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ATROCITY [O:Warp:P] ATTACKS PRISONERS Jack Reda (Prisoners)

You have the power of cruelty. Whenever you are the offensive main player, you may opt to attack the defensive player's Star Disc, as long as there is at least one prisoner there. He must defend with zero tokens, but may call for allies. If you win, you may establish a base anywhere in that system. All prisoners (excluding you own) are sent to the Warp. Your prisoner tokens return to bases.

History: Adhering to an incomprehensible code of ethics, the Atrocity live and fight by their own rules. The acts of cruelty they commit, while heinous in the eyes of other races, seem charitable to the Atrocity.

Restriction: Use only in a game with Prisoners.

Wild1: If a player allies against you, you may sacrifice one of his tokens on a base you both share.

Super: You may take prisoner any tokens on a Star Disc you challenge and defeat.

Con: The Atrocity may not attack your Star Disc.



BASTILLE [M:rec.c:P] WINS OPPONENT'S PRISONERS Ken Cox (Prisoners)

You have the power to storm. Whenever you win a challenge as a main player, in addition to the normal challenge outcome the tokens in your opponent's Prison that belong to you and your allies are freed to their owners. You then receive the remaining tokens in your opponent's Prison and put them in your own Prison.

History: The simian Bastilles have an extremely high level of species solidarity. In any conflict, they devote a part of their force to the rescue of any of their comrades that are held by the enemy -- and the seizure of other prisoners to further their aims of Cosmic dominance.

Restriction: Use only in a game with prisoners.

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

Wild1: When you win a challenge as main player, all of your tokens held in your opponent's Prison are freed to your bases.

Wild: When you win a challenge as main player, all of your tokens held in your opponent.

Super1: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent's allies. Other tokens in their Prisons remain imprisoned. This is in addition to your normal power.

Super: When you win a challenge, you and your allies receive your tokens that are in the Prisons of your opponent.



BRAWL [M:rec.c:P] MUST BE GUARDED Ken Cox (Prisoners)

You have the power to riot. Each player who holds your tokens in his Prison must set aside an equal number of his own tokens from bases as "guards". Guard tokens may not be used in challenges, nor do they count as a base. When the number of your tokens that a player holds in his Prison increases, that player must immediately either set aside one guard for each new token or release all the new tokens to the Warp. When the number decreases, the player returns an appropriate number of guards to any of his bases (or to the Warp if he has no bases). A player holding your tokens in his Prison may release any or all of them to the Warp at the beginning of his challenge.

History: The Brawls recently gained their freedom from a cruel race that had enslaved them for centuries. Any reminder of their long confinement drives the Brawls into a frenzy. Their Cosmic captors often find it simpler to dispatch their captives than to devote the resources needed to restrain them.

Restriction: Use only in a game with prisoners.

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

Wild1: Between challenges, you may call "riot" and indicate any player. That player must either put as many of his tokens from bases into the Warp as he has prisoners in his Prison, or release all of the tokens he holds in his Prison to the Warp.

Wild: At the start of each player's challenge, if that player has any of your tokens in his Prison you may call "riot". That player must either put one of his tokens into the Warp or release one of your tokens from his Prison to the Warp.

Super1: Between challenges, you may take all of your tokens from all Prisons, along with all the guard tokens the other players have set aside, and put them in the Warp.

Super: Between challenges, you may take all of your tokens from any one player's Prison, along with all the guard tokens that player has set aside, and put them in the Warp.



CLAUSTRO [O:rec.c:P] CHOOSES WARP OVER PRISON Ken Cox (Prisoners)

You have the power of volition. Whenever any of your tokens would be imprisoned, you may instead choose to send them to the Warp (or eradicate them, if your opponent is the Void).

History: The cursorial Claustros run freely across the vast plains of their home world. Confinement is abhorrent to them, and they often say (in a sentiment shared by other races) "Give me liberty, or give me death!"

Restriction: Use only in a game with prisoners.

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

Wild1: At the start of your turn, you may take one of your tokens from each other player's Prison and put it in the Warp. If a player does not hold any of your tokens, you do nothing for that Prison.

Wild: At the start of each of your challenges you may take one of your tokens from any player's Prison and put it into the Warp.

Super1: Whenever any of your tokens would be imprisoned, you may instead return them to bases.

Super: Whenever any of your tokens would be imprisoned, you may instead return them to bases.



CLEMENT [O:KC:P] CAUSES CAPTURE CHALLENGE Ken Cox (Prisoners)

You have the power of mercy. You may convert any regular (non-capture) challenge into a capture challenge before allies are invited. This change may be overridden by the Victory or Death ruling.

History: The ethically-advanced Clements are revolted by the waste and destruction of war. Their impassioned pleas for the preservation of life are generally heeded by the war-weary races of the Cosmos.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties.

Wild: Before allies are invited in a non-capture challenge, you may propose changing it to a capture challenge. All players get one vote, and you break ties.

Super1: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.

Super: When you change a regular challenge into a capture challenge, if you are involved on one side as a main player or ally the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.



CONCESSION [O:KC:P] COMPROMISE RELEASES PRISONERS Ken Cox (Prisoners)

You have the power of good faith. In any challenge, any time before cards are revealed you may call "gesture". When you do this, if either main player reveals a Compromise card, after the outcome is determined that player receives all of his tokens that are held in his opponent's Prison (including tokens acquired during the challenge). Your power also applies if both players play Compromise cards, in which case they try to make a deal before the prisoners are freed. Players under Emotion Control are treated as having revealed Compromise cards.

History: The benign Concessions are always looking for ways to increase harmony and understanding. When any of their Cosmic opponents offers to negotiate, they release that Alien's prisoners as a gesture of good faith. Other species, shamed by the magnanimous Concession, match their generosity.

Restriction: Use only in a game with prisoners.

Timing:
Phase 7 - Play cards

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

Wild1: Whenever either main player in any challenge exposes a Compromise card, you may free all of your tokens that are held in his opponent's Prison. Return them to your bases.

Wild: Whenever either main player in any challenge exposes a Compromise card, you may free one of your tokens that is held in his opponent's Prison. Return it to your base.

Super1: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare.

Super: When you call for a gesture, your own tokens are also freed from a player's Prison if his opponent reveals a Compromise. You may wait until cards are revealed to use this Flare.



EAGLE [M:Warp:P] TOKENS ARE NEVER TAKEN PRISONER Jack Reda (Prisoners)

You have the power of freedom. Your tokens can never be taken prisoner. Whenever your tokens would normally be imprisoned, you may instead move them to other bases where you have tokens.

History: For generations, the Eagles were bred for speed, stealth and cunning, making them difficult to capture. They have adapted that innate prowess to their general existence.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: Instead of drawing from the warp, you may free a token at the start of your challenge.

Wild: Instead of drawing from the warp, you may free a token at the start of each challenge.

Super1: You may free other player's prisoner tokens as part of a deal.

Super: You may free other player's prisoner tokens as part of a deal.

Pro: You may free your opponent's tokens as part of a deal, even if they are owned by another player.

Con: You may capture Eagle's tokens.



ENTHRALL [M:KC:P] ADDS PRISONERS TO TOTAL Ken Cox (Prisoners)

You have the power to brainwash. As a main player or ally, you add the number of tokens in your Prison to your side's total.

History: The Enthralls are ruled by a dictatorship which uses advanced techniques of brainwashing -- sensory deprivation, drugs, television advertising -- to utterly control all behavior. Using the same hideous techniques, they turn captured prisoners into mindless machines that battle their former comrades and advance the Enthralls' sinister plans for Cosmic control.

Restriction: Use only in a game with prisoners.

Timing:
Phase 8 - Reveal cards

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

Wild1: As a main player, add the number of your opponent\'s tokens that you hold in your Prison to your total.

Wild: As a main player, add the number of your opponent\'s tokens that you hold in your Prison to your total.

Super1: As a main player or ally, add double the number of tokens in your Prison to your total.

Super: As a main player or ally, add double the number of tokens in your Prison to your total.



GAOLER [O:KC:PL] KEEPS OTHERS' PRISONERS Ken Cox (Prisoners)

You have the power to confine. Whenever any player acquires new prisoners (but not when they are transferred from one Prison to another), you may demand all tokens other than your own. The player can either give you the tokens, which you then place in your own Prison, or pay you one Lucre and keep the prisoners.

History: Horrified at the barbaric conditions in Cosmic prisons (especially those of the Wrack), the Gaolers resolved to ameliorate the situation. They have constructed large, sanitary facilities where prisoners are maintained in comfort. The Gaolers now present their Prisons as a useful and humane service for which all Aliens should be grateful.

Restriction: Use only in a game with prisoners and Lucre

Timing:
Play at any time

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

Wild1: At the start of your turn, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison.

Wild: At the start of each of your turns, you may demand a payment of one Lucre from each player whose tokens you have imprisoned. The player must either pay or give you all of your tokens that he has in his own Prison.

Super1: When you use your power, you may refuse to take Lucre and instead take the prisoners.

Super: When you use your power, you may refuse to take Lucre and instead take the prisoners.



GENEVA [B:KC:P] SALVAGES AND CHANGES RULINGS Ken Cox (Prisoners)

You have the power of rulings. Whenever any other player plays or discards a Prisoner Ruling, you take it for your own hand. In addition, whenever you play a Prisoner Ruling, you may change it into any Ruling you name. After you play a Ruling, you must discard it.

History: Feared by other races, the Geneva have in the past performed acts which implied near-omnipotent abilities. If they ever used even the tiniest part of their power, they could instantly seize control of the Cosmos; but for their own inscrutable reasons they only act in a few rare circumstances. Perhaps the Geneva view other races as children, whose behavior must be overseen until they mature.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: You may use this Flare as any Prisoner Ruling you name. If Geneva is in the game, he does not pick this Flare up after you discard it.

Wild: You may use this Flare as any Prisoner Ruling you name. Discard after use (if Geneva is in the game, he does not pick it up).

Super1: From the time you play this Flare until the destiny pile is next shuffled, you may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge.

Super: You may keep Prisoner Rulings after you use them. You may use each Ruling card only once per challenge.



HOGAN [B:Warp:P] FREES OTHER PLAYERS TOKENS Jack Reda (Prisoners)

You have the power to liberate. Whenever other players tokens are taken prisoner, you may immediately set them free. You gain one card from the deck each time you do (regardless of how many players are liberated). Freed tokens go back to their player.

History: Having been taken prisoner early on and forced into various holding facilities, the Hogans were able to establish an underground network for escape. Now they casually set other aliens free when they are captured, simply to foil their enemies plans (and gain a few rewards, of course).

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: You may force a player to discard the consolation he or she just received.

Wild: You may force a player to discard half (rounding down) of the consolation he or she just received.

Super1: You a gain a card for each token you set free on this challenge.

Super: You a gain a card for each token you set free on one challenge.

Con: Hogan may only liberate your tokens.



HOST [M:WWW:P] REMOVES PRISONERS FROM GAME Cedric Chin (Prisoners)

You have the power of immunization. Whenever you take prisoners of a color and you do not have prisoners of the same color on your Star Disc/Prison, they land on your Star Disc/Prison normally. Whenever you capture prisoners of a color (but not acquire them through a deal) and you do have prisoners of the same color on your Star Disc/Prison, the captured prisoners (but not the Prisoners on the Star Disc/Prison) are removed from the game. Your own tokens are not affected.

History: A biological construct, the Host assimilate the genetic code of its prisoners turning them into vicious antibodies ready to destroy their erstwhile bretherin.

Restriction: Use only in a game with Prisoners!

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

Wild: Any prisoners you take in a Prisoner Challenge are eliminated from the game.

Super: If you are about to remove tokens from the game, you instead may make a Prisoner deal (a deal per the Assessor power) with the owner of the tokens. If this deal succeeds, the owner of the tokens receives the tokens you were about to remove. If this deal fails, the tokens are removed from the game normally.



HOUDINI [M:KC:P] ESCAPES FROM PRISONS Ken Cox (Prisoners)

You have the power to escape. At the start of each challenge in which you are the offensive player, remove all of your tokens from other players' Prisons and return them to your bases.

History: Able to convert themselves from matter to energy and back at will, the Houdinis are difficult to catch and harder to keep. More than one of their Cosmic adversaries has confidently sealed Houdini prisoners into a special prison, only to find it empty when they next looked.

Restriction: Use only in a game with prisoners.

Timing:
Phase 1

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

Wild1: When a player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases.

Wild: Whenever any player flips his own color, all your tokens held in that player's Prison escape to bases, or to the Warp if you have no bases.

Super1: For each Prison from which you escape at the beginning of your challenge, take two tokens of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison.

Super: For each Prison from which you escape at the beginning of your challenge, take one token of the Prison's owner from any of his home planets. Place these "captured guards" in your own Prison.



INQUISITOR [M:KC:P] GAINS INFORMATION FROM PRISONERS Ken Cox (Prisoners)

You have the power to interrogate. As a main player in a challenge, after allies commit but before cards are played you draw one card from your opponent's hand for each of his tokens that you hold in your Prison. Look at the cards, then return them to your opponent. Further, if any of the cards you draw are Challenge cards, your opponent must play one of those cards in the challenge if he can.

History: During millenia of tribal warfare the Inquisitors developed highly effective techniques (mostly involving small bits of hot metal) for wringing battle plans from captured warriors. United now in a quest for Cosmic rule, the Inquisitors continue to use their skills to glean information from their adversaries.

Restriction: Use only in a game with prisoners.

Timing:
Phase 6 - Allies accept

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

Wild1: As main player in a challenge, if you hold tokens belonging to your opponent in your Prison after the prisoner exchange, you may look at his entire hand before cards are played.

Wild: As main player in a challenge, if you hold tokens belonging to your opponent on your Prison after the prisoner exchange, you may ask him if he holds a specific card (e.g., Attack 10, Wild Plant, Mobius Tubes). He must answer truthfully.

Super1: When you use your power, if you draw more than one Challenge card from your opponent you may select any one of the Challenge cards that you drew. Your opponent must play that card in the challenge if he can.

Super: You may use your power once per challenge, looking at cards taken from either main player whose tokens you hold in your Prison; if you draw any Challenge cards, he must (if able) play one of those cards. You may not tell other players the values of the



INTERROGATOR [O:WWW:P] QUESTIONS IMPRISONED OPPONENT Cedric Chin (Prisoners)

You have the power of questioning. Whenever you have another player\'s tokens on your Star Disc/Prison, you may ask the player one yes/no for each of his tokens on your Star Disc anytime before cards are played. After you have asked a question, you place the token in the Warp and he must answer it truthfully. If it involves his intentions, he must decide then and subsequently abide by that decision.

History: Fanged and fanatic, the dedicated and sadistic Interrogators sharpen their steely teeth, ensconced in their leathery snouts. Dedicated to their beliefs, they shall make harsh masters over a miserable universe.

Restriction: Use only in a game with Prisoners!

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

Wild: If a player accepts your invitation to ally, he must first tell you how many tokens he will place in the cone. You may then withdraw your invitation.

Super: You may ask any sort of question instead of your yes/no question.



KNIFE [M:KC:P] GETS CARDS FOR PRISONERS Ken Cox (Prisoners)

You have the power of sacrifice. As a main player in a challenge, any time before cards are played you may put any of the tokens in your Prison into the Warp and draw one card from the deck for each. The cards you obtain in this way do not reduce the number you may buy with Lucre. The cards are not subject to the Extortionist (you "officially" obtain them one at a time).

History: Backward and savage by Cosmic standards, the Knives hold bloody rituals in which captured prisoners are sacrificed to their goddess of battle. Other races would scoff at their beliefs -- except they seem to work.

Restriction: Use only in a game with prisoners.

Timing:
Phase 6 - Allies accept

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

Wild1: When you must propose a prisoner exchange, propose any exchange in which you give your opponent (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"). He must accept the p

Wild: When you must propose a prisoner exchange, show your opponent this card and propose any exchange in which you give him (or he gives you) specific prisoners for an equal number of cards (e.g., "You give me a red and two blue prisoners for three cards"

Super1: For each token you sacrifice during the current challenge, you may either draw a card from the deck or a random card from the hand of the token's owner.

Super: When you sacrifice a token, you may randomly draw a card from its owner's hand instead of from the deck.



MENAGERIE [O:Warp:P] TAKES PRISONERS FROM THE WARP Jack Reda (Prisoners)

You have the power to collect. Whenever you remove any of your tokens from the Warp, you may also draw one token belonging to another player and take it prisoner.

History: The Menagerie have always been fascinated by other life forms. So much so, that they have taken onto themselves to capture specimens from as many alien cultures as possible, displaying them for all on their home worlds to see.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: At the start of your turn collect an additional Lucre for each prisoner you hold.

Wild: At the start of your turn collect an additional Lucre for each prisoner you hold.

Super1: You may draw two tokens as prisoners from the Warp on this challenge.

Super: You may draw two tokens as prisoners from the Warp on each challenge.

Con: Menagerie may not take your tokens prisoner from the Warp.



OUTRAGE [O:KC:P] THREATENS PRISONERS Ken Cox (Prisoners)

You have the power of atrocities. Once per challenge, you may give an order to any one player who has a token in your Prison. If the player obeys the order, give him one of his tokens from your Prison; if he refuses, eradicate one such token (as per the Void). You may order a player to: invite or not invite a particular other player to ally; accept or reject an invitation to ally; use or not use an optional power, giving the order immediately after he decides whether to use it or not; or not use a specific Flare, Edict, or Ruling (returning it to hand) immediately after he tries to use it. You only order one action per challenge, and the order lasts to the beginning of the next challenge. If a player attempts to obey your order but then is prevented from doing so (by the Magnet, Cosmic Zap, etc.) he still receives a token.

History: The Outrage hive-mind finds the attachment of other races to their life-units incomprehensible. Its inability to understand "individuality" does not prevent the Outrage from using the concept to compel behavior it desires from its Cosmic opponents.

Restriction: Use only in a game with prisoners.

Timing:
Play at any time

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

Wild1: When you must propose a prisoner exchange, demand that your opponent give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison.

Wild: When you must propose a prisoner exchange, show your opponent this card and demand that he give you all of your tokens that he has in his Prison in exchange for nothing. If he rejects the proposal, eradicate one of his tokens from your Prison.

Super1: If a player refuses your order, you may play this Flare. The player may then change his mind and accept your order, but if he still refuses it you must eradicate all of his tokens that are in your Prison.

Super: You do not have to free a prisoner when a player obeys your order.



PHILOSOPHER [O:KC:P] CHANGES CHALLENGE TYPE Ken Cox (Prisoners)

You have the power to argue. You may convert any challenge into one of the opposite type with respect to prisoners -- i.e., convert a capture challenge to a non-capture challenge, or vice-versa -- before allies are invited. This change may be overridden by the Take Prisoners and Victory or Death rulings.

History: The Philosophers have spent millenia considering the thorny ethical problems of life and death. They are quite capable of droning on for hours and hours and hours on the subject, and when they suddenly shout "Ergo, killing one's opponents is wrong!" most Aliens agree rather than admit they had fallen asleep and missed the point. Amazingly, the Philosophers can do exactly the same thing but end with "Ergo, imprisoning one's opponents is wrong!", which may suggest something about their reasoning.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties.

Wild: Before allies are invited in any challenge, you may propose changing it to one of the opposite type with respect to captures. All players get one vote, and you break ties.

Super1: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is t

Super: When you change the type of a challenge, if you are involved on one side as a main player or ally, your side takes prisoners if it wins and the other side does not take prisoners if it wins. You do not need to reveal this Flare until the challenge is t



SARDAUKAR [O:rec.c:P] TRADES PRISONERS FOR TOKENS Ben Fulton (Prisoners)

You have the power to toughen. At any point in the game, you may take three prisoners from your stardisc and put them in the warp. Simultaneously, remove one token of yours from the warp and return it to any base.

History: The Sardaukar was once a prison planet of another race. The uncertain conditions and violence allowed only the strongest to survive; and eventually they burst out from their single planet, destroying their captors. They now draw on their own prisoners, taking ony the toughest, for their warriors.

Restriction: Use only in a game with Prisoners.

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

Wild: At any time, trade any or all of your prisoners for cards from the deck.

Super: You may trade two prisoners instead of three for a token from the warp.



SLAUGHTER [O:KC:P] CAUSES NON-CAPTURE CHALLENGE Ken Cox (Prisoners)

You have the power of carnage. You may convert any capture challenge into a regular (non-capture) challenge before allies are invited. This change may be overridden by the Take Prisoners ruling.

History: The ethically-backward Slaughters glory in the waste and destruction of war. Their impassioned pleas for the destruction of life are generally heeded by the war-hungry races of the Cosmos.

Restriction: Use only in a game with prisoners.

Timing:
Phase 2 - Destiny

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

Wild1: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties.

Wild: Before allies are invited in a capture challenge, you may propose changing it to a non-capture challenge. All players get one vote, and you break ties.

Super1: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.

Super: When you change a capture challenge into a regular challenge, if you are involved on one side as a main player or ally your side still takes prisoners if it wins. You do not need to reveal this Flare until the challenge is to be resolved.



VENDETTA [O:KC:P] IMPRISONS FOR CONSOLATION Ken Cox (Prisoners)

You have the power to punish. Whenever you are entitled to consolation from any player, you may take all of the consolation by imprisoning that player's tokens (thus, if you are entitled to a consolation of three cards, you may either take three cards or three tokens for your Prison). If you choose to take tokens, the player selects which of his tokens are imprisoned, taking them from his bases. You are allowed to take full consolation in prisoners even if the other player does not have enough cards to give you full consolation, and vice-versa.

History: The Vendetta world was nearly destroyed by a war initiated when one of the parties to a peace conference brutally massacred the other delegates. The Vendetta remain scarred by the incident (radiation scars, mostly) and punish similar betrayals by taking hostages, whose suffering serves as a reminder to their Cosmic opponents of the danger of crossing the Vendetta.

Restriction: Use only in a game with prisoners.

Timing:
Phase 8 - Reveal cards

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

Wild1: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison.

Wild: When you are entitled to consolation from any player, you may take all or part of that consolation in the form of your own tokens rescued from that player's Prison.

Super1: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases.

Super: You select which of your opponent's tokens are imprisoned when you use your power, taking them from any of his bases.

Displayed 22 powers.