The WARP Display Any Alien

The Amazing Alien Database


Show aliens that match these criteria:

Origin
Author
Theme
Type
Experience
Name
When viewing aliens, do you want to see:
The history? Yes
No
The art? Yes
No
The author? Yes
No
The theme? Yes
No
The notes? Yes
No
The type? Yes
No
Experience level? Yes
No
Flares?
All Flares
FFG/Eon style "retained" Flares only (Wild & Super)
Mayfair style "one-shot" Flares only (Wild1 & Super1)
Nebulas (Con, Wild1, Super)
No Flares
Timing style?
Text
Mayfair Icons
Fantasy Flight



AEON [M:Warp] Wins Through Use of Components Jack Reda (Alternate Win)

Game Setup: Place 12 Cosmic tokens on your alien sheet.

You have the power of Supremacy. Any time another player uses an artifact, flare, negotiate, reinforcement, or technology card, use this power to remove one token from your alien sheet. When you remove the last token, you win the game. You may still win the game via the normal manner.

History: Before the Cosmos was born, the Aeon existed, swirling in a mass of primeval jelly and gas, waiting for the spark that would create life. Through many generations and iterations, the Aeon have reinvented themselves, sometimes in a different form, but always with the same basic strengths. At last, they have become again in a stronger and more dynamic form, ready to conquer the Cosmos for good.

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

Wild: If another player plays an artifact, flare, and reinforcement in the same encounter, you may gain a colony in his or her system. Give this card to Aeon when you play it. If Aeon is not in the game, discard it to play it.

Super: Whenever a flare is discarded for any reason, you may remove a token from your alien sheet.



AJAX [O:FFGfo] Sells Foreign Colonies to Win Jon Gon (Alternate Win)

Game Setup: Use only half the normal ships.

You have the power of conquest. Each of your ships is worth 10. You can only send one ship as ally or main player. If you win as offensive main player you can always have another encounter. Whenever another player draws a wild destiny card, a mandatory auction for one of your foreign colonies starts. The colony goes to the highest bidder (your decision), if there are no bids it goes to the player that drew the wild. Your ships are removed from the colony and replaced by 1-4 ships from the buyer. After selling one foreign colony add one cosmic token to your alien sheet. When you have 4 tokens in your alien sheet you win the game. You can also win by the regular rules.

History: The Ajaxes are a race of legendary and outstanding warriors, however millennia of cosmic warfare and conflict dramatically reduced their population. To expand their empire the Ajaxes now operate on a delicate balance between maintaining foreign colonies and selling them for large profits

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

Wild: Use this flare at the end of your turn to be entitled to a second or third encounter depending of the situation.

Super: Use this flare in the beginning of any regroup phase to bring one unused ship to the game. If all your ships are already in game use this flare as a +10 reinforcement card. Either way discard after use.



ALCHEMIST [O:FFGfo] Stores Artifact Cards Jon Gon (Alternate Win)

You have the power of Relics. In the beginning of any Regroup Phase you may place one artifact card from your hand on your alien sheet. Whenever you're a main player you may activate the effect of one of the artifacts on your alien sheet. Activated artifacts can also be card zapped. When you collect 6 different artifacts you win the game. You may still win via the normal method.

History: The secret code and strange practices of the Alchemist are unrevealed mysteries. After mastering the manipulation of ancient artifacts the Alchemists embraced the quest of collecting these relics. Their purpose is unclear but some speculate that they wish to recreate themselves as the Precursors.

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

Wild: In the Regroup Phase you can discard one artifact and take three cards from the draw deck.

Super: You can activate one artifact on your alien sheet as an ally.



APOTHECARY [O:FFGfo] Discards For Perks Jon Gon (Alternate Win)

You have the power of Enhancement. At the start of every regroup phase you may discard one encounter card from your hand and return one ship from the warp. Alternatively if you discard one flare, reinforcement or artifact you may add one cosmic token (enhancement token) to your alien sheet. Each of these tokens counts as +1 for combat purposes. If you manage to obtain 12 enhancement tokens you win the game (10 in the 4 planet variant). You can also win via the normal rules

History: The Apothecaries evolved in a system rich in rare materials that allowed them to developed groundbreaking experiences of enhancement and healing. Eager to evolve and test new formulas they now venture to distant galaxies.

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

Wild: In any Regroup phase you may discard a negotiate card and return 1 ship from the warp.

Super: When you discard a flare or an artifact add 2 tokens to your alien sheet.



ARCHRIVAL [O:FFGfo] Wins If Others Lose Power Jon Gon (Alternate Win)

You have the power of rivalry. After receiving this power give rival tokens to two other players, these players will be your archrivals. When you are the offensive main player you can choose to attack any of your archrivals instead of drawing from the destiny deck. If at any point both of your archrivals lose power you win the game. You can also win via the normal manner. In addition, you can discard a reinforcement card in the beginning of any regroup phase and make one of your archrivals lose a corresponding value of ships of his/her choice.

History:

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

Wild: If any player currently owns two or more colonies in your home system, use this flare in the beginning of any regroup phase to get one extra encounter against that specific player's home system. Discard after use.

Super: In the beginning of your turn you can reassign one of your archrival tokens.



ARSENAL [M:FFGfo] Stores attack cards to win Jon Gon (Alternate Win)

You have the power of armoury. At the start of any player's turn, use this power to take an attack card from your hand and place it face up on your alien sheet. These cards are not considered to be part of your hand. When the sum of attack cards on your alien sheet is equal to the number of player x 20 you automatically win (75 with 3 players, 80 with 4 players, 100 with 5 players). You can also win by the normal rules. If zapped the card you're trying to store is discarded.

History:

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

Wild: If Arsenal is in the game and you’re a main player not facing him, use this flare after reveal to transform your encounter card into the sum of Arsenal's current stored cards. Give this flare to Arsenal after using. If Arsenal is not in game, use this card as a reinforcement card +5.

Super: When you win an encounter as a main player you may draw one card from the deck. If it's an attack (positive) add it to your alien sheet. If it's an artifact add it to your hand. If it’s any other card give it to a player of your choice.



AVALON [M:Warp] Wins By Not Using Components Jack Reda (Alternate Win)

Game Setup:Place 12 Cosmic tokens on your alien sheet.

You have the power of Paradise. Whenever you discard a flare, artifact, or reinforcement that you have not played, use this power to remove a token from your alien sheet. At the start of your encounters, instead of raising a ship, you may discard a card from your hand. When you remove the last token, you win the game. You may still win the game via the normal manner.

History: The Avalon live by a strict code of abstinence and teetotalism. Their world is one free from corrupting influences, and they know that true enlightenment will come when the Cosmos is rid of those crude tools of intrigue.

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

Wild: You may refuse to take compensation.

Super: You may remove a token from your alien sheet when you play an artifact or reinforcement, after they are discarded.



BOUNTY HUNTER [M:FFGfo] Captures ships to win Jon Gon (Alternate Win)

You have the power to Capture. When you win an encounter as a main player or an ally and the opposite side has ships involved, one ship from one of your opponents (you choose which one) goes to your alien sheet instead of the warp. Ships on your alien sheet are no longer considered part of the game, and cannot be retrieved or released by artifacts. When you have at least two ships of all players, except yourself, on your alien sheet, you win the game. You can also win by the regular rules. Powers that avoid going to the warp (e.g. Zombie) are not immune from being captured.

History:

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

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

Wild: When you win an encounter as main player, retrieve one ship from the warp for every player on the losing side during that encounter.

Super: Whenever a player is Plagued (by artifact) or a deal is unsuccessful, use this flare to capture one ship of one of the players who lost ships.



BRINK [M:Warp] Sets Attack Limit Jack Reda (Alternate Win)

Game Setup: At the start of the game, place 25 Cosmic Tokens on your alien sheet.

You have the power to Limit. After receiving your hand, place an attack card on your alien sheet. Whenever any other player plays an attack card that is higher than the card on your sheet, use this power to remove a token from your sheet. Any attack card you play over the limit becomes the new limit until your next turn. When you remove the last token from your sheet, you win the game. You may win by the normal method as well.

At the start of your turn, play a new attack card from your hand on your sheet, replacing the one there. Draw a new hand if you are out of encounter cards after placing one on your sheet.

History: A jittery race of quadrupeds, the high-strung Brink fear excessive displays of force, for they know that when universal equilibrium is under too much pressure, the Brink will be the ones that must relieve the burden. Tribal lore speaks of two possible outcomes when the great day of crisis comes - either the universe will collapse into itself, or a purging force will sweep away all life save the Brink. In either case, the Brink do what they can to warn others of the dire consequences.

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

Wild: Once any player plays a reinforcement, you may force all players to stop playing them for the duration of this encounter.

Super: You may remove a token from your sheet whenever you play at attack card higher than the limit card.



CERBERUS [M:FFGfo] Wins When The Warp Gets Crowded Jon Gon (Alternate Win)

You have the power of the Underworld. You win when the number of ships in the warp is equal to: number of players x 10 (x 8 in the 4 planets variant). The alternative victory is declared before the beginning of a regroup phase. In addition whenever a player lands a colony in your home system he must send one ship to the warp (his/her choice). You can also via the normal manner.

History:

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

Wild: Use this flare in the beginning of any regroup phase to remove up to 4 of your ships from the warp. Discard after use.

Super: When a player lands a colony in your home system use this flare to make him lose 3 ships to the warp (his/her choice).



CIRCUMLOQACIOUS [O:BGG] Plays 20 Questions Dapperghast (Alternate Win)

Game Setup: At the start of the game, choose an alien from the unused alien sheet and place it face down under this alien, then place ten tokens on this sheet. You may look at it at any time, but other players may not look at it or the unused alien sheet.

You have the power to Filibuster. At the beginning of each other player\'s turn, use this power to have that player asks you a yes or no question about the face down alien, which you must answer truthfully. Then that player may name an alien. If s/he names the alien you placed face down, reveal it, choose a new alien, and place five tokens on this sheet. If not, remove a token from this sheet. If this sheet has no more tokens on it, you win the game. You may still win the game via the normal method.

History: Due to a strong will to survive combined with a level of physical prowess that leaves something to be desired, much like an unusually intelligent baby, the Circumloquacious quickly learned how to talk their way out of any situation, using the power of their words to literally talk until they have found a way to get themselves into a more favorable position. They have decided it should be an exceedingly, almost ridiculously simple matter to utilize this power to its maximum potential in order to achieve cosmic dominance, as while other races will be busy squabbling among themselves, the Circumloquacious will have taken advantage of aforementioned power to talk their way out of any situation to take over the cosmos by talking. Because, as we have established, that is their primary strength.

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

Wild: As the defensive player, before encounter cards are selected, you may attempt to stall the game. If you can avoid playing an encounter card for at least 1 minute without your opponent calling you on it, use this flare to instead win the encounter. If your opponent calls you on it, that counts as a use of this flare.

Super: At the start of your turn, you may use this flare to switch the alien under your sheet. The new alien must either be in the same light color (Red, Green or Yellow) or from the same expansion. If there are fewer than five tokens on your sheet, put tokens on your sheet until there are five.



CYBORG [M:Warp] Wins by Regaining Humanity Jack Reda (Alternate Win)

Game Setup: Choose one unused player color and take the 20 ships of that color (16 in a 4-planet game), stacking a ship of the extra color on each of your ships. Your player color is that of the planets you use. The second color ships are your "cyborg" ships. Do not use this power unless you have an unused player color.

You have the power of Implantation. As a main player, whenever you lose an encounter, use this power to place your cyborg ships from the losing ships onto as many of the opposing ships as possible (each can receive no more than one).

Other players' ships that have cyborg ships stacked on them no longer count to encounter totals when you are involved in the encounter (as a main player or ally).

When all of your cyborg ships have moved from your ships to other player's ships, you win the game. You may still win via the normal method.

History: A human race, bred with an organic race of machines, the Cyborgs have struggled to regain their humanity. Only by stripping away the mechanical and attaching it to new hosts can the Cyborgs hope to finally be free.

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

Wild: As a losing offensive player, you may place one card for each ship you lost in the encounter face down on top of the encounter deck, before rewards are drawn.

Super: You may place cyborg ships onto other players' ships that already have cyborg ships, to a limit of two cyborg ships.



DEITY [M:FFGfo] Wins by winning 4 consecutive encounters Jon Gon (Alternate Win)

You have the power of godlikeness. When you win an encounter as main players add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you win as a main player. If you lose an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.

History:

Restriction: Zapping Deity impedes him from adding a token to his sheet.

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

Wild: When you win an encounter as a main alien, retrieve one of your ships from the warp.

Super: When you win an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.



DEVELOPER [M:BGG:T] Wins by Completing Technology Luke O'Hearn (Alternate Win)

Game setup: Place three cosmic tokens on your alien sheet.

You have the power of progress. Whenever you complete a technology card (and it is not abandoned), use this power to remove a cosmic token from you sheet. When you remove the last token, you win the game.

History: Developer has always preferred technological advancement over military conquest, growing upwards not outwards. Developer recently has taken to warfare, not for the sake of victory, but simply as a means to boost their economy and industry.

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

Wild: When you complete (but do not abandon) a technology card, immediately gain a colony anywhere using one or more ships which researched that technology. Then give this flare to Developer if they are in the game, otherwise discard it.

Super: If your first encounter is successful, you may draw new technology and have a second encounter in that order. (play on resolution).



E.T. [O:E1.4] Wins By Picking the Winner John C. McKevitt (Alternate Win)

You have the power of love. Before play begins, select a player whom you want to win and record it. If this player does win, reveal your selection, and you win instead. You may also win by normal means.

History:

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



ERADICATOR [M:FFGfo] Wins by sending all of one opponent's ships to the warp Jon Gon (Alternate Win)

You have the power of slaying. You win when any of your opponents has all of his ships in the warp. You can also win by the regular rules. If the Masochist is in game and he manages to have all his ships are in the warp, it�s considered a shared victory between you and Masochist.

History:

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

Wild: When you win an encounter as a main alien send one extra ship from any player in the losing side to the warp. The affected player chooses where the extra ship is lost.

Super: When you lose an encounter as a main player, the winning main player must send two ship of his choice to the warp.



EXTINCTION [M:FFGfo] Wins when there are five planets stripped of ships Jon Gon (Alternate Win)

You have the power of lifeless. When there are 5 planets in any system stripped out of all ships you win the game. Note that these cant all be the planets of your home system because if you have less than three home colonies you will lose power. You can also win by the regular rules.

History:

Restriction: Use only in games with at least 4 players.

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

Wild: Use this card in the same way and with the same effects of a plague. Discard after use.

Super: When you win an encounter as a main player you can eliminate one extra ship of one of the players in the losing side. You choose which ship is destroyed.



FALLOUT [M:FFGfo] Predicts outcomes to win Jon Gon (Alternate Win)

Game Setup: Place 12 cosmic tokens in your alien sheet. 10 in the four-planet variant.

You have the power of outcome. Before cards are selected in any encounter, give your fallout token (declare if you prefer) to the main player that you believe is going to win. If you're right remove one token from your alien sheet. A successful deal counts as a victory and a failed deal as a defeat. If you remove all tokens you are victorious. You can also win via the normal manner.

History:

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

Wild: When you are not a main player in an encounter you may place a bet in one of the main players. You may bet up to two ships by placing them in your alien sheet. If you are correct you receive one ship/card for each ship. If you are incorrect this ships are lost to the warp.

Super: When you predict correctly you can choose to discard one card from your hand or take a new one from the deck.



FORSAKEN [M:FFGfo] Benefits from all against one situations Jon Gon (Alternate Win)

Game Setup: Place 12 cosmic tokens in your alien sheet (10 in the four-planet variant)

You have the power to isolate. During any encounter when all players gang up against one player (regardless of the combination), use this power before planning phase, to remove one token from your alien sheet. When you remove the last token you win the game. You can also win the game by the normal rules. In addition when invited by both main players you are always the last one to decide which invitation you'll accept.

History:

Restriction: Don't use in games with 3 players.

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

Wild: Use this flare after alliance like a force field artifact. Discard after use.

Super: You may remove 2 tokens every time all players gang up against you.



GITH [M:GK] Warp Counts As A Base Gerald Katz (Alternate Win)

You have the power of limbo. When you have tokens in the Warp, it counts as a base towards the win. You must have tokens in the warp to win the game. You may only move tokens into and out of the warp as any player normally would. Other players may challenge your Warp tokens on any Wild Destiny or the Warp Challenge Special Destiny, ignoring its directions. If you win the challenge, proceed as if you won defensively on a regular base. If you lose the challenge, your opponent and his allies get a base anywhere in your system, and all your tokens are released from the Warp. Return them to bases.

History: The Gith know that everyone winds up in the warp. They utilize this eventuality by preparing the warp as their headquarters for universal domination.

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

Wild1: When your color comes up in the destiny pile, you may have the offensive player attack your Warp tokens. If you win, release them from the Warp. If you lose, your opponent gets a base in your system.

Super1: If you have at least 10 tokens in the Warp, it counts as two bases for the win.

Pro: You may move your tokens in and out of the Warp as if it were a regular base.

Con: Gith must have tokens in the Warp as a base to win the game. At the start of his turn, you may release all his tokens from the Warp.



GOALSEEKER [M:rec.c] Wins with 3 targeted bases Eric Clason (Alternate Win)

You have the power of purpose. At the start of the game, secretly target 3 planets in 3 different external systems, unless there are 3 players in which case you may target 2 planets in 1 external system and 1 in another. You win if you have a base on all 3 target planets. If one of the targeted planets somehow gets destroyed, you must announce it and secretly target another external planet where you do not have a base. If your power is zapped, you may not use it to win until the end of the next challenge. If you acquire this power after game start, you target as specified above, but you may not target a planet where you already have a base.

History: Others seek to grow their empire with no plan. The Goalseekers know that if they plan first, they will be able to concentrate their resources on the most important targets.

Restriction: Do not use in games with Insect or Plant.

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

Wild1: Secretly select 2 of your home planets. As long as you have bases on both these 2 planets you may continue to use your power.

Wild: At the end of your turn secretly select a planet in your home system. If that planet is challenged before your next turn, reveal that it was selected. No challenge cards are played and the challenge is considered a loss.

Super1: If you establish an external base on a non-targeted planet, you may declare it a targeted planet and untarget a different planet. You may do this even if this causes you to have more then 1 targeted planet in a system.

Super: If you establish an external base on a non-targeted planet, you may declare it a targeted planet and untarget a different planet. You may do this even if this causes you to have more then 1 targeted planet in a system.



GOD [O:E1.4:2] Wins by Crushing Other Players Dr. Robert Destro (Alternate Win)

You have the power of the almighty. You win every challenge in which you play an attack card. You can lose with a compromise or if for some reason you decide to play out a challenge normally. You can't be zapped, silenced, or lose your power and are immune to Demon, Witch, and Pacifist. Since you are so powerful, your victory conditions are different. To win, every other player must lose their power and not be able to use it at the end of the game. You cannot win because of a Moon or Schizoid's win condition.

History:

Restriction: Do not use with Plant, Insect, or Changeling.

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

Wild: Place this card on a face down challenge card. When played, unless it a compromise, the player it was played on automatically wins the challenge. This card is discarded after use, and it is powerless when played against God.

Super: You may use your power as an ally.



GRUB [M:Warp] Wins by Having Cards Jack Reda (Alternate Win)

You have the power to Amass. At the start of any player's regroup phase, before the offense retrieves a ship from the warp, use this power to win the game if you have 20 cards in your hand. You may still win the game via the normal method.

History: The sluggish and grotesque Grubs lead a laborious, groveling life consuming every resource they can reach. The Grubs care little for conquest or expansion, content to undergo metamorphosis until they emerge the most dominating life form in the Cosmos.

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

Wild: As a winning defensive ally, you may draw a card at random from the defensive main player for each ship you allied with.

Super: As a winning main player, you may collect a reward of cards for each ship you had in the encounter.



GUARDIAN [O:FFGfo] Defends The Divinity Jon Gon (Alternate Win)

Game Setup: Place 6 cosmic tokens on your alien sheet. Place only 5 in the four planet variant.

You have the power of the Keepers. At the start of the game declare one player as the Divinity (use a token if you prefer). When the Divinity is the main defensive player you may always ally with him (with up to 8 ships), even if uninvited. When you ally with him you may give him one card from your hand (he must accept). You cannot attack the Divinity (attack a foreign colony in the Divinity's system or redraw from the destiny deck). Whenever the Divinity wins an encounter, and you were present as an ally, remove one cosmic token from your alien sheet. When you remove the last token you win the game. In addition if another player wins the game and the Divinity has colonies in all home planets you share the win. You can also win using the regular rules.

History: The Guardians were slaves during millenniums, trained and bred to be loyal cannon fodder in warfare. The brainwash was so brutal that they began to believe that their masters where their gods. Now, orphans of their masters, the Guardians avidly seek news gods to command them.

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

Wild: When you are a defensive ally and your side wins, use this flare to receive 2 extra ships/cards rewards.

Super: You can play attack cards 08 as reinforcements in an encounter where the Divinity is a main player.



HOMOGENEOUS [M:FFGfo] Wins if all players have 4 colonies Jon Gon (Alternate Win)

You have the power of homogeneity. If at any point during the game, all players including you have 4 foreign colonies, you immediately win.

History:

Restriction: Dont use in games with less than 4 players. The alternative victory condition is 3 colonies in the four planets variant.

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

Wild: In the beginning of your turn, if a player has more cards than you, use this flare to refill your hand from the deck to an equal number of cards to the player with most cards. Discard after use.

Super: In the beginning of your turn take 3 cards from the deck and give them to any player you want except yourself. You can distribute them for several players of give them all to one.



INFECTION [M:FFGfo] Wins by infecting three foreign systems Jon Gon (Alternate Win)

You have the power of propagation. Whenever you are a main player, independently of the outcome, you give one infection token to the other main player after resolution. The player that receives an infection token must position it on one of his or her home planets. This planet is considered infected. Whenever an attack occurs on an infected planet, all attacking players, including allies, receive one infection token. You win by infecting all planets in 3 foreign systems or via the normal manner.

History:

Restriction: Don't use in games with 3 players.

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

Wild: If Infection is in the game, use this flare as a cure to prevent one infection token to be given to one player. Discard after use. If Infection is not in the game use at the start of your turn to send to warp one ship of any other player that coexists with you on any planet.

Super: Whenever a deal situation occurs (successful or not) and you are involved, give two infection tokens to the other main player.



LOSTLING [O:BGG] Wins By Losing Ships Brian Pickett (Alternate Win)

You have the power to Get Lost. At the start of any player\'s regroup phase, before the offense retrieves a ship from the warp, use this power to win the game if you have lost all of your ships. Lost ships include those in the warp, those removed from the game, and those captured by other players. Each time one or more of your ships are returned to you, you may use this power to remove half of them from the game (rounding up). Ships removed from the game in this way cannot be healed. Your power cannot be lost or stolen through any means, and you may still win the game via the normal manner.

History: The Lostling seem to derive pleasure from getting wiped out, but observers prone to looking beyond appearances begin to suspect that taking a backwards glance may just reveal what it is the Lostling don\'t want finding them...

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

Wild: During any regroup phase, you may choose a player other than the offense. That player retrieves a ship from the warp instead of the offense. You may not use this flare if the offense's ships are all in the warp, captured, or removed from the game.

Super: During each of your regroup phases, you may choose one of your ships in the warp and remove it from the game.



MAVEN [O:Warp] Wins if Deals are Made Jack Reda (Alternate Win)

Game Setup: Start the game with 4 tokens plus one for each player in the game on your alien sheet.

You have the power to Adjudicate. When only one player in an encounter reveals a negotiate card, you may use this power to play a negotiate from your hand and call "renegotiate". The two main players have one minute to make a deal. If the deal is successful, you remove a token from your sheet. If the deal fails, both main players lose four ships each to the warp and you remove two tokens. When all of the tokens have been removed from your sheet, you win the game. You may still win the game via the normal manner.

History: Expert negotiators that travel throughout the Cosmos facilitating deals, the Mavens know that the virtue of adjudication is its own reward. Only fools do not seek mutually beneficial outcomes at the tables of diplomacy, and the Mavens understand very well the real fruits of win-win situations.

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

Wild: If a deal fails between two other players, you have one minute to deal with one of the players. If it fails again, you both lose three ships (the other player loses a total of six).

Super: You may participate in the deal discussions between two other players when you use your power. The three of you have 2 minutes to make a deal. Your penalty for a failed deal is only one ship to the warp.



MEEK [M:Warp] Wins the Game by Losing Encounters Jack Reda (Alternate Win)

You have the power to Yield. Your colony marker does not advance when you acquire foreign colonies. Instead, each time you lose an encounter as a main player, use this power to advance your colony marker by one. Each time you win an encounter as a main player, use this power to move your colony marker back one. Your maker can not move below zero colonies.

History: Brainwashed by centuries of being told how they would inherit all they survey, the Meek have tirelessly adhered to a strict practice of submission, compliance, and patience. If all goes according to prophecy, their ultimate gain will be well worth the suffering.

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

Wild: As a losing ally, you may take compensation from either main player if your side revealed a negotiate.

Super: If you lose your first encounter as the offense, you may still make another.



MEGALOMANIA [M:FFGfo] Wins by stacking ships Jon Gon (Alternate Win)

You have the power of ambition. You don't lose your power by lack of home planets. To win you must have the higher stack of ships in 3 different systems (one of the systems can be your own). Alternate victory must be declared in the beginning of any regroup phase (a Mobius Tubes will have precedence). You can also win using the regular rules.

History:

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

Wild: When you are the defensive main player use this flare after destiny phase to receive one ship from the warp. Place the received ship in any of your colonies.

Super: Whenever a colour/special Destiny that indicates you is flipped from the Destiny deck, use this flare to relocate one of your ships.



MUTINEER [O:FFGfo] Causes Uprisings To Win Jon Gon (Alternate Win)

You have the power of rebellion. In any regroup phase you can place one negotiate card from your hand in front of any planet in any system. Whenever a wild destiny card is drawn you can activate a riot in any planet where you have a negotiate card. Discard the negotiate card and place one cosmic token in the planet to mark him as a rebel planet. All ships on it are now considered rebel and they belong to no player. When a rebel planet is attacked, the offensive player plays a regular encounter card from his hand and then draws from the deck until an encounter card comes up for the rebels. The encounter is then resolved as usual (Compensations are paid to the discard pile and drawn from the deck). When rebel ships go to the warp they return to their owners possession. You can ally with the rebels every time they are attacked and play an encounter card for them (instead of drawing from the deck). When there are 5 (4 in 4 planets variant) rebel planets active you win the game. You can also win via the normal manner.

History:

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

Wild: Use this flare in the beginning of your turn to eliminate one ship from another player from any planet in your home system.

Super: In the beginning of your turn use this flare to activate one riot in any planet where you have a planted negotiate card.



NOMADIC [M:FFGfo] Leaves Home System Adam McLean (Alternate Win)

You have the power to Migrate. At the start of any player's regroup phase, before the offense retrieves a ship from the warp, use this power to win the game if you have all of your ships, that have not been removed from the game, on your foreign colonies. You must have no ships on your home planets or in the warp. You do not lose this power because of having too few home colonies, and you may still win the game via the normal manner.

History: Coming from a barren and debilitated home, the Vagrant have searched the universe for a more productive world to call their home. By nature, they are a gentile species, but having searched now for many years, are finding the most suitable planets to also be the most hostile. But they will be leaving their enfeebled home, and now, at all costs.

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

Wild: You may use your alien power if you have at least 1 home colony.

Super: You may win the game if all of your ships, that remain in the game, are not on your home colonies (can be on foreign colonies or in the warp).



OPPRESSOR [M:FFGfo] Wins by having 3 foreign colonies in the same system Jon Gon (Alternate Win)

You have the power of subjugation. If you obtain three foreign colonies in the same system, use this power to win the game. You can also win the game by the regular rules.

History:

Restriction: Dont use in games with less than 4 players.

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

Wild: If you have two colonies in one foreign system, in the beginning of your turn, trade cards with that systems owner. You must give him this flare too.

Super: When you make a colony in a foreign system, receive one random card from the system owner if he has any.



PALADIN [O:FFGfo] Wins By Having No Ships In The Warp Jon Gon (Alternate Win)

Game Setup: Place 10 cosmic tokens on your alien sheet. Place 8 in the four-planets variant.

You have the power of the light. At the start of your turn you may attack the warp instead of drawing from the destiny deck. There are no alliances; the warp is worth the number of ships in it. If you win, you free all your ships there, this counts as an encounter. You may also raise one ship from the warp whenever you win as main player or ally. The downside is that if you're invited by both main players you must ally with one of them. In any regroup phase if you have no ships in the warp you discard one cosmic token. If you discard all tokens you win the game. You can also win via the normal manner.

History: The righteous Paladins have sworn to fight the forces of the warp and protect the cosmos from darkness. Following a strict moral conduct, the Paladins cannot neglect the distress calls of other races. Now their enemies know their weakness...

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

Wild: Use this flare in the beginning of your turn to attack the warp. The warp is worth the number of ships on it, there are no alliances. If you win you free all your ships. Attacking the warp counts as an encounter. Discard after use.

Super: Use this flare in the beginning of any regroup phase with the effect of a mobius tubes. Discard after use.



PAUPER [M:BGG] Accepts Charity Adrian Walker (Alternate Win)

You have the power to beg. Whenever you should draw a new hand (including when you are dealt your starting hand), do not draw from the deck as usual. Instead, the other players (after drawing their own hands, if appropriate) give you any cards from their hands one at a time in turn order until they have given you all the cards they wish to get rid of or you have a full hand of eight cards. Each then draws replacement cards from the deck equal to the number of cards they donated to you. If you receive fewer than the required number of cards, draw the remainder from the deck.

If you lose an encounter as a main player or ally, you use this power to force your opponent to give you a card. If they do not, choose a card from the discard pile, adding it to your hand, or draw from the deck if there is no discard pile.

At any point, if your hand consists of only negotiate cards, use this power to reveal your hand and win the game. You may still win by the normal method. Special negotiates, such as those from the reward deck, are considered negotiates for the purposes of this power.

History:

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

Wild: As a main player, reveal this flare. Your opponent must give you a card from his or her hand. You may then add it to your hand, or discard it.

Super: At the start of your encounter, before revealing destiny, you may reveal this flare to discard a card from your hand (including this flare) and pick a Negotiate card from a discard pile.



POLLEN [O:FFGfo] Wins by making at least one colony in every system Jon Gon (Alternate Win)

You have the power of colonizing. You win the game when you establish at least one foreign colony in all existing systems. You can also win by the regular rules.

History:

Restriction: Use only in games with 4 or 5 players.

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

Wild: When you draw a destiny card, use this flare to discard it and take a new destiny card. Discard this flare after use.

Super: Whenever destiny determines that you must attack a system where you already have a colony, draw one card from the encounter deck.



PRIMEVAL [O:FB] Wins By Regaining Power Wyatt Jamison (Alternate Win)

Game Setup: Place all primeval ships in the warp. All your home planets are vacant.

You have the power to Preside. At your start turn phase, use this power to win the game. You may also win via the normal method.

History: Banished eons ago to the cosmic warp by powerful forces unknown, the ancient Primevals have bided their time, waiting for open conflict and confusion to break out and provide cover for their reemergence. Those who have studied the advanced ruins on their long-dead worlds warn that were they ever to regain the seat of their power, little could stop their renewed dominance.

Notes: The recommended experience level for this power is Novice. This is a Rules type power. To Clarify: This alien starts the game without their power (all ships are in the warp). If they can regain their power by recapturing at least three home planets and keep it until their next Start Turn Phase, they win unless the power gets zapped.

Wild: If you have your alien power: use this flare to instantly mature one of your tech cards, regardless of how many researching ships are on it. Timing rules on the tech card must still be obeyed. If the tech has "x" for the number of ships required, treat the card as if it had ten ships on it. Then give this card to the next player who does not currently have their alien power, if any; otherwise discard this card. If you do not have your alien power: During the Destiny phase as the offense, if you do not like the orders you receive, discard them and draw a second time. You must go with the second orders. Also, during the Launch phase, you may commit up to five of your ships from any source, including the warp.

Super: You may use your power to win during any Start Turn phase, not just your own.



PRIVATEER [O:FFGfo] Wins By Driving Off Colonies Jon Gon (Alternate Win)

Game Setup: Place 6 cosmic tokens on your alien sheet. Place only 5 in the 4 planets variant.

You have the power to raid. When you're the main offensive player you can attack any colony from any player in the system indicated by the destiny deck. When any player draws a wild destiny card, before the regular encounter takes place, you can attack any foreign colony in any system (if there's any). Whenever you drive off a foreign colony remove one cosmic token to your alien sheet. When you remove the last token you win the game. You can also win via the normal manner. In addition, as a main player, reinforcements played on your side are worth the double.

History:

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

Wild: In the end of your turn use this flare to make an extra encounter. Do not draw a destiny card. This extra encounter can only be used in trying drive off colonies from your home system.

Super: When you successfully drive off a foreign colony use this flare to take one card from the colony owner's hand for each ship that was in the destroyed colony.



PROGRESSIS [O:FFGfo] Wins by researching four technologies Jon Gon (Alternate Win)

You have the power of technology. In the beginning of the game you keep two technologies instead of one. If you complete four technologies you win the game. You can also win by the regular rules.

History:

Restriction: Use only in a game with technology.

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

Wild: If you have completed one technology, you can get a new tech card without abdicating of your second encounter. Discard the flare after use.

Super: In the beginning of your turn you can place two ships researching.



REDEEMER [O:FFGfo] Benefits from high cards being played Jon Gon (Alternate Win)

Game setup: Add 12 tokens to your alien sheet.

You have the power of studying weapons. In any encounter when a player plays an encounter card equal to 20 or more, use this power to discard one of your tokens. Consider all effects that can change a card value for this purpose (Mirror, Tripler, etc.). When you discard your last token you win the game. You can also win using the regular rules.

History: Formerly know for their impressive weapon, the Redeemer. These creatures have undertaken a mission to study the most powerful weapons of the cosmos. Every time that one opponent uses these weapons, the Redeemers are closer to achieve the knowledge that will allow them to create the ultimate weapon.

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

Wild: Use this flare, after reveal, to transform all your attack card 08s into attack card 18s.

Super: At the start of your turn, you may choose two cards from the discard pile and add them to your hand.

Super: When you are a main player and another player uses an attack equal or greater to 20 against you. Use this power to, after resolution, return the card to your opponent's hand.



SADIST [M:CC] Wins by Killing Others’ Ships Fantasy Flight (Alternate Win)

You have the power to Inflict Pain. At the start of any player’s regroup phase, before the offense retrieves a ship from the warp, use this power to win the game if all other players have lost at least eight ships. Lost ships include ships in the warp, ships removed from the game, and ships captured by other players.

You may still win the game via the normal manner.

History: A civilization that glorifies pain and pleasure in primal, brutal rituals, the Sadists barely manage to keep their own race alive. Desiring to spread their brand of worship across the universe, these being enter the Cosmos with peering eyes, blood on their hands, and the desire to kill as many living things as possible.

Restriction: Do not use with Zombie or Healer.

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

Wild: Whenever you send another player's ships to the warp, you may draw one card from the deck for each player who lost ships to you.

Super: At the start of any encounter, choose a player with at least one ship in the warp (including yourself) and any other player. The first player retrieves a ship from the warp, then the other player sends one of his or her ships (his or her choice) to the warp.



SPRINTER [M:rec.c] Wins as soon as is ahead Eric Clason (Alternate Win)

You have the power to win quickly. At the game start, you take your turn last. You may not use Timegash until after your first turn. Each round move your turn up one position (For example: if last round you took your turn 3rd, this round you take your turn 2nd). On the round where you take your turn first you will also take another turn last. If you have more external bases then any other player, you win. You do not need 5 external bases to win. If your power is zapped, you may not use it to win until the end of the next challenge.

History: The Sprinters value speed above all else.

Restriction: Do not use in games with Insect, Plant, or Queue.

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

Wild1: If you have more home bases than any other player, you win.

Wild: As a main player if you have a higher total in a challenge before cards are revealed (treat as playing attack 0 cards), you win the challenge.

Super1: If you are tied for the most external bases, you and the player(s) you are tied with share a joint win.

Super: If you play an edict before any other player during a challenge, no other player may play edicts for the remainder of the challenge (except Flare Zap).



STASHER [M:FFGfo] Wins after collecting 10 negotiates Jon Gon (Alternate Win)

You have the power of collecting. When negotiate cards are played in an encounter, before they are discarded, salvage them to your alien sheet. You can salvage the negotiate cards you play too. Place them in a visible and countable way. When you have collected 10 negotiate cards you win the game. You have no precedence over Filch. Stasher can also win by the regular rules.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power. The victory condition is 8 negotiate cards for the 4 planet variant.

Wild: In the beginning of your turn, if you have a negotiate card, you can give one to any player and receive in return a random card from the same player.

Super: When you lose an encounter as a main player, take two cards from the deck, if any of them or both are negotiate cards show them to the other players and add the to your alien sheet. Cards that are not negotiates are not shown to other players and are returned to the deck.



SYMMETRY [M:Warp] Wins from Lopsided Encounters Jack Reda (Alternate Win)

Game Setup: Place 8 Cosmic Tokens plus one for each player in the game on your alien sheet.

You have the power of Equilibrium. Whenever any player wins an encounter by a total of 10 or more, use this power to remove a token from your alien sheet. When the last token is removed, you win the game. You may still win the game via the normal method.

History: The Symmetry move invisibly though the Cosmos, monitoring the amount of force used to win battles, and regulating adherence to the Olotka Conventions for treatment of combatants. Whenever violations occur, the Symmetry take covert action. Other worlds will eventually pay for non-compliance, though they do not fully understand the ramifications.

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

Wild: If your opponent has more allies than you do, you may choose one of his or her allies, who must leave the encounter. Ships return to colonies.

Super: If the difference in encounter totals is 7 or more, you may remove one of your tokens. You may remove 2 tokens if the difference is 15 or more.



TRIFLING [M:FFGfo] Wins by losing 4 consecutive encounters Jon Gon (Alternate Win)

You have the power of insignificance. When you lose an encounter as a main player, add one cosmic token to your alien sheet. Keep adding tokens to your alien sheet as long as you lose as a main player. If you win an encounter as a main player remove all tokens from your alien sheet. If at any point you have 4 tokens in your alien sheet you win. You can also win by the regular rules.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power. Zapping Trifling impedes him from adding a token to his sheet.

Wild: Use this flare in the beginning of your turn to discard your entire hand and receive a new one. Discard the flare after use.

Super: When you lose an encounter as a main alien take one card from the deck, you can then decide to keep it or discard it immediately.



VICTOR [M:Warp] Wins by Winning Jack Reda (Alternate Win)

Game setup: Place eight tokens on this sheet (seven if playing with four planets per player).

You have the power to Win. Each time you win an encounter or make a deal as a main player, use this power to discard one token from this sheet. If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.

History: Hailed as conquering heroes, the strapping and clever Victors have been celebrated as favored champions throughout known space. Even their enemies grudgingly admit that the Victor's penchant for winning is admirable and noteworthy. To the Victors go the spoils.

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

Wild: As an offensive main player, you win an encounter in the event of a tie.

Super: You may use your power as an ally. If the main players make a deal, you may still remove a token even though you are not part of the deal.



WAITER [O:FFGfo] Collects the Discard Pile Adam Rouse (Alternate Win)

Game Set-up: You do not receive ships, planets, etc., and do not have a turn. You are not initially dealt any cards.

You have the power to wait. At the start of each turn, use this power to take the discard pile and add it to your hand. You cannot use cards from your hand (except your own flare), but may instead give any card(s) from your hand to any other player at any time and may not be refused. If at the start of any encounter you have attack cards whose face values add up to 200, use this power to win the game immediately. If at any time you are zapped, you retain your hand but may not give out cards for the rest of the encounter. At the end of the encounter if you do not have the use of your power, the discard is shuffled into the deck.

History: On their homeworld, the Waiters were dominated by a stronger race for ages and forced into subservience. Waiting on their masters' every need, the Waiters soon tired of this practice and hoped that with great patience, someday they would gain the power to overthrow their rulers -- and they did. Free to roam the cosmos now, they have learned that old habits die hard, and they continue to serve all whom they meet, but this race will continue to wait for a truly Cosmic tip, and then the Waiters will have their way.

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

Wild: You may look through the discard and/or the Waiter's hand and take up to five cards. Discard this card after use. This card may not be retrieved from discard by cards such as Finder or by any alien power other than Waiter.

Super: Before cards are played in an encounter, give this card to the attacker to end his turn. All ships in the hyperspace gate return to bases.



ZILCHLING [O:Warp] Wins by Helping Another Player Win Jack Reda (Alternate Win)

Game Setup: Place one Cosmic Token on your alien sheet for each player in the game. At the start of the game, write down the name of a player other than yourself that you think will win.

You have the power of Zilch. Any time during the game, you may use this power to discard a Token from your sheet. When you do, you may either Zap another player's power, or prevent a power (other than your own) from being Zapped for one encounter. Your power does not count as an artifact.

If the player you pick wins the game, you win as well. If you and the player you pick both share a normal win, you win alone. You may win the game via the normal method as well.

History: Globules of cast off matter from the Cosmic Zilch, the Zilchlings are imprinted with the same genetic desire to influence the outcome of prophecy. Supercharged with the very power that envelopes, surrounds, and penetrates every living being in the Cosmos, the Zilchlings find it easy to meddle in the affairs of others.

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

Wild: If one player has fewer foreign colonies than all other players, you may grant that player a colony anywhere. Give this card to Zilchling when you play it. If Zilchling is not in the game, discard it to play it.

Super: You may play this card to nullify any card in the game. The card has no value and is discarded. If you nullify an encounter card, it is now worth zero. Discard this card when you play it.

Displayed 48 powers.