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Fantasy Flight



ARCHITECT [M:FFGfo:Pl] Builds Worlds Jon Gon (Planet)

Game Setup: Place 5 unused planets on your alien sheet.

You have the power to build worlds. Whenever you point the hyperspace gate to a system, before the encounter takes place, you can place a planet "under construction" in the targeted system. Place one planet from your alien sheet in that system (mono-coloured side up). This planet cannot be attacked while under construction. If there's already a planet under construction in the targeted system you can choose to place a new one or to finish construction. You finish construction by flipping the planet and placing 1 to 4 of your ships on it. These planets belong to the system where they were built. Colonies won by construction don't count as a successful encounter. If for any reason you lose a colony on a constructed planet, immediately return the planet to your alien sheet, sending all ships on it to the warp.

History:

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

Wild: At the start of any player's turn, use this flare to automatically occupy a vacant planet in any system with 1 to 4 ships. Discard the flare after use.

Super: When placing planets "under construction" or "finishing construction" receive two ship from the warp.



EXPLORER [O:CD] Finds New Planets Fantasy Flight (Planet)

Game Setup: Choose one unused player color and place four planets of that color on this sheet. Do not use this power unless you have an unused player color.

You have the power of Discovery. As the offense, after the hyperspace gate is aimed, you may use this power to take a planet from this sheet, place it in the targeted system, and re-aim the gate at that planet.

As a main player or ally, after both players reveal attack cards, you may use this power to increase your side\'s total according to the planets you have discovered. Add 1 for each discovered planet you do not have a colony on, 2 for each discovered planet you coexist on, and 4 for each discovered planet you occupy alone.

History: As the various child-races of the Precursors began to take to the stars, most were drawn to one another in their hunger for knowledge, trade, defense, conflict, and the other manifold needs that drove them forward. The Explorers, however, often bypassed other sentient beings in their haste to catalog new worlds. Even centuries later, this obsession continues; but now they begin to reap the rewards of their diverse discoveries.

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

Wild: As the offense, after the hyperspace gate is aimed, you may take the Genesis planet (whether it is in use or not), place it in the targeted system, and re-aim the gate at that planet. You may receive rewards equal to your ships in the encounter if you win or make a deal, or one reward if you do not (in addition to any other benefits of the encounter outcome).

Super: As a main player or ally in an encounter at any planet you discovered, after encounter cards are revealed you may add 4 to your side's total.



FOCUS [O:Warp:Pl] Arranges Planets in Order of Defense Jack Reda (Planet)

Game Setup: Arrange your planets in the order you wish them to be challenged. Arrange your ships on the planets in any denomination you like (as long as there is at least one ship per planet).

You have the power to Channel. Other players must attack you in the order you select. If they have a colony on the first-most planet, they must attack the next one, and so on. When you establish a foreign colony, you may place that planet behind the others, forcing players to attack elsewhere first, if possible. At the start of your turn, you may rearrange the order of any planets in your system.

History: Brilliant engineers, the Focus work on a massive scale, constructing planet-sized mechanisms that can change the orbit of an entire world. Through the use of multi-dimensional mathematics, the Focus can predict where attacks will occur in their own system, and prepare their defenses accordingly.

Restriction: Use only in a game with individual planet tiles.

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

Wild: When discarding cards, you may place any of them on top of the Encounter deck, in any order you like.

Super: You may rearrange the order of your planets between players' turns.



FRACTURE [O:FFGfo:Pl] Reorganizes Planets Toomai (Planet)

You have the power to shunt. At the start of each of your encounters, you may use this power to switch one planet with any other planet. If playing a set with planets that cannot be individually placed, this is done by moving all ships from one planet to the other (and vice versa). You may not shunt to produce an instant win.

In addition, you may use this power once as part of a deal.

History: The Fractures discovered a hyperspatial gap in the space-time continuum just outside of their home system. By peering into it, they have learned to teleport entire planets across space in an instant. They wish to use this power to reorganize the Universe to their own whims.

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

Wild: As the defense, you may change which planet the offense has chosen before encounter cards are selected.

Super: You may use your power at the start of any encounter, not just your own.



GEOPHAGE [M:FFGfo:Pl] Devours Planets Zach Gaskins (Planet)

You have the power to Devour Planets. When you are the offensive player and successfully win an encounter in another player's home system, use this power to move the planet tile partially underneath another planet tile in your home system. All ships that were on the "devoured" planet go to the warp; your ships and those of offensive allies establish a colony on the "devouring" planet.

When you are the defensive player involving one of your planets that has "devoured" one or more planets, use this power to add 10 to your total per devoured planet tile, after encounter cards are revealed.

A colony on a planet that has other planet tiles underneath it counts as a home colony for purposes of maintaining powers for each one of the tiles that is one's own color, and a foreign colony for each of the tiles that is not one's own color. A planet with multiple tiles is treated as a single entity (owned by the Geophage player) with regards to other planet-affecting powers and effects.

History: It wasn't that the planet's surface seemed to ooze like the flesh of a deep-sea creature. Nor was it the notion that the Geophage's ships seemed to use some sort of corrosive enzyme as their primary weapon. It was the horrific slurping sound they made as they slowly engulfed everything in their path: OM NOM NOM NOM...

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

Wild: When you win an encounter, you may retrieve one ship out of the warp or draw one card for each ship the opposing main player lost in the encounter. "you learn how to digest opposing ships for nutrition."

Super: You may devour planets as an ally (taking the offensive player and allies with you as usual).



GLOOP [O:FFGfo:Pl] Merges And Separates Planets Toomai (Planet)

You have the power of coalescence. Once you have been designated the defense, before the offense points the cone, you may use this power to change the number of home planets you have. You may merge planets together by stacking them, combining all colonies on them into one. Or, you may separate a merged planet, dividing all ships on the resulting planets equally. You may merge multiple planets at once, or divide multiple planets at once, but you cannot do both at the same time.

When a merged planet is being attacked by another player, use this power to add 10 to your total for each extra planet in the stack. For example, a three-planet merge results in a +20 boost.

A colony on a merged planet counts as one colony on each planet in the stack.

History: The homeworld of the Gloops is composed mostly of water. By steaming parts of their planet into nearby orbit, the Gloops can create another planet at will, or combine all parts of their world together. With such defensive prowess, they are a formidable foe when faced all at once.

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

Wild: As the defense, you may add 3 to your total for each home colony you have other than the one being attacked.

Super: When you divide a planet, you may choose where the ships go instead of dividing them evenly.



GOLIATH [M:FFGfo:Pl] Blocks further colonies in the foreign planets where he lands Jon Gon (Planet)

You have the power of colossal size. When you land a foreign colony, either by combat or by deal, flip the planet disc to the different side. This means that from this moment on, nobody else can land a colony in this planet. If you had offensive allies they are also entitled to a colony. However this planet cannot be the target of further regular attacks. If for any special reason, Goliath loses his foreign colony, flip the planet again.

History:

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

Wild: At the start of your encounter as main offensive player, receive two ships from the warp.

Super: At the end of your turn, you can place at least four ships in one foreign colony, by doing this all other ships on that planet are expelled and returned to their owners.



HYPERION [O:BGG] Brings Planets Through Gate Bill Martinson (Planet)

You have the power of Geotranslation. After aiming the hyperspace gate, you may use this to bring a planet from a different system and place it next to the gate (it still belongs to its home system). Every player (including you) who has a foreign colony on this planet, in clockwise order starting on your left, has the option to transfer his entire colony to the defensive planet. For each ship transferred you may draw or discard one card.

After encounter cards are revealed, you may use this power again to increase or decrease your total by the number of ships still on the moved planet. These ships are not involved in the encounter, but if you lose or fail to deal, you must choose one of them to go to the warp (in addition to the normal encounter outcome).

When the encounter ends, return the planet to the location you took it from.

History: Harnessing subspace energies on an unparalleled scale, the Hyperions bend hyperspace around objects of planetary mass. Suspected by some to be a remnant of the ancient Precursors, these reclusive ones walks softly and carry the largest stick imaginable.

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

Wild: At the start of any turn, you may exchange the positions of any two planets; they now belong to their new systems. In doing so, you may not cause any player to gain or lose more than one foreign colony, to lose his or her alien power, or to win the game. Afterward, give this flare to the Hyperion. If the Hyperion is not playing, discard this flare to use it.

Super: If you move a planet to a system that has fewer planets than it began the game with, or if the most recent destiny card has a Hazard indicator, when your encounter ends you may leave the moved planet in the defensive system; it now belongs to that system.



LEVIATHAN [O:Warp:Pl] May Attack With Planet Jack Reda (Planet)

You have the power of Worldships. As the offense, after the hyperspace gate is aimed, you may use this power to choose one of your home planets that has no opposing ships on it and send it through the gate to attack as a worldship. Take the worldship (with all of your ships that were on it) and place it on the hyperspace gate. After encounter cards are revealed add 20 to your side's total, plus 1 for each ship you have on your worldship. If you lose the encounter, return the worldship to your home system, sending all ships on it to the warp. If you win the encounter, return the wordships to your home system with your ships still on it, although you may leave between one and four ships behind on the planet you successfully attacked.

History: Immense and powerful creatures, the Leviathans consumed every resource on their own worlds until they themselves became like planets. The Leviathan fleets, now stationed within the fleshy folds of their masters, scout out new worlds for the Leviathans to envelop. The sight of a world-sized entity gating in through hyperspace often causes madness and hysteria on the targeted planet, but it doesn't last long.

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

Wild: As a main player, you may play your entire hand as one encounter card (adding together only attack cards to create one value). The entire hand is discarded at the end of the encounter.

Super: You may rearrange your ships among all of your system planets (even reoccupying a planet that you had no ships on before).



LEVIATHAN [O:CI] May Attack With Planet Fantasy Flight (Planet)

You have the power of Worldships. As the offense, after the hyperspace gate is aimed, you may use this power to choose one of your home planets that has no opposing ships on it and send it through the gate to attack as a worldship. Take the worldship (with all of your ships that were on it) and place it on the hyperspace gate. After encounter cards are revealed add 20 to your sideā€™s total, plus 1 for each ship you have on your worldship. If you lose the encounter, return the worldship to your home system, sending all ships on it to the warp. If you win the encounter, return the wordships to your home system with your ships still on it, although you may leave one to four ships behind on the planet you successfully attacked.

History: Immense and powerful creatures, the Leviathans consumed every resource on their own worlds until they themselves became like planets. The Leviathan fleets, now stationed within the fleshy folds of their masters, scout out new worlds for the Leviathans to envelop. The sight of a world-sized entity gating in through hyperspace often causes madness and hysteria on the targeted planet, but it doesnā€™t last long.

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

Wild: As the offense, after destiny is drawn, you may trade one home planet with the defense. Your planet moves to the defense's home system and vice versa. The encounter immediately ends successfully. Afterwards, give this flare to the Leviathan (or discard it, if Leviathan is not playing).

Super: Your worldships may contain any ships except the defense's ships. Other player's ships on your worldship count towards your side's total and those players are automatically allied with you for this encounter, but may not launch additional ships and do not receive a colony if your side wins.



LOCUST [M:CI] Eats Planets When Alone Fantasy Flight (Planet)

You have the power to Devour. At the start of any regroup phase, if you have a foreign colony on a planet by yourself (i.e., there are no other ships on the planet with you), use this power to devour the planet, removing it from the game and placing it on this sheet. Your ships on that planet are returned to your other colonies.

Each planet you have devoured counts as one foreign colony towards victory for you, even if this power is later lost or stolen. If this power is stolen, devoured planets do not transfer with it.

History: The Locusts recently swarmed out of their home system in a vast cloud of ships, searching for uninhabited planets that they could break down and consume to meet the ever-growing energy needs of their people. Needless to say, the other aliens are keeping a nervous eye on these destructive gluttons.

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

Wild: At the start of any regroup phase, you may send 4 of your ships to the warp to destroy a planet that is not in the Locust's home system, removing it from the game. Any ships on that planet are sent to the warp. Afterwards, give this flare to the Locust. If Locust is not in the game, discard it instead.

Super: Once per encounter, you may devour one foreign planet on which you have more total ships than all other players combined. If you do so, all other players' ships on that planet are sent to the warp.



PUPPETEER [M:FFGfo:Pl] Uses Planets to Control Aliens Adam Rouse (Planet)

Game Setup: Place each of your planets in an opponent's system instead of your own, distributing the planets as evenly as possible among the other players.

You have the power of Manipulation. When you are the defensive player, any of your home planets may be targeted. If you have ships on that planet, you take control of that system's alien for the rest of the turn, and that player may not use his power until the encounter is over. When you are the offensive player, before destiny is drawn, choose a system in which you have ships on one of your home planets, and take over that player's alien in the same manner. You can use his power power even if he has lost the use of it. You lose your power when you have lost over half of your home bases as normal. Your planets are not considered part of other players' systems for any other reason but to choose your power.

History: A weak, powerless race from a dying system, the Puppeteers abandoned their homes in a great diaspora, believing that by splitting up their odds of survival would increase. Finding themselves on strange, new worlds in the midst of interstellar conflict, the other alien races ignored the insignificant Puppeteers, allowing them to become assimilated, but little did they know that the Puppeteers would soon be the ones pulling the strings.

Restriction: Use only in a game with individual planets.

Notes: The recommended experience level for this power is Expert. This is a Meta type power. From Adam: In a game with Tech, if you acquire the Genesis planet, you may place it in any system, regardless of if you have a planet there already or not. When using the Lunar Canon, your planets are not considered to be adjacent to opponents' planets. If you have no adjacent planets, discard the card without use.

Wild: When you are the defense, before allies are invited, you may declare one planet in your system to be off limits. It cannot be attacked this turn.

Super: At the start of your turn, before you declare which alien power you will use, you may move one of your planets to any other system.



PYGMY [M:Warp] Colonies Count as Half Jack Reda (Planet)

Game Setup: Choose an unused player color and place the 5 extra planets in your home system (4 in a 4 planet game). Only the destiny color of your ships is in the Destiny deck. Place 2 of your ships on each of your home planets.

You have the power of Half. Each of your home worlds counts as only half of a foreign colony for all other players (rounding down).

There can never be more than four ships on any of your planets (counting yours). When determining landing order, use the timing rules.

History: When the Cosmos was young, the Pygmies were quite large, living on twin worlds, rich with valuable resources. A gravitational anomaly caused the two planets to collide, scattering the Pygmies among the ruined rubble of their former homes. With so little space to exist, each successive generation of the Pygmy race became physically smaller, but the desire to grow their empire never diminished. The ragged and inhospitable chunks of debris on which the Pygmies now live serve only as a staging ground for their invasion of other worlds.

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

Wild: When a player is to collect rewards, he or she may only take half as much as they are entitled to (rounding down).

Super: As a defensive player in your own system, the value of your opponent's attack card is worth half (rounding down).



SEVER [M:FFGfo:Pl] Takes Planets Into Subspace Toomai (Planet)

Game setup: Move all but one of your planets off to the side. These planets start the game in subspace.

You have the power of subspace. When you win an encounter as the offense, use this power to take the target planet into subspace. (Your attacking ships and allies land on the planet as usual.) Move the planet off to the side, but keep it in the same player's system. A planet in subspace cannot be attacked by any player other than you unless he or she has established a colony elsewhere in the same system.

In addition, as a main player, after encounter cards are revealed, use this power to add 1 to your total for each home planet in subspace, and 3 for each foreign planet in subspace.

History: For eons the Severs have resided between universes, waiting patiently for the time to strike. To that end, they have developed technology that can rip out parts of the cosmos and place them into subspace.

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

Wild: As the defense, you may declare one planet off-limits before the offense chooses the target planet.

Super: When you use your power, you may send any opposing ships to subspace (your alien sheet) instead of the warp. All effects that take ships out of the warp may instead take ships out of subspace and place them in the warp.



SHARK [M:BGG] Eats Home Planets Roberta Yang (Planet)

You have the power of Hunger. Whenever you gain a colony, use this power to destroy the planet in your home system on which You have the most ships (in the event of a tie, destroy the planet containing the most ships; if this is also a tie, you choose) or to destroy any planet on which you have a foreign colony. Any ships you had on the destroyed planet land on your new colony (or are sent to the Warp if the destroyed planet was your new colony). All other ships on the destroyed planet are sent to the Warp.

You do not lose this power for having too few home colonies. You win the game when any system contains no planets. You may still win the game via the normal manner.

History: Drawn to areas of high activity, the ravenous Sharks are unable to stop the frenzied consumption of their home worlds. Other aliens lifeforms foolish enough to venture into their territory pay the price when caught in the middle of their feeding habits.

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

Wild: When you lose an encounter as the Offense, destroy the targeted planet and send all ships on it to the Warp. Give this flare to the Shark after use (or discard it, if the Shark isn't playing).

Super: You may use your power to have an encounter in your home system if you draw a Wild or Special Destiny card, as if you had drawn your own color. Or, you may discard this card and send 4 of your ships to the Warp to remove "The Entropy Beast" Hazard from the game.



SHIFT [O:Warp:Pl] Switches Planets With Other Players Jack Reda (Planet)

You have the power to Transpose. Whenever you win an encounter as a defensive main player, you may use this power to exchange your planet that was just attacked with one from the offensive main player's home system. Your planet is now a home planet in his or her system (and an external base for you and any other player with a colony there). His planet in your system is now treated as one of your home planets. You maintain your power as long as you occupy three planets, wherever they are.

History: The odd and quiet Shift have largely been ignored by explorers and conquerors. They have always kept to themselves, tinkering away at seemingly pointless minor projects. In reality, their entire society has spent decades working in unison on a project of massive scale: the teleportation of an entire planet. This technology, now unleashed will show everyone the true nature of the Shift.

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

Wild: When you must draw a new hand, play this card and choose any other card from your hand to keep instead of discarding.

Super: You may leave one or more of your ships from a transposed planet to the new planet in your home system.



SINGULARITY [M:Warp:Pl] Moves Planets to Other Systems Jack Reda (Planet)

Game Setup: Place 5 ships on 4 of your planets. The empty planet is then placed in any other player's system.

You have the power of Movability. Whenever the Destiny deck shows the color of a system where you have an empty planet, use this power to move all of your ships from a planet in your home system to the empty external planet. This planet now counts as a foreign colony as well as a home colony for maintaining your power. Players may use a wild or special destiny to have an encounter against your empty planet, which you must defend. You may not use your power to occupy one of your external planets if there are other players' ships there already. When you do use your power, the planet your ships vacated may be placed in another player's system. You do not lose your power for having too few home colonies.

History: Formed from organic matter found in the event horizon of a black hole, the Singularity exist within the concepts of mathematical equations. When one equation behaves in a nonlinear fashion, the Singularity take advantage of the holomorphic function that results, moving to a seemingly unpredictable location to establish a presence there.

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

Wild: When your color comes up in the Destiny deck, you may move one of your ships in the warp to one of your colonies in your system.

Super: During any player's Regroup phase, you may move one of your empty planets to another player's system.



SURVEYOR [O:FB] Gives/Takes Planets Wyatt Jamison (Planet)

You have the power to Redefine Territory. After receiving your orders, instead of having an encounter with that player, you may use this power to place any one planet from your system into their system, or take a planet from their system and put it into your system. You choose which planet. This only counts as a successful encounter if it causes you to gain a foreign colony. All ships and special game effects exclusive to the planet go with it.

You also MAY USE this power to move up to two planets as part of a negotiation, even when you are not one of the main players, as long as you and all main players agree which planet(s) to give or exchange and it only involves planets in their systems.

If you lose your alien power due to too few home colonies, all currently-colonizable planets immediately return to their original owners. You may never use your power in a way that would cause this to happen. Planets do not automatically return if your alien power is restored.

History: A prestigious and usually-peaceful confederation of alien races purportedly wishing a fair balance of territory among all sentient beings, some have begun to suspect that the Surveyors actually seek to dominate the cosmos by redefining the cosmic boundaries in their favor.

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

Wild: During your Destiny phase, use this flare to exchange all of your tech cards that are currently in progress with those of the player being encountered. If you have no tech card, you simply take theirs. Researching ships go back to their colonies. Players may then place up to as many ships on the exchanged tech as the other player originally had from their available ships. Then discard this flare.

Super: When you take a planet from a foreign system and put it into yours, remove all foreign ships on it and send them to the warp, then place up to an equal number of your ships from the warp onto the planet.



THE CLAW [M:CC] Steals Planets Fantasy Flight (Planet)

Game Setup: Choose one non-negotiate card from your starting hand to be your ā€¯clawā€¯ and place it face down on this sheet; then draw a card from the deck.

You have the power of The Claw. Your claw is not considered part of your hand. Other players may not look at or draw it. At the start of any regroup phase, you may swap a card from your hand with your claw.

Once per encounter, when another player plays a copy of the card you have chosen as your claw, use this power and reveal your claw. After the end of the current encounter, choose a planet in that playerā€™s home system and move it to your home system, sending any ships on it to the warp and making it a new home planet for yourself (although you do not get to establish a colony on it). Then, return your claw card to your hand and choose a card from your hand to become your new claw.

Each stolen planet in your home system counts as a foreign colony towards your win, even if inhabited by other players. If you gain a colony on a stolen planet in your home system, that colony counts as a home colony for you, not a foreign colony.

History: Recently, entire planets have gone missing, leaving behind only orphaned, desolate moons - one of which was marred by enormous claw marks.

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

Wild: As a main player or ally, if both revealed encounter cards are attack cards of the same value, your side automatically wins the encounter.

Super: You may use your power any time two main players reveal identical encounter cards. When this happens, choose which main player to steal a plane from (your opponent, if you are a main player). You may still only activate your alien power once per encounter.



TITAN [M:Warp:Pl] Removes Planets Jack Reda (Planet)

You have the power to Obliterate. Whenever you lose an encounter as the offense, use this power to remove the planet you were attacking from the game. All ships on the planet are sent to the warp. You can not obliterate more planets than it takes for you to win the game.

History: The recklessly powerful Titans were once worshiped by other Cosmic races, but fell from grace when advances in technology and space exploration revealed their mortality. Their power has not waned though, and when their anger grows too strong to control, it is the faithless that pay the price. A most terrible price, indeed.

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

Wild: As a losing defensive player, you may obliterate one of the attacking ships that would have landed on your planet. That ship is removed from the game.

Super: You may obliterate all ships on the planet when you lose as the offense.



TROGLODYTE [B:Warp] Always Plays a Kicker Jack Reda (Planet)

Game Setup: Place each of your planets in the other players' systems, starting clockwise to your left. Remove all of your color's cards from the destiny deck. Place one cosmic token on your alien sheet.

You have the power of Seclusion. As a main player, use this power to multiply your encounter total by the number of tokens on your alien sheet. Tokens on your alien sheet are treated like Kickers. When you win an encounter as a main player, add 1 token to your alien sheet. If you play a Kicker card, its effects take place before you multiply your tokens.

When a player turns up his or her own color in the Destiny deck, he or she may attack one of your home planets. Each time you lose a home colony, remove all extra tokens from your alien sheet, going back to one.

History: The reclusive and brutal Troglodytes exist in the hidden pockets of every society. When their havens are disturbed, the Troglodytes muster their strength and visit a terrible vengeance upon those who encroach. They lay waste to everything in sight, then disappear again into the darkness.

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

Wild: When another player turns up a wild destiny, you may choose their opponent (so long as a legitimate encounter can still take place).

Super: When a player draws his or her own color, or a wild destiny card, you may force that player to attack another player in that system (as long as a legitimate encounter can still take place).



VOYAGER [O:CD] Can Have a Colony in the Warp Fantasy Flight (Planet)

You have the power to Journey. At the start of your turn, you may use this power to move one of your home planets into the warp if you do not already have one there, or to exchange one of your home planets with one of your planets in the warp. Ships on that planet are both on a colony and in the warp, and may/must leave through all the usual ways for both. Ships sent to the warp do not land on the planet, but ships returning to colonies may go to a colony already on the warp-world.

Your colony on a warp-world counts as both a foreign and home colony, but other players\' colonies there count as neither. If this sheet is lost or turned facedown, return the warp-world to your system.

History: Fearless adventurers, the Voyagers traveled to the far reaches of the Cosmos, seeking answers to questions long forgotten. Hungry for new revelations, the Voyagers discovered how to access the unfathomable depths of the warp itself, establishing a presence there. With the entrance to the warp breached, others have followed the Voyagers, but none have had the same success conquering its mysteries.

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

Wild: You may send one card from your hand (except this flare) to visit the warp, facedown. Return any of these visiting cards to your hand later at any time(s). If you lose this flare, your visiting cards are discarded.

Super: You may move a second one of your home planets into the warp.



WORLDSLAVER [M:FFGfo:Pl] Dominates Planets Christopher Oliveira (Planet)

You have the power to Dominate. Whenever you win an encounter an offensive main player, take the planet and place it in your system, it now counts as both a home colony and a foreign colony unless it was already your home planet. The planets original owner loses a home world and if has ships on the planet it counts as neither a foreign colony nor a home world. If you are a defensive losing player on any of your home worlds, the winning offensive player may take back one of his planets that you have Dominated.

History: Bad bad dudes who wants to steal everyone's territory and own the universe. Did I mention they were bad dudes?

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

Wild: Use this flare at the beginning of one of your offensive encounters to regain a colony on a home world.

Super: Now you can Dominate as an offensive ally.

Displayed 23 powers.