| Breach: Cancel a successful deal. The players involved must lose tokens as if they had failed to make a deal. (Mayfair only) |
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| Cosmic Gas: No rewards may be earned this challenge. Play after challenge is resolved. (Mayfair only) |
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| Cosmic Zap: Stop one player from using his power for the duration of the challenge. |
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| Destiny Zap: Cancel the flip of the Destiny Pile and flip again. (Mayfair only) |
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| Edict Zap: Nullify the effect of any edict, just as a player attempts to play it. The edict must be discarded. Play at any time. (Mayfair only) |
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| Emotion Control: Change both challenge cards played into compromises. Players must now make a deal. Play after cards are revealed. |
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| 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. |
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| Flare Zap: Nullify the effect of any flare. The flare is then discarded Play at any time. |
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| Force Field: Nullify any or all alliances. Tokens return to bases. Play before cards are played. |
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| Hand Zap: Force any player to discard his hand just as he attempts to use it. (Mayfair only) |
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| Keeper: When discarding your hand, you need not discard any non-challenge cards (except this one). Play when drawing new hand. |
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| Kicker Zap: Nullify the effect of any kicker. The kicker must be discarded. Play at any time. (Mayfair only) |
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| Mobius Tubes: Free all tokens from either the Warp or the Praw. Play at the start of your challenge. |
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| New Moon: (moon) Replace a moon with a randomly drawn moon. Any occupants of the old moon return to bases. Play at any time. (Mayfair only) |
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| 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. (Note: this wording is not part of the original card). |
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| Rebirth: Regain a base in your home system. Play at any time. |
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| Sanity: No side cases. No powers, cards (other than challenge cards) or other modifiers may be played this challenge. Play at the start of a challenge. |
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| Solar Wind: Flip the cone. Play after destiny card is revealed. (Mayfair only) |
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| Space Junk: Take the top card from the discard pile. Play at any time on yourself or another player. When several cards are discarded at once, pick any of them. (Mayfair only) |
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| Stellar Gas: No consolation may be drawn this challenge. Play after challenge is resolved. |
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| Time Gash: Make a challenge anywhere. After challenge, normal play resumes. Play between challenges. |
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| Un Zap: Nullify any zap. Play at any time. |
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| Victory Boon: Reward defensive player as though he were a defensive ally. Play after challenge is resolved. |
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| Warp Break: Free all the tokens of ONE player from either the Warp or the Praw. Play at the start of your challenge.
| Edict: | Number: |
|
Cosmic Gas | 1 |
|
Cosmic Zap | 3 |
|
Destiny Zap | 1 |
|
Edict Zap | 1 |
|
Emotion Control | 1 |
|
Finder | 1 |
|
Flare Zap | 2 |
|
Force Field | 1 |
|
Hand Zap | 1 |
|
Keeper | 1 |
|
Kicker Zap | 1 |
|
Mobius Tubes | 2 |
|
New Moon | 1 |
|
Plague | 1 |
|
Rebirth | 1 |
|
Sanity | 1 |
|
Solar Wind | 1 |
|
Space Junk | 1 |
|
Stellar Gas | 1 |
|
Timegash | 1 |
|
Un-zap | 1 |
|
Victory Boon | 1 |
|
Warp Break | 1 |
|
Total: 17 cards Eon, 27 cards Mayfair. |
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