Dagger Cards
The WARP Dagger Cards

Dagger Cards


Daggers are cards that give sinister effects and sometimes backfire or have great consequence for both sides in a battle. Daggers are used in a game with lucre. The degree of power that a dagger has is based on the amount of lucre that is spent on the dagger. There are three decks of daggers, Dagger Set 1 costs three lucre (one lucre EON) and performs a small effect. Dagger Set 2 costs seven lucre (two lucre EON) and performs a medium effect. Dagger Set 3 costs 13 lucre (four lucre EON) and performs a severe effect.

  • The back-face of the card (the side without the description of the card) for all daggers should be the same, thereby concealing how much a dagger hand is worth.
  • When a dagger is purchased, it is kept in separate hand, and is only discarded when used.
  • The dagger hand, like the miser’s hoard hand, can not be drawn from by another player by normal means such as consolation or Finder.
  • You can only purchase daggers at the beginning of your turn.
  • During the course of a challenge only one dagger may be used for each player.
  • Daggers are a limited resource. Once a Dagger is used, the card is removed from the current game.
  • In the spirit of devious tidings, a dagger may be used even if you are not involved in a challenge, so long as the dagger does not specify otherwise.

  • Dagger Card (Art by Kimberly & Jason Cook)
    Poison Daggers:

  • After lucre counters have been placed, Dagger Zap or any other Zap have no effect.
  • More than one poison can be in effect at a time. Each stack works independently, so it is possible to lose two or three tokens per challenge on a single planet. Always remove the lucre counter from the smallest stack first.
  • All tokens on a base effected by poison, including the player that placed the poison, are subject to the effects of the poison.
  • If multiple players are tied for the lowest amount of tokens, draw from the destiny deck, and the first color to appear that matches one of the players with the lowest amount of tokens is the one that is required to make the loss.

    Prisoners

  • If you are playing with Prisoners, by Ken Cox, all cards that deal with imprisonment cards (such as Capture, Entrap, and Prisoner) should use the rules governed by the Prisoner’s expansion rather than referring to the power Assessor.

    Setup

  • Separate all daggers into their respective sets: Set 3, Set 2, and Set 1. Shuffle each of the sets independently and lay them face down.
  • Make sure you remember which set is which!

    Play Summary

  • At the beginning of your turn, you can purchase as many daggers as you wish. Dagger Set 1 costs three lucre (one lucre EON) and performs a small effect. Dagger Set 2 costs seven lucre (two lucre EON) and performs a medium effect. Dagger Set 3 costs 13 lucre (four lucre EON) and performs a severe effect.
  • You may only play one dagger per challenge. You do not have to be a main player in a challenge to play a dagger.

    Special Thanks

  • The creators of Cosmic Encounter, for the game that I have spent countless hours playing and building all the custom expansions available on the internet
  • The Warp for their creative edicts that we borrowed for this expansion (Super Nova, SNL Scandal and others)
  • Bryan Bowe for the Quarks expansion, of which I never play a game without.
  • The thriving Cosmic Encounter community, from which I am sure I have borrowed ideas and thoughts. Card Set Descriptions

    The following two files can be used to print high resolution images of dagger cards. One of the files includes the border, the other does not:
    Dagger Cards no border
    Dagger Cards with border

    Dagger Set 3

    2S Void Dagger: Permanent loss of loser's tokens. Must be played after allies have accepted/ declined (Stage 6).

    3S Mercenary: Hire any alien of your choice to be used by you, that is not currently being played for one challenge. Excluding: Aristocrat, Changeling, Miser, Terrorist, Schizoid and any other powers that have a setup "before play begins". Play at any time up to and including when destiny has been determined (Stage 2)

    4S Moonray: Completely destroy one moon of your choice. Moon is removed from the game. Tokens on the moon go to the Warp. Play at any time.

    5S Space Junk: You may take the top card from the discard pile. Play at any time.

    6S Detonate: Your system star explodes. All of your planets and moons are permanently destroyed. All tokens in your system go to the Warp. You may play this card at the start of your turn, regardless of the amount of bases you own in your system.

    7S Cloaked Army: Attack 20 or 4 (your choice at outcome of battle). When you are a main player in a challenge, and playing challenge cards face down in a challenge (stage 7), use any card from your hand rather than a challenge card. When challenge cards are to be revealed, reveal this card instead as your Attack Card. Place your original card back in your hand. Play after cards are face down (stage 7).

    8S Kicker +-2: (your choice at outcome of battle) Multiplies effect of challenge card.

    9S Poison Annihilation: If you lose as the main offensive player, immediately destroy 3 tokens of your choice from the defender's base. Stack 4 lucre from the bank on to the defender's base as markers. At the start of each successive challenge (even if it is not your challenge), remove one lucre and one token from player that has the lowest total tokens on the same base. If there are no more tokens on the base, do not remove a lucre as the poison will hibernate until the base is re-inhabited

    10S SNL Scandal: Take half a player's Lucre (rounded down) and place in your own treasury. Distribute the rest, one Lucre at a time, to all players, starting with the recipient of the card and moving clockwise. Play at any time.

    JS Blackmail: Play on one of the main players in a challenge. The player must pickup and play last challenge card in the discard deck OR is immediately challenged in their home system (as if by Timegash) by the player of this card and all other players must ally on the offensive side. Play after allies have accepted/ declined (Stage 6).

    QS Entrap: Immediately imprison offensive players and allies on your stardisc. Play at any time when you are the defensive player. Refer to Assessor power for tokens on Stardisc.

    KS Downgrade 2: Draw a card from Dagger Set 2.

    AS Ambush: All of your tokens on one external base with the highest number of your tokens immediately go to the Warp. If you have no external bases, use on your own system. This must be played immediately.

    ?? Hand Zap: Force any player to discard his hand just as he attempts to use it.

    ?? Kicker +-2: (your choice at outcome of battle) Multiplies the effect of challenge card.

    ?? Mercenary: Hire any alien of your choice to be used by you, that is not currently being played for one challenge. Excluding: Aristocrat, Changeling, Miser, Terrorist, Schizoid and any other powers that have a setup "before play begins". Play at any time up to and including when destiny has been determined (Stage 2).

    ?? All or Nothing: Take the lucre of the offensive and defensive player and pool them together. The winner of the battle not only wins the battle, but obtains the spoils of war (the lucre). If players both play compromise, or emotion control is played, all lucre is lost to the bank. Play after destiny has been determined (Stage 2).

    Dagger Set 2

    2H Reinforcement 3: After challenge cards are revealed, you may use this card to add to your side's total.

    3H Reinforcement 3: After challenge cards are revealed, you may use this card to add to your side's total.

    4H Reinforcement 4: After challenge cards are revealed, you may use this card to add to your side's total.

    5H Double Dagger: All losers lose double the amount of tokens that were in the battle. Play after allies have accepted/ declined (Stage 6).

    6H Sorcerer Dagger: You obtain the additional use of the Sorcerer power for this challenge. May not be used against the Sorcerer. Play after destiny has been determined.

    7H Plague: Force a player to lose three tokens, 1 lucre and one of each kind of card (Including attack, compromise, kicker, reinforcement, flare, edict, prisoner ruling, safety, etc including any future additions to the deck!) Play at any time.

    8H Constriction: Limit the amount of tokens that can be placed on the offensive side of the cone to two per player. Play when a third token from the same player enters the cone.

    9H Timegash: Make a challenge anywhere. After challenge, normal play resumes. Play between challenges.

    10H Razor Cut: Attack 15 or Attack 6 (your choice at outcome of battle). When you are a main player in a challenge, and playing challenge cards face down in a challenge (stage 7), use any card from your hand rather than a challenge card. When challenge cards are to be revealed, reveal this card instead as your Attack Card. Place your original card back in your hand. Play after cards are face down (stage 7).

    JH Backstab: Kills own allies upon successful win. Must be played the next time you are a main player and win a challenge that your side contains allies.

    QH Sabotage: Stop the use of any power, edict, dagger, or flare. The flare, edict, or dagger must immediately be discarded as well as this card. Play at any time.

    KH Downgrade 1: Draw a card from Dagger Set 1.

    AH Poison Explosion: All tokens on a single planet in your system that you inhabit go to the Warp. This card must be played immediately.

    2C Flare Super: Use any flare's super power that is in your hand. This card must be discarded immediately after use. Play at any time.

    3C Escape: Loser's defender tokens may retreat to nearest planet inhabited by defender. Losing allies still go to the Warp. Play after a challenge has been lost.

    4C Capture: All losers tokens are imprisoned on the stardisc of the winner. Play prior to allies accepting/ declining (Stage 6).Refer to Assessor power for handling tokens on Stardisc.

    5C Poison Cloud: If you lose as the main offensive player, immediately destroy 2 tokens of your choice from the defender's base. Stack 3 lucre from the bank on to the defender's base as markers. At the start of each successive challenge (even if it is not your challenge), remove one lucre and one token from player that has the lowest total tokens on the same base. If there are no more tokens on the base, do not remove a lucre as the poison will hibernate until the base is re-inhabited.

    6C Upgrade: Draw a card from Dagger Set 3.

    7C Finder: Name a specific card in a players hand and search for it. If you find it you may keep it. Play at any time

    ?? Phase Change: Add four to the current phase state indicator. Use only in a game with Quarks, by Bryan Bowe. Play after the destiny has been determined (Phase 2).

    Dagger Set 1

    2D Reinforcement 1: After challenge cards are revealed, you may use this card to add to your side's total..

    3D Reinforcement 1: After challenge cards are revealed, you may use this card to add to your side's total.

    4D Reinforcement 1: After challenge cards are revealed, you may use this card to add to your side's total.

    5D Reinforcement 2: After challenge cards are revealed, you may use this card to add to your side's total.

    6D Reinforcement 2: After challenge cards are revealed, you may use this card to add to your side's total.

    7D Reinforcement 3: After challenge cards are revealed, you may use this card to add to your side's total.

    8D Cosmic Zap: Stop Power of any one player just as he attempts to use it. He may not use his power during the remainder of that challenge.

    9D Dagger Zap: Nullify the effect of any Dagger. The Dagger is then discarded. Play at any time.

    10D Flare Zap: Nullify the effect of any Flare. The Flare is then discarded. Play at any time.

    JD Edict Zap: Nullify the effect of any Edict. The Edict is then discarded. Play at any time.

    QD Prisoner: Imprison one token of your choice in the challenge. Play after allies have accepted/ declined (Stage 6). Refer to Assessor power for handling tokens on Stardisc.

    KD Prisoner: Imprison one token of your choice in the challenge. Play after allies have accepted/ declined (Stage 6). Refer to Assessor power for handling tokens on Stardisc.

    AD Infiltrator: Player to your left uses this card as a Finder into your hand. This card must be played immediately.

    AC Friendly fire: You lose one token of your choice to the Warp per challenge until your turn ends. The maximum number of tokens you can place in the cone for the remainder of your turn is three. This card must be played immediately.

    KC Assassination: Remove one token of your choice in the challenge. Play after allies have accepted/ declined (Stage 6).

    QC Assassination: Remove one token of your choice in the challenge. Play after allies have accepted/ declined (Stage 6).

    JC Improved Blade: Attack 9 (your choice at outcome of battle). When you are a main player in a challenge, and playing challenge cards face down in a challenge (stage 7), use any card from your hand rather than a challenge card. When challenge cards are to be revealed, reveal this card instead as your Attack Card. Place your original card back in your hand. Play after cards are face down (stage 7).

    10C Upgrade 2: Draw a card from Dagger Set 2.

    9C Upgrade 3: Draw a card from Dagger Set 3.

    8C Small Poison Cloud: If you lose as the main offensive player, immediately destroy 1 token of your choice from the defender's base. Stack 2 lucre from the bank on to the defender's base as markers. At the start of each successive challenge (even if it is not your challenge), remove one lucre and one token from player that has the lowest total tokens on the same base. If there are no more tokens on the base, do not remove a lucre as the poison will hibernate until the base is re-inhabited.

    ?? Upgrade to 12: Any challenge card played by you that is less than 12, at the outcome of battle, is treated as an Attack 12. If your card is greater than 12, this card has no effect. Play prior to revealing challenge cards (Stage 8).

    ?? Flare Revolution: Take all flares from all players and shuffle them. Redistribute, starting with yourself. Play at any time.

    Edicts

    Dagger Zap: Nullify the effect of any Dagger. The Dagger is then discarded. Play at any time.

    Neutralize Poison: Nullifies and removes all poisons (you may remove lucre counters) from any planet. Play at any time.

    See also: Lucre


    Expansion by Kimberly & Jason Cook

    Copyright © Kimberly & Jason Cook 2003. Distributed as Freeware. Permission is given to copy, modify, and distribute this and other related documents freely provided this notice is retained.