allies accept

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

Wild: If another player wins the game as a result of making a successful challenge in your system, you share in the win.

Super: If your opponent has any allies, multiply your total by the number of his allies' tokens after calculating other effects. This replaces your normal paranoia.



PATRON [O:WashU:L] LENDS STRENGTH OF LUCRE Washington University (Lucre)

You have the power to support. In any challenge in which you are not a main player or an ally, the main players may ask you to support them before cards are played; you may accept either player (but not both's) request. If you accept a player's request, your Lucre is added to his total. If the player wins (but not if he deals), he must pay you one Lucre after the challenge; if he has no Lucre but has cards, you may draw one from his hand at random.

History: An aloof but generous race, the Patrons take pleasure in assisting others -- especially when it is to their own eventual benefit. This applies equally to their long-range goal of Patronizing the Cosmos.

Restriction: Do not use in a two-player game. Use only in a game with Lucre!

Timing:
Phase 6 - Allies accept

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

Wild: As a main player in a challenge, your Lucre counts double (that is, if you have three Lucre you add six to your total if you use this Flare).

Super: You may patronize without being asked; you must announce your decision before cards are played. If the player you patronize wins, he must pay you one Lucre.



PAVLOV [O:WashU] REWARDS OR PUNISHES OPPONENT Washington University

You have the power to condition. As main player in a challenge, before cards are played you may give your opponent a Challenge card from your hand. If he plays that card, any tokens he loses as a result of the challenge outcome return to bases (if he is defensive player, they must leave the challenged planet or Moon), and he receives an additional reward of one tokens from the Warp or one card from the deck (his choice). If he does not play the card, after the challenge is resolved put any one of his tokens from a base into the Warp. These rewards and punishments apply to any challenge outcome, including failure to deal. After the challenge is resolved, you get back the card you gave your opponent, even if he played it (and even if he is the Clone).

History: The small but wise Pavlovs achieved master of their home planets by training all rival species, using a system of rewards and punishments. They now apply their skills to their Cosmic adversaries, subtly directing their opponent's behavior into a pattern of the Pavlov's choice.

Timing:
Phase 6 - Allies accept
Phase 8 - Reveal cards

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

Wild: Before cards are played in a challenge, you may name a Challenge card (Compromise or specific Attack value). If a main player plays such a card, after the challenge is resolved he receives a reward of one token from the Warp or one card from the deck.

Super: Your punishment for disobedience is two tokens from bases to Warp; you select both tokens.



PROBE [O:WashU] MAKES PROBING SORTIES Washington University

You have the power to scout. Whenever any other player flips the color of a third player, if you have an Attack card you may make a probe challenge against any planet in the defensive system. Put one token in the Cone and point it. No allies are permitted, nor may Edicts, Flares, and Kickers be used; only you and your opponent may use Powers. You and your opponent must play Attack cards (if your opponent has no Attack cards, he discards his hand and draws a new one). You and your opponent then look at the cards without showing them to other players and determine the result. If you win, your token goes to the planet; if you lose, it goes to the Warp. Your opponent's tokens remain on the planet unless you win and are the Filth; if your opponent is the Filth, you can only challenge him where he has no tokens. Your card is discarded, and your opponent retains his. The offensive player then makes his challenge. In this challenge the defensive player must either play the same card he played against you, or play a Compromise card; he may add a Kicker. You announce the value of the card if (and only if) you ally with the offensive player.

History: Developing from clans of nomadic warriors, the Probe specialize in quick sorties involving small, highly-mobile units. These attacks are often suicidal, but aliens respect the Probe for their courage -- and for the information about opponent's strength that the attacks reveal.

Restriction: Do not use in a two-player game.

Timing:
Phase 2 - Destiny

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

Wild: As a main player in a challenge, your opponent must show you his highest Attack card before cards are played.

Super: In your probe attacks, you may use from one to four tokens.



PROLONG [O:WashU] EXTENDS CHALLENGE Washington University

You have the power to protract. When you are a main player in a challenge, if both players reveal Attack cards you may call "extend". You and your opponent must then, if able, play and reveal an additional Attack card. You may continue to call "extend" as long as both players play Attack cards. When the extension stops, challenge results are determined. Each player is considered to have played a single card whose face value is (Kicker * original card) + additional cards. Calculator equalization is applied to these values; other card-related powers (Gambler, Laser, Mutant, Oracle, Visionary, etc.) only apply to the play of the original Attack cards and may not be used during extension. All cards played are discarded. Players may not draw new hands (except by using the Keeper) during extension.

History: Possessed of an overdeveloped sense of pride coupled with a love of battle, the Prolongs are rarely willing to admit defeat or claim victory. Their Cosmic adversaries dread confrontation with the Prolong, because even a minor skirmish is often drawn out into a long and exhausting battle.

Timing:
Phase 7 - Play cards

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

Wild: As a main player in a challenge, if both players reveal Attack cards you may extend the challenge once. Each player, if able, plays and reveals an additional Attack card. The challenge is then resolved as per the Prolong power (if your opponent is the Pro

Super: If a main player runs out of Attack cards, you may make his allies play their Attack cards. Main players select which ally plays a card; the extension ends if no one on a side can play an Attack card.



QUANTUM [M:WashU] TELEPORTS TOKENS Washington University

You have the power of teleportation. In any challenge, after the Cone is pointed but before cards are played you teleport one token to or from the planet or Moon at which the Cone points. You either take one token from the defensive planet or Moon and put it on any other planet or Moon where the token's owner has a base, or you take a token from any other planet or Moon and add it to a base on the defensive planet or Moon. You may move a token of any color, including your own, but you may not create a base. If you remove the defensive player's last token from a planet or Moon, he still defends with a token count of zero.

History: All animal life on the Quantum planet has the unique ability to teleport over short distances as a defense mechanism. The Quanta have mechanically reproduced this ability and produced a powerful weapon in their bid for Cosmic control.

Timing:
Phase 3 - Point Cone

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

Wild: Before each challenge, you may move one token from any of your bases to any other.

Super: You may teleport two tokens per challenge. Each token must be moved according to the rules for teleportation, but they may be of different colors and be moved between different planets or Moons.



QUEUE [M:WashU] SELECTS ORDER OF PLAY Washington University

You have the power to order. At the end of each player's turn, you choose which player will next take a turn. You must give each player a turn in each "round" of play. For example, with four players A, B, C, D, you may choose any of them to go first -- say B; then you choose any of the remaining three next -- say D; then one of the remaining two -- say A; and finally C plays. You may then choose any of the four to play next, starting a new round. If you lose your power, play passes clockwise. Silencing does not affect the use of your power.

History: The semi-metallic Queues generate electropsychic fields which induce them, and all within their influence, to form orderly lines. The Queues use this knack in their attempt to place themselves at the head of the Cosmic line.

Restriction: Do not use in a two-player game, or with the Lot.

Timing:
Phase 10 - Interphase

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

Wild: Before each challenge, you may take the top seven cards of the deck, arrange them in any order you wish, and return them to the top of the deck.



QUIRK [M:WashU] MAKES OTHERS ACT ODDLY Washington University

You have the power of weirdness. Assign to each other player a simple behavioral quirk which he can perform and which does not interfere with his ability to play. If a player objects to the assigned quirk, the issue is resolved by a vote of all players; the objecting player breaks ties. For example, you can require the player to begin each utterance with the word "moo" or to touch tokens only with his left hand. If you catch a player violating his quirk take one of his tokens and put it in the Warp. If this power is copied, the copier gives you a quirk but doesn't change those of other players; if the power is transferred, the new owner is free of his own quirk and assigns one to you.

History: Bizarre even by Cosmic standards, the mere presence of a Quirk unnerves other races and makes them act strangely. The wily Quirks take full advantage of their opponents' incapacities.

Timing:
Setup
Play at any time

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

Wild: At the start of your turn, give this card to any other player and name a quirk (as per the Quirk power). While the player has the card, he must obey the quirk. If he violates the quirk, he loses one token to the Warp but is then free of the quirk.

Super: If you catch a player violating his quirk, put any two of his tokens into the Warp.



REVENANT [O:WashU:L] GRANTS HOME BASES Washington University (Lucre)

You have the power of rebirth. Under specific circumstances you may grant a player (including yourself) a rebirth. The player who receives the rebirth regains a base in his home system by placing from one to four tokens from other bases on the planet, exactly as if the Rebirth Edict had been used. The rebirth does not count as a challenge. You may grant rebirths in three ways. 1) You may grant yourself a rebirth at the start of each of your challenges. 2) As part of a deal, you may grant the other player(s) in the deal a rebirth. 3) Any other player may, at the start of his turn, offer you one or more Lucre to grant him a rebirth; if you accept, the player pays you the Lucre. You must either accept or reject the player's first offer; negotiation is not permitted.

History: Espousing a philosophy of eternal renewal and rejuvenation, the Revenants pitch their tents throughout the Cosmos. Few aliens buy the Revenant credo, but most are willing to pay for it.

Restriction: Use only in a game with Lucre!

Timing:
Phase 8 - Reveal cards
Phase 10 - Interphase

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

Wild: Whenever you rescue tokens from the Warp as a defensive reward, you may establish a base on any planet in your home system using all the rescued tokens.

Super: You may grant yourself a rebirth at any time, including immediately after losing a base which would cause you to lose your power. You must still remove tokens from other bases to use the rebirth.



RICOCHET [M:WashU] BOUNCES WINNING TOKENS Washington University

You have the power to bounce. Whenever you are the losing defensive player in any planet challenge in any system, you select any planet in the same system (even one where the offensive player already has a base). The offensive tokens land there, instead of on the target planet. Your own tokens still go to the Warp, and any of your tokens on the selected planet remain. If the offensive tokens include those of the Filth, the Filth goes to the planet you indicate and his allies go to any other planet in the system except the planet where the challenge was made. If it was a reverse Cone challenge, your power applies to the offensive player and your defensive allies.

History: The Ricochets are marine molluscs whose thick shells protect them from predators; attacking carnivores simply bounce off their impervious casings. Ricochet defensive technology has similarly emphasized deflection of opponents; even when they are defeated in combat, their opponent does not always get what he expects.

Restriction: Do not use with the Gas Giant.

Timing:
Phase 8 - Reveal cards

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

Wild: As losing defensive player in a planet challenge, you may bounce your opponent's allies. Your main opponent lands on the planet; his allies return to bases.

Super: When you use your power, you may bounce each player's tokens separately. For each player whose tokens would land on the planet, indicate any other planet in the system; he places his tokens on that planet.



SCHISM [M:WashU] HALVES OPPOSING TOKEN COUNT Washington University

You have the power to divide. As a main player in a challenge, your opponent's token count is divided by two (round up). The token count includes the effects of powers (Macron, Fungus, Teela, etc.) and other effects such as the Mini-Mac Moon. In a multiple-power game where you are the Anti-Matter, your opponent's token count is defined as his tokens minus his allies' tokens.

History: The Schism society was ancient and sophisticated long before other races were banging rocks together. Their political expertise is such that they can exploit minor differences among their opponents, turning friend against friend and reducing their effectiveness. The Schisms are now applying their strategy of"divide and conquer"in the Cosmic arena.

Timing:
Play at any time

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

Wild: As a main player in a challenge, if you and your opponent both play Attack cards whose face values differ by exactly a factor of two (that is, one is exactly half the other), you automatically win the challenge.

Super: Your opponent's token count is divided by three (round up).



SCROUNGE [O:WashU] MAY DRAW FROM DISCARD Washington University

You have the power to rag-pick. Whenever you are entitled to cards from the deck, you may take any or all of the cards from the top of the discard pile. You may not change the order of the cards in the discard pile, but you may look through them before deciding how many to take. When you must discard your hand, set it aside, draw seven new cards from the deck and/or discard pile, then discard your old hand. If the Extortionist is in the game, he extorts based on the total number of cards you take; if you give him cards, mix the cards from the discard pile with those from the deck and let him draw randomly.

History: Exhaustion of naturally-occurring resources forced the Scrounge to turn to the slagheaps and garbage dumps of their past. The Scrounge developed useful techniques for separating the gold from the dross. Now they intend to rule the Cosmos, thus separating themselves from the Cosmic offal.

Timing:
Play at any time

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

Wild: Before the start of each player's turn, you may exchange any card from your hand for the top card of the discard pile.

Super: When you must replace your hand, you may look through the discard pile and select any seven cards that you want. You must discard this Flare afterward, even if you used the Keeper.



SNUFF [O:WashU] DAMPENS FLARES Washington University

You have the power to dampen. Once per challenge when any other player tries to use a Flare you may dampen it. When you dampen a Wild Flare, the player cannot use it for the remainder of the challenge. When you dampen a Super Flare, the player may immediately use it in its Wild form if appropriate; if he does not use the Wild form immediately after you dampen the Flare, he cannot use it later in the challenge.

History: The Snuff race suffered for many years under a ruthless tyranny which gathered all power to itself. The dictatorship was eventually overthrown, but the Snuffs have retained an aversion to concentrations of power. Whenever anyone attempts to wield power beyond their natural limits, the Snuffs feel compelled to prevent them. Naturally, this aversion to power applies only to the Snuffs' Cosmic opponents.

Restriction: Use only in a game with Flares.

Timing:
Play at any time

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

Wild: You may place this Flare face up in front of you. All other players must then place all their Flares face up in front of them. Players return Flares to their hands only when another player draws from their hand.

Super: When you dampen a Flare, you may make the player discard it.



SPORE [M:WashU] SEIZES UNOCCUPIED PLANETS Washington University

You have the power to sprout. Whenever any planet is unoccupied at the end of a challenge (even as a result of fumigating the Filth), you take one of your tokens from any base and put it on the planet. You may sprout on only one planet per challenge.

History: All members of the Spore race continually shed cells which float through space and land on planets. The presence of other life forms retards Spore growth, but when left alone the cells multiply rapidly and form new Spore bases.

Timing:
Play at any time

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

Wild: At the start of your turn, you may regain one home base by taking up to four tokens from other bases and placing them on the planet. This does not count as a challenge.

Super: You may sprout on planets that have exactly one token of any opponent, as well as unoccupied planets. You may still only sprout once per challenge.



SPROUT [M:WashU] SEIZES UNOCCUPIED PLANETS Washington University

You have the power to shoot up. Whenever any planet is unoccupied at the end of a challenge (even as a result of fumigating the Filth), you take one of your tokens from any base and put it on the planet. You may sprout on only one planet per challenge.

History: All members of the Sprout race continually shed cells which float through space and land on planets. The presence of other life forms retards growth, but when left alone the Sprouts shoot up to form new bases. The greatest goal of the Sprouts is to attain conditions in which all their scattered cells can shoot up.

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

Wild: At the start of your turn, you may regain one home base by taking up to four tokens from other bases and placing them on the planet. This does not count as a challenge.

Super: You may sprout on planets that have exactly one token of any opponent, as well as unoccupied planets. You may still only sprout once per challenge.



SUBORN [O:WashU:L] CAN BRIBE ALLIES Washington University (Lucre)

You have the power to bribe. As a main player in a challenge, after allies decide to commit you may offer any or all of them bribes to change their mind (to accept an alliance that they refused, to refuse an alliance that they accepted, or to switch sides if they were invited by both main players). Your bribe is either one card or one Lucre. If the player accepts, you must pay them after the challenge is resolved; cards are drawn at random from your hand. If you cannot or will not pay the bribe, each player who is not paid selects one of your tokens and puts it in the Warp. These tokens are all removed from bases before you may recover any (due to Zombie, Wild Boomerang, etc.).

History: The Suborns have a long tradition of presenting small friendship gifts -- an attractive cup, a timepiece, a small armored division -- to their acquaintances. By such generosity, the Suborns hope to be admired, respected, and obeyed by their Cosmic cohorts.

Restriction: Do not use in a two-player game. Use only in a game with Lucre!

Timing:
Phase 6 - Allies accept

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

Wild: As a main player in a challenge, when allies are invited you may give this card to any player other than your opponent. That player must then ally with you, unless prevented by the Force Field Edict or Magnet. He keeps this card.

Super: You may pay for your bribes by taking cards from the deck and Lucre from the box.



TEELA [M:WashU] ADDS DIE ROLL TO TOKENS Washington University

You have the power of luck. As a main player in a challenge, roll one six-sided die after challenge cards are played and before they are exposed. Add the number of pips showing on the die to your token count before calculating other effects. The revised token count is used for determining consolation and the effects of other powers and flares (Schism, Vacuum, Virus, etc.). In a multi-power game in which you are the Macron, you add the die roll to your token count, not to your number of tokens.

History: Teelas breed by releasing germ cells into the ocean, where chance determines which live and which die. Only the most fortunate Teela young survive to reach maturity. This evolutionary pressure has caused the spread of a gene for good luck throughout the Teela population. The Teelas now audaciously compete at the Cosmic level, confident that their luck will protect them.

Timing:
Phase 7 - Play cards

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

Wild: Whenever you are entitled to consolation, you may roll one six-sided die. Subtract three from the number of pips showing on the die and add the resulting number to the amount of consolation you receive. If the amount of consolation becomes negative, your

Super: Add two die rolls to your token count.



ULTIMATUM [M:WashU] THREATENS DIRE CONSEQUENCES Washington University

You have the power to threaten. As a main player in a challenge, before cards are played you say to your opponent, "If you play an Attack card of value X or greater, I will put one of your tokens in the Warp," where X is the value of any Attack card in your hand, or 10 if you have no Attack cards. If your opponent does play such a card, take a token from any of his bases and put it in the Warp.

History: Brinksmanship is an art form among the Ultimata, who have had more than twenty close brushes with nuclear war (and three actual missile exchanges, but no-one talks about them) in their history. The Ultimata threaten their Cosmic opponents at every opportunity, and when defied carry out their threat to prove they mean business.

Timing:
Phase 7 - Play cards

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

Wild: As a main player in a challenge, if you and your opponent both play Attack cards and yours is less than his, the value of your card is doubled.

Super: You may use your power as an ally, threatening your side's opponent.



USURPER [O:WashU] TAKES OVER PART OF CHALLENGE Washington University

You have the power to expropriate. If you are not a main player in a challenge and the offensive player does not invite you as an ally, after cards are played but before they are revealed you may substitute one or two of your tokens for an equal number of the offensive player's tokens in the Cone. The displaced tokens return to bases. You may do this even if you are a defensive ally.

History: The Usurpers are ruled by an aristocracy whose rules of succession are so complex that virtually any noble can make a claim that he should rule. The habit of using any pretext to seize power from its legitimate holder is deeply ingrained in the Usurpers, who are eager to grab whatever Cosmic power they can.

Timing:
Phase 7 - Play cards

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

Wild: Whenever any other player's power is Zapped, you may usurp and use that power for the remainder of the challenge. If the Schizoid, Terrorist, or any other power with secret information is Zapped, you get to see the information when you usurp their power.

Super: You may usurp even if the offensive player invited you, and even if you are an offensive ally (but not as a defensive ally). You may not have more than four tokens in the Cone.



VANDAL [O:WashU:L] DAMAGES CHALLENGES Washington University (Lucre)

You have the power to vandalize. Once per challenge, you may do any one of the following: 1) immediately after the Cone is pointed at a planet, reposition it to point to any other planet in the same system where the offensive player can make a challenge; 2) forbid one player from using Lucre to purchase additional cards; 3) before cards are played, put any one token involved in the challenge into the Warp; 4) after cards are played but before they are revealed, make one of the players select a different card (he need not do this if he shows you that the original card is his only Challenge card); 5) any time before cards are revealed, announce that five points will be deducted from one side's total.

History: Individually weak, the Vandals combine to destroy larger prey by inflicting numerous small wounds. Their Cosmic opponents suffer similarly; each individual act is almost unnoticeable, but the cumulative effect can be quite painful.

Restriction: Use only in a game with Lucre!

Timing:
Phase 3 - Point Cone
Phase 7 - Play cards

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

Wild: You may give this Flare to any other player at the beginning of that player's turn. That player must then either put three tokens into the Warp or lose his turn. He keeps this Flare.

Super: You may commit two different acts of vandalism in each challenge.



W [M:WashU] DOUBLES TOKENS Washington University

You have the power to double you. In any challenge, the first token you have in the challenge counts 1; each subsequent token counts twice as much as the previous. Thus if you have four tokens in the challenge, they count as 1 + 2 + 4 + 8 = 15 tokens. In a multi-power game, if you are the Macron your first token counts 4 and each doubles thereafter (thus three W-Macron tokens count as 4 + 8 + 16 = 28); if you are the Fungus, each stack counts as a single W token and adhering tokens are added to the result (three W-Fungus tokens adhering to three other tokens count as 1 + 2 + 4 + 3 = 10).

History: Little is known about this mysterious race; even the name W is a code assigned by other Aliens. The one clear fact is that all members of the W receive intensive military training. A single W is no more powerful than any other Alien, but larger groups fight with greater efficiency and soon outstrip their opponents. The W's goals are unknown, but their training may be significant...

Timing:
Phase 8 - Reveal cards

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

Wild: As offensive player or an ally, you may put up to eight tokens in the Cone (two if you are the Macron).

Super: As a main player or ally, your side's token count is calculated using your power. Thus, if there are nine tokens on your side, your token count is 511 (times four if you are the Macron, plus any tokens adhering to Fungus). The general formula for N token



XEROGRAPH [O:WashU] COPIES OPPONENT'S CARDS Washington University

You have the power to duplicate. As main player in a challenge, you may call "copy" before cards are played. You do not play a Challenge card; instead, your card is the same as that of your opponent. When you copy, your opponent (but not yourself) may play a Kicker, which is not affected by the copying. You must have a Challenge card in your hand to use your power. You may copy the Oracle (his power has no effect on you); if you copy the Deuce, you copy only his first card. If the Visionary perceives your card and you then copy, he must play a card of the perceived value if he can.

History: A deeply philosophical race, the Xerographs have adopted a mystical doctrine of using only that which is necessary and sufficient. They have applied this to all areas, including combat, where their greatest goal is to meet the enemy with exactly the force he applies. Naturally, for the noble goal of Cosmic rule the Xerographs are willing to bend their principles and use excessive force at times.

Timing:
Phase 6 - Allies accept

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

Wild: When you must play Challenge cards, you may play this card face down. Its value is the same as that of the card played by your opponent, and after the challenge your opponent receives the card. You may not play this card if your opponent is the Xerograph

Super: When you copy, the value of your card is twice that of your opponent's.



YEAST [B:WashU] BUILDS AND USES PRESSURE Washington University

You have the power to ferment. You start with a pressure of zero, and your pressure increases by one at the start of each challenge (yours or any other player's). You may release pressure (spend points) as follows: spend one point of pressure to add one point to your side in a challenge, three points to buy a card from the deck, five points to buy a token from the Praw to the Warp or the Warp to a base, ten points to buy a base in your home system, and twenty to buy a base in any other player's system. Points spent are deducted from your pressure; your pressure may not be less than zero. You may spend as many points as you want at any time (for example, you can spend seven points after cards are revealed to increase your side's total by seven). You may only buy tokens and bases between challenges, and you may not buy a base on a planet with the Filth. If you lose your power you retain your pressure but do not increase or release it.

History: The Yeasts are natural balloons, producing hydrogen gas by a fermentation process and storing it in a sac. Excess hydrogen is used to produce quick bursts of speed for attack or defense. By coupling their natural abilities with fusion technologies, the Yeasts have magnified their power to levels suitable for Cosmic effects.

Timing:
Phase 1
Phase 7 - Play cards
Phase 8 - Reveal cards
Phase 10 - Interphase

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 apply pressure to your opponent by announcing before cards are played that, if he loses or fails to deal, he will lose one additional token to the Warp. You select the token from any of his bases.

Super: Your pressure increases by two points per challenge.



YOGI [M:WashU:L] LIFTS LUCRE AND CARDS Washington University (Lucre)

You have the power to levitate. In any challenge after the defensive player is determined, you may take one Lucre or one card (drawn at random from his regular hand) from either main player.

History: Claiming knowledge of arcane meditative practices that grant the initiated exotic abilities including levitation, the Yogis have opened instructional centers throughout the Cosmos. Those who receive their lessons rarely learn to levitate, but certainly end up lighter -- if only by the weight of their tuition.

Timing:
Phase 2 - Destiny

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

Wild: Whenever anyone flips your color, lift one of your tokens from the Praw to the Warp or from the Warp to a base.

Super: You may take two Lucre, two cards, or one Lucre and one card from either main player. If the player has only one Lucre or one card, you take only that.



ZEALOT [O:WashU] CONTINUES ATTACK UNTIL WIN Washington University

You have the power of fanaticism. If you lose a challenge as offensive player, you may continue to make challenges in the same system. You do not flip the destiny pile before each such challenge, but you do rescue a token. You may choose any planet in the system for each challenge. If you use your power, you must continue to make challenges until you win, make a deal, run out of Challenge cards or tokens, or are Zapped. Your turn then ends, even if you are the Machine.

History: The Zealots have always had a tendency to fixate on causes, whether political, social, religious, economic, or dietary. Once a Zealot decides on a course of action, nothing short of total victory or total defeat will stop him. The Zealots have now decided to rule the Cosmos...

Timing:
Phase 8 - Reveal cards

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

Wild: You may make two challenges in each of your turns, even if you lose or fail to deal in the first challenge.

Super: When you make fanatic challenges, you may draw a card from the deck at the start of each challenge immediately after you rescue a token.



ZERO [O:WashU] ZEROES ATTACK CARDS Washington University

You have the power of naught. As a main player in a challenge, after cards are played and before they are revealed you may call "zero". If you do so, any Attack cards that are played become Attack 0 cards. If either main player played an Attack card, he may discard it and play another Attack card face down in its place, if he has one. Powers such as the Laser, Oracle, etc. apply to the play of this second card as well. Zeroing only affects the Deuce's first card, but he may play an additional Attack card to replace it. You may only "zero" once per challenge.

History: The Zeros are ascetics and condemn all profligate acts. Their revulsion at excess leads them to acts of self-sacrifice so noble that others are momentarily carried away and match their forfeitures.

Timing:
Phase 7 - Play cards

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

Wild1: Upon receiving this card, you must discard your entire hand (except for this card, which you must keep). If you are the offensive player, your turn ends immediately, all tokens in the cone return to bases, and play passes.

Wild: When any player is entitled to draw consolation from your hand, you may zero the amount of consolation he gets; in other words, he gets nothing.

Super1: If your opponent plays an Attack Card after you zero, he must play his lowest Attack Card.

Super: Your opponent may not play an additional Attack card when you zero.

Displayed 53 powers.