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Fantasy Flight



ALIEN [O:CE] Abducts Other Aliens Fantasy Flight (Essence)

You have the power to Traumatize. At the start of another player’s turn, you may use this power to capture one of that player’s ships from any colony where he or she has at least two ships. Choose one trauma from your essence card cache and place it facedown next to this sheet with the captured ship on top. You may not hold more than one of each player’s ships captive at a time. When you are not the offense, before encounter cards are selected, you may use this power to release one or both of the main players’ ships you have captured on previous turns. Released ships join the encounter, going to the hyperspace gate or the targeted planet as appropriate (this may exceed any gate limits), and the trauma card under each one is placed facedown, unseen, near the corresponding main player.

When a player with a trauma card reveals an encounter card, he or she must also reveal that trauma card and carry out its effect. Revealed trauma cards are returned to you.

If this sheet is lost or turned facedown, all ships you have captured go to the warp and their trauma cards are returned to you.

History: The Aliens are actually quite child-like in their boundless curiosity, and are unaware that their simple abduction games are not appreciated.

Notes: The recommended experience level for this power is Expert. This is a Essence type power. Abandonment Trauma (3/9) Any or all of your allies may return their involved ships to their colonies, or switch them to the other side of the encounter.

Aggression Trauma (8/9) You may play any attack cards in your hand as reinforcements.

Depression Trauma (9/9) If you reveal an attack card, its value is 00.

Hallucinations Trauma (6/9, 7/9) Your opponent may exchange his or her revealed encounter card with any other encounter card from his or her hand.

Hearing Voices Trauma (4/9, 5/9) If all other players can unanimously agree, they may update your reality in one of the following ways: sending 1 of your colonies to the warp, discarding half of the cards in your hand at random, or giving you any 1 or 2 cards from the discard pile.

Nervous Breakdown Trauma (2/9) You immediately lose the encounter and collect no compensation. Proceed to the resolution phase and discard the played cards normally.

Victim Complex Trauma (1/9) If both sides reveal attack cards and you have the lower total, add 2 to your total. Otherwise, add 2 to any compensation you are due, subtract 2 from any compensation you owe, or lose no ships if you fail to deal.

Wild: At the start of your turn, you may ask one other player to give you five ships which you will hold as hostages, returning them at the end of your turn. Instead of giving you the ships, the player may offer you anything he or she could give you as part of a deal and/or agree to receive cards from your hand. If you accept the deal, all ships remain in place.

Super: You may capture a player's ship even if you already have one or more captives from that player. Place a trauma card under each ship you capture.



ANARCHIST [O:CE] Disrupts Rules Fantasy Flight (Essence)

You have the power of Chaos. As a main player, whenever you lose an encounter or fail to make a deal, use this power to disrupt a game rule by revealing one disruption from your essence card cache. At first you keep the card faceup on this sheet and only you may use the disrupted rule.

Once per encounter, you may allow another player to move one of your faceup disruptions from this sheet next to his or her alien sheet. Now both of you may take advantage of that disrupted rule. Afterwards, you immediately reveal another disruption from your essence card cache.

After any other player has used a disrupted rule, he or she immediately places that disruption in the center of the playing area and then everyone may use that disrupted rule. Disruptions are cumulative. When you have revealed all 8 disruptions, you win the game. You may still win the game via the normal method.

History: The Anarchists take umbrage with the formalities of interaction used over the eons, smothering their opponents with unorthodoxy at every juncture.

Notes: The recommended experience level for this power is Expert. This is a Alternate Win type power. Alliance Rule Disruption (8/8) You may ally without being invited, but if you do and you lose ships to the warp, you lose twice as many.

Compensation Rule Disruption (7/8) All or part of your compensation may be converted to rewards.

When you should receive a reward, you may take a card from any player in compensation instead.

Destiny Rule Disruption (6/8) Whenever you should draw from the destiny deck, you may instead look through that deck and choose which card to draw. Afterwards, shuffle the destiny deck unless this disruption has become usable by all players.

Gate Rule Disruption (5/8) All limits on the total number of ships that you can send to the hyperspace gate are ignored, including specific limits (such as those of the Macron).

Hand Rule Disruption (4/8) When you have no attack cards, you may discard your hand and draw a new one at any time (potentially continuing your turn if you are the offense).

Rewards Rule Disruption (3/8) You have a right to see all cards drawn from deck(s) for rewards.

Success Rule Disruption (2/8) You do not need to be successful on your first encounter to have a second encounter.

Warp Rules Disruption (1/8) When you should retrieve one or more of your ships from the warp, you may retrieve all of them.

Wild: You may rebel in one of the following ways: Instead of accepting your destiny card, draw destiny again. Instead of sending your ships to the warp, return them to your colonies. Instead of seeing your winning offensive allies' ships land on a planet, send them all to the warp. Give this flare to the Anarchist after use (or discard it, if the Anarchist isn't playing).

Super: As an ally, you may use your power to reveal a disruption when your side loses the encounter or you are dismissed because both main players must attempt to deal.



ASSISTANT [M:CE] Makes Players Better Fantasy Flight (Essence)

You have the power to Be Helpful. As a main player or ally, after alliances are formed but before encounter cards are selected, use this power if there are any other player(s) on your side of the encounter. Give one help card from your essence card cache to one of those players and then gain one reward. A player who has been given a help card can keep it faceup or facedown and look at it.

Other players may give their help cards back to you per the timing on the help card. When they do, use this power to provide the help as instructed; then either gain one reward or, if you can immediately use the help card for yourself, you may do so before placing the card faceup in the unavailable pile.

History: Mastering the art of obscurity, the Assistants seem to be omnipresent, relentlessly. Their inferior status is a veil from which they now quietly acquire a vast array of unnoticed resources.

Notes: The recommended experience level for this power is Advanced. This is a Essence type power. Lost Territory Help (1/6) At any time, if you have lost a home colony, the Assistant will recolonize one of your home planets using up to 3 of your ships from your other colonies and/or the warp per your instructions.

Messy Colonies Help (4/6) At any time, the Assistant will redistribute your ships among your colonies per your instructions.

Messy Hand Help (3/6) When you draw a new hand, the Assistant will pre-screen it for you, discarding some of the cards per your instructions, returning to you a more efficient and useful hand.

Needed Card Help (5/6) At any time, the Assistant will find a card you name in the discard pile and give it to you.

Ship Scarcity Help (2/6) At any time, the Assistant will retrieve any or all of your ships from the warp per your instructions.

Unwilling Ally Help (6/6) After a player other than the Assistant has chosen whether or not to ally and/or how many ships to bring, the Assistant will override that player’s decision per your instructions.

Wild: You may recolonize one of your home planets using one or more of your ships in the warp. Give this flare to the Assistant after use (or discard it, if the Assistant isn't playing).

Super: When a help card is returned to you, you may immediately discard a card from your essence card cache and replace it with the returned card.



NANNY [O:CE] Motivates Fantasy Flight (Essence)

You have the power of Consequences. When you are not a main player, after alliances are formed but before encounter cards are selected, you may use this power to ”motivate” one or both main players. To motivate a player, give him or her one negotiate card from your hand to add to his or her hand, and give him or her a consequence from your essence card cache to place faceup next to his or her alien sheet. If a motivated player reveals a negotiate card, carry out the incentive the consequence card is returned to you and you receive one reward. If a motivated player does not reveal a negotiate cad, carry out the punishment and leave the consequence card in place to mark the timeout.

A player in a timeout may not participate in the game in any way or communicate with other players, nor may other players communicate with the player int he timeout. If that player is the offense, his or her turn ends. If that player becomes the defense, the offense draws destiny again. At the end of the timeout, the player returns the consequence card to you. In any case where play cannot progress because of timeouts, all other players’ consequence cards are returned to you.

Whenever one or more other players discard negotiate cards, you may use this power to retrieve one of those negotiate cards and add it to your hand. You play and discard negotiates normally.

History: The Nannies are engaged in a time out campaign throughout the Cosmos.

Notes: The recommended experience level for this power is Advanced. This is a Essence type power. Ally Consequence (8/8) Incentive: Receive a reward for every player who joined your side as an ally. Punishment: The Nanny dismisses one of your allies from this encounter and that player returns his or her ships to colonies. You are on timeout during the next player’s first encounter.

Card Consequence (7/8) Incentive: Draw one card from the cosmic or (if available) reward deck. Punishment: The Nanny discards one card from your hand at random. You are on timeout during the next player’s first encounter.

Colony Consequence (6/8) Incentive: Redistribute your ships among your colonies as you see fit. Punishment: The Nanny sends one of your colonies to the warp. You are on timeout during the next player’s turn.

Deck Consequence (5/8) Incentive: Draw up to five cards from the deck. Keep one and discard the rest. Punishment: The Nanny discards half of the cards (rounded up) from your hand at random. You are on timeout during the next player’s first encounter.

Hand Consequence (4/8) Incentive: Discard as many cards as you wish from your hand. Punishment: The Nanny looks at your hand and discards your highest attack card. You are on timeout during the next player’s first encounter.

Reward Consequence (3/8) Incentive: Receive 1 reward for every ship you have in the encounter. Punishment: The Nanny looks at your hand and discards any or all artifact cards and cards from the reward deck. You are on timeout during the next player’s turn.

Ship Consequence (2/8) Incentive: Release 1 of your ships from the warp. Punishment: Lose 1 ship to the warp. You are on timeout during the next player’s turn.

Warp Consequence (1/8) Incentive: Release all of one other player’s ships from the warp and receive one reward for each ship released. Punishment: Lose two ships of your choice to the warp from foreign colonies (if possible). You are on timeout during {of} the next player’s turn.

Wild: When the offense is going to have a second encounter, you may cancel that encounter. Give this flare to the Nanny after use (or discard it, if the Nanny isn't playing).

Super: You may use your power as a main player, giving your opponent both a negotiate card and a consequence card.



NIGHTMARE [O:CE] Gives Bad Dreams Fantasy Flight (Essence)

You have the power of Bad Dreams. Once per encounter, when a main player has declined to invite you to ally, or another player is on the winning side of an encounter when you are on the losing side, you may use this power to place a bad dream from your essence card cache facedown near that player. You cannot give a bad dream card to a player who already has one.

You may reveal a player’s bad dream card at any time. That player reads the card and carries out its effects (if they apply). Revealed bad dream cards are returned to you.

History: ”There are knowns – things we know. And unknowns. Meaning things we know we don’t know. And unknown unknowns – things we are ignorant of not knowing.” (Found in a journal on a backwater planet.)

Notes: The recommended experience level for this power is Expert. This is a Essence type power. Being Chased Bad Dream (10/10) If another player is aiming the hyperspace gate at a colony or home planet which is not yours, instead that player is actually encountering you as the defense in your home system.

Falling Forever Bad Dream (9/10) If you are landing ships on the targeted planet as a winner in an encounter, instead your ships are falling into the warp.

Late for Work Bad Dream (8/10) If you are starting your regroup phase, instead you are actually skipping your regroup phase.

Lost the Way Home Bad Dream (7/10) If you are agreeing to a deal that involves receiving a colony, instead you are actually agreeing to a different version of that deal that replaces the colony you would receive with a card at random from the other player’s hand.

Naked in Public Bad Dream (6/10) If you are winning the game along with one or more other players, instead those other players are actually winning without you.

Out of Fuel Bad Dream (5/10) If you are starting your second encounter, instead you are actually ending your turn.

Running But Getting Nowhere Bad Dream (4/10) If you are accepting an alliance invitation, instead you are actually declining all invitations.

Seeing the Dead Bad Dream (3/10) If you are retrieving one ship from the warp during your regroup phase, instead every other player is retrieving one ship from the warp.

Teeth Falling Out Bad Dream (2/10) If you are revealing an attack card, {instead of} its face value{, the card’s value} is divided by 2 (rounded down).

Unprepared Bad Dream (1/10) If you are selecting an encounter card as a main player, instead you are actually drawing cards from the deck, giving all non-encounter cards drawn to the Nightmare, and playing the first encounter card you draw facedown as your encounter card.

Wild: When another player is establishing a colony on any planet, you may declare it to be a bad dream. Choose an empty planet or any planet where that player already has a colony. The ships land on that other planet instead. Give this flare to the Nightmare after use (or discard it, if the Nightmare isn't playing).

Super: When using your power to give a player a bad dream card, you may choose a player who already has one or more bad dream cards.



OLIGARCH [M:CE] Gets Richer as Others Get Poorer Fantasy Flight (Essence)

Game Setup: Take your five privileges as your essence card cache. You automatically start the game as the first player.

You have the power of Greed. Every time you draw a new hand of cards, including at the beginning of the game, draw one additional card.

You accumulate privileges up to the highest number of foreign colonies that has been reached by any player. Use this power whenever any one player has more foreign colonies than the number of your faceup privilege cards. Look through your essence card cache, choose one privilege, and play it faceup next to this sheet. If you are zapped, the privilege you attempted to play is removed from the game.

History: Overheard at the Oligarch’s Elite Club Squash’em: ”It’s not enough to know that I’m controlling the Universe from my holodecks, it’s that I also want to know that my ’friends’ see their lives as immeasurably and permanently less successful than mine.”

Notes: The recommended experience level for this power is Expert. This is a Essence type power. Compensation Control Privilege (1/5) When you should collect compensation, collect two more compensation cards. All other players who should collect compensation collect two fewer compensation cards.

Encounter Envy Privilege (2/5) When you are a main player and reveal an attack card, add 3 to your total. All other main players who reveal attack cards subtract 2 from their totals.

Rewards Siphon Privilege (3/5) When you should receive rewards, receive two more rewards. All other players who should receive rewards receive one fewer reward.

Victory Possession Privilege (4/5) You need one foreign colony fewer than normal to win the game via the normal method. All other players need one more than normal.

Warp Claim Privilege (5/5) When you should lose ship(s) to the warp, lose two fewer ships to the warp. All other players who should lose one or more ships to the warp lose one more ship to the warp. Ships which would have been lost return to other colonies.

Wild: At the start of your turn, if you do not have more cards in hand than all other players, you may draw from the deck until you do (before returning this flare to your hand).

Super: When another player should draw a new hand, you may deal the cards for that hand to yourself, choose one card from among them to keep, and give the rest to that player.



SHERIFF [O:CE] Upholds The Law Fantasy Flight (Essence)

You have the power to Ticket. Once during each player’s turn, you may use this power to choose a ticket from your essence card cache and either discard it, or give it to any player who is committing the infraction on the ticket and has the cards or ships needed to pay the fine. That player immediately pays the fine. If the fine is in cards, you select them at random from his or her head. If the fine is in ships, the player chooses which of his or her ships to lose. The player keeps the ticket faceup.

As the fine is being paid, you may use this power to seize it as a gratuity. Add some or all of the cards to your hand instead of discarding them, or retrieve a number of your ships from the warp up to the number fined. Ten the player flips the ticket facedown and gains immunity against further tickets while he or she has the facedown ticket (as indicated by the icon on the back of the card).

When all other players have immunity or you have no tickets remaining, all tickets are returned to you.

History: The Sheriffs recognize that minor offenses left unchecked will lead to chaos. That the swift serving of justice seems to serve their own intergalactic dreams is but a by-product of their vigilance.

Notes: The recommended experience level for this power is Advanced. This is a Essence type power. Excessive Force Ticket (1/9) Infraction: Winning an encounter by more than 10 or revealing an attack card of 20 or higher as a main player. Fine: Discard three cards.

Gridlock Ticket (2/9) Infraction: Having more than ten ships in the warp. Fine: Discard two cards.

Illegal Parking Ticket (3/9) Infraction: Having more than four of your ships on a planet. Fine: Discard one card.

Littering Ticket (4/9) Infraction: Discarding more than three cards at one time. Fine: Lose two ships to the warp.

Loitering Ticket (5/9) Infraction: Not accepting an alliance invitation. Fine: Discard one card.

Obstruction Ticket (6/9) Infraction: Canceling a player’s card or action. Fine: Discard two cards.

Panhandling Ticket (7/9) Infraction: Being able to send multiple ships as an ally but sending only one. Fine: Lose 2 ships to the warp.

Trespassing Ticket (8/9) Infraction: Aiming the hyperspace gate at a planet with one or fewer ships of the defense. Fine: Lose one ship to the warp.

Vagrancy Ticket (9/9) Infraction: Having only one ship on a foreign colony. Fine: Discard two cards.

Wild: At the start of any turn, you may play this flare in front of another player as an electronic monitor. That player cannot send more than one ship to the hyperspace gate without your permission. At the end of that turn, that player adds this flare to his or her hand, but cannot play it against you until after it has been played against any other player but you.

Super: You may ticket or discard twice per turn.

Displayed 7 powers.