Lunar Encounter
The WARP Lunar Encounter

Lunar Encounter


This is a self contained game using special powers and corresponding moons. There are six sets of two moons. Each set is comprised of a Waxing effect, which is good, and a Waning effect, which is bad. The object of Lunar Encounter is to capture four external bases, and the two moons that match your power. When you have both of your moons, you may cancel the negative effects of the Waning moon.
It is possible to capture both moons of an opposing player, but you are not able to cancel the Waning effects.

The Moons are as follows:

ANGUIS - Waxing
When you ally, add the tokens on this moon to your total.  They are not at
risk.

ANGUIS - Waning
Players with planet bases in your system may add those tokens to their total
against you when you are a main player.  Their tokens are not at risk
(unless directly challenged).

CRISIUM - Waxing
When cards are revealed, you may move tokens you have on any moons into the
challenge.

CRISIUM - Waning
Players may add the number of occupied moons they control to their total
against you when you are a main player.

IMBRIUM - Waxing
You may reflip the Destiny Pile once per challenge if the color that turns
up is a system where you occupy a moon.

IMBRIUM - Waning
Players may challenge you anywhere you have a base when your color turns up
in the Destiny Pile.

MARGINIS - Waxing
As a defensive main player, you may draw a card for each token you have on
this moon (maximum of seven).

MARGINIS - Waning
You may not have more tokens on any planet or moon than you have on this
moon.

NUBIUM - Waxing
Allies defending against you as a main player gain no rewards.

NUBIUM - Waning
Your allies gain no rewards.

UNDARUM - Waxing
You may make an additional challenge each turn, even if you lose one.

UNDARUM - Waning
When you are defensive main player, other players may opt to rechallenge you
with their same tokens if they lose the first challenge.  Discard played
cards and begin the challenge again.

Powers for Lunar Encounter:


MARE ANGUIS [O:Warp:LuE] SHIFTS MOONS TO DIFFERENT SYSTEMS Jack Reda (Lunar Encounter)

You have the power of the serpent sea. On your turn you may shift any moon you do not occupy one system clockwise or counterclockwise. This shift can take place at any point during your turn.

History: Twisting and turning through a vast, vermiform seascape, the Mare Anguis have shifted control from galaxy to galaxy, and from culture to culture. The moons have plotted their course, and the Mare Anguis will wind their way to victory.

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: Switch the locations of any two moons, even if they are occupied. The tokens remain on the moons.

Super: You may shift a moon two systems in either direction.

Con: Mare Anguis can not shift any moon that you occupy.



MARE CRISIUM [O:Warp:LuE] REASSIGNS CHALLENGED BASE Jack Reda (Lunar Encounter)

You have the power of the sea of crises. When you are determined to be the defensive player, you may force the attacking player to challenge you on a specific planet or moon in the same system. You must have tokens on the new defensive location, and the attacking player must be able to establish a base there if he wins.

History: Out of the turmoil of a storm-ridden world rise the Mare Crisium. Quick thinking, and always steady under pressure, they thrive on the adrenaline of conflict.

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: Force the offensive player to make a challenge against the same player in a different system.

Super: You may redirect the cone to another base, forcing a different player to be defensive player.

Con: Mare Crisium can not force you to redirect your challenge.



MARE IMBRIUM [M:Warp:LuE] GAINS CARDS FROM CHALLENGER Jack Reda (Lunar Encounter)

You have the power of the sea of showers. If a player is attacking you, they must first give you a card at random from their hand. If the player defeats you, they must give you consolation as well (unless you Compromise).

History: The costliness of opposing the Mare Imbirum has been the single largest factor in their continued dominance. The live by the credo: "When sorrows come, they come not single spies but in battalions."

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: When losing a challenge as a main player, your opponent must give you his hand.

Super: You may discard any cards you draw as a result of your power.

Con: You do not have to allow Mare Imbrium to draw cards from you, unless he compromises.



MARE MARGINIS [M:Warp:LuE] MUST BE OUTNUMBERED TO CHALLENGE Jack Reda (Lunar Encounter)

You have the power of the sea of the edge. Players can only challenge you if they attack with more tokens than you have in the challenge (main player and allies, but not counting your allies).

History: From the darkest depths of a moon ensconced in perpetual midnight, the Mare Marginis sit, and wait. They make known their strength and numbers, relying on the fact that their enemies dare not oppose such a force.

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: As a defensive main player, if you have more allies (number of players) on your side than your opponent, you may cancel the challenge.

Super: You may count your allies. If there are more defensive tokens than offensive, the challenge ends, but is considered a defensive win for calculating rewards.

Con: You do not have to outnumber Mare Marginis to attack him.



MARE NUBIUM [O:Warp:LuE] MAIN PLAYERS PLAY CARDS FOR EACH OTHER Jack Reda (Lunar Encounter)

You have the power of the sea of clouds. As a main player in a challenge, you may force your opponent to play a Challenge Card for you. You then play a card for your opponent.

History: The Mare Nubium developed a mist-enshrouded existence, confusing their enemies, and focusing their strength. They will decide when it is best to fight.

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: As an ally, you may play a Challenge Card for the main player on your side.

Super: You may see what card your opponent intends to play for you before selecting his card.

Con: You may play your own Challenge Card against Mare Nubium.



MARE UNDARUM [O:Warp:LuE] DISCARDS HAND AND DRAWS CARDS Jack Reda (Lunar Encounter)

You have the power of the sea of waves. As a main player in a challenge you may discard your hand and draw 5 cards from the deck. Proceed with the new hand.

History: Harnessing the power of lunar energy, the Mare Undarum constantly replenish their resources. Each successive iteration finds them able to renew their efforts, conquering any who stand in their way.

Restriction: Use only in a game with Lunar Encounter Moons.

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

Wild1: You may draw five cards and add them to your hand.

Super: You may choose to not discard up to 4 cards, and draw that many fewer.

Con: Mare Undarum may not discard his hand against you, unless he is out of Challenge Cards.

Displayed 6 powers.

View these powers with:

Flares for this expansion were written as Nebula Cards.


Expansion by Jack Reda