The WARP Moon Powers

Moon Powers


These powers can only be used in a game that uses moons.



AEGIS [M:Warp:M] Forces Moon Challenges Jack Reda (Moons)

You have the power to shield. Whenever a player draws your color in Destiny, they must challenge one of the moons in your system. They may only make a challenge against a planet base if they already occupy a moon or planet base in your system. When a player makes a challenge against an external system where you have a base and they do not, they must challenge one of the moons in that system.

History: The Aegis have established an electromagnetic force that surrounds their homeworlds and any foreign colonies they establish, rebuking the colonization efforts of other alien races. Those aggressive forces must settle for establishing bases on the moons of the worlds they covet.

Restriction: Use only in a game with moons.

Timing:
Phase 2 - Destiny

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

Wild1: If a player challenges you on a planet base, you may instead force him to attack you on a moon that you occupy.

Super: No player may challenge a planet base in a system where you have a base unless they already occupy all moons in that system.

Con: You may make a planet challenge in a system that does not belong to Aegis, even if you don't already have a base in that system.



APOLLO [M:Warp:M] WARP TOKENS LAND ON A MOON Jack Reda (Moons)

You have the power of advent. Whenever you lose tokens to the Warp, immediately place these tokens on a moon in the Warp. Follow the instructions on the moon. When you vacate a moon it is discarded. Moons that have no affect on the game due to being in the Warp (i.e., Moon Wraith) are considered worthless.

History: Weilding a feverish respect and obsession for moons, the Apollo can harness the lunar power even in death. What started as a quest for knowledge has now become a tactical advantage.

Restriction: Use only in a game with moons.

Timing:
Play at any time

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

Wild1: When losing tokens in a challenge, instead of placing them in the Warp, you may land on any unoccupied moon.

Wild: When losing tokens in a challenge, instead of placing them in the Warp, you may land on any unoccupied moon.

Super1: You may move a warp moon you occupy into your system. The tokens on the moon are now considered free from the Warp.

Super: You may move a warp moon you occupy into your system. The tokens on the moon are now considered free from the Warp.

Con: When you win a challenge where both you and Apollo are Main Players, the losing Apollo tokens do not land on a moon.



ASPECT [O:Warp:M] MOVES MOONS IN AND OUT OF PLAY Jack Reda (Moons)

You have the power to wax or wane. Each time the Destiny pile is flipped, you may remove a moon from that system. The moon is temporarily out of the game, along with any tokens on it. On a subsequent challenge, you may bring the moon back into play, putting it in the system indicated by the Destiny pile. Only one moon may be removed at a time. You may not look at any secret or unrevealed moons that are out of the game.

History: The Aspects revered and worshiped their moon as a god. When it cycled through its phases, the Aspects cycled with it. During the waxing season, they grew into a procreative frenzy, then during the waning season, they went on a destructive rampage. Upon learning of the existence of other moons, they felt compelled to share their religion.

Restriction: Use only in a game with moons.

Timing:
Phase 2 - Destiny

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

Wild1: You may add or subtract one token of any occupied moon of any player. The player chooses where the token comes from or goes to.

Wild: Once per challenge, you may add or subtract one token of any occupied moon of any player. The player chooses where the token comes from or goes to.

Super1: You may look at a moon that you have removed from the game.

Super: You may look at a moon that you have removed from the game.

Con: Aspect may not wane a moon that you occupy.



COLLIDER [O:Warp] Adds or Removes Moons Jack Reda (Moons)

You have the power of Moons. Once per encounter, when a destiny card is revealed, you may use this power to add a moon to the indicated system (even if moons are not part of the game) and assign it to a specific planet that has no moons; or to remove a moon in the indicated system from the game.

If you remove a moon with a ship on it, set the moon and the ship on it out of the game. The next time you add a moon to the game, it must be this set-aside moon.

History: A young and curious race, the Colliders consider themselves scientists and tinkerers, experimenting on the cosmic scale. They are convinced that the careful introduction of celestial bodies, as well as their strategic removal will ultimately serve the needs of the Colliders. Also, they think it\'s fun.

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

Wild: You may move an empty planet from one player's system to another player's system.

Super: When adding a moon not in the game to a system, you may draw three moons at random, and choose the one you wish to add.



CRAMDEN [B:MS] Gains Powers On Moons Matt Stone (Moons)

You have the power on the moon. At the start of the game, place a Flare face down under each moon in the game. When you land on a non-secret moon, turn the Flare face up. If the moon is secret, you may keep the Flare secret. (You reveal them independently). As long as you occupy that moon, you may use the power that corresponds to the Flare. If a new moon enters the game, place a Flare face down under it. If you get this power after play has begun, place a Flare face down under each moon in the game, then reveal any that correspond to moon you occupy.

History: To the moon, Alice.

Restriction: Use only in a game with moons.

Timing:
Setup
Play at any time

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

Wild: Draw a Flare from the unused Flare deck for each moon you occupy. From now on, as long as you occupy those moons, you may use the Wild of those Flares. If at any time you don't have tokens on a moon with a Flare, the Flare gets discarded. Some Flare

Super: You may use the Super Flare of each of your moon powers.



ECLIPSE [O:Warp:M] CANCELS MOON EFFECTS Jack Reda (Moons)

You have the power to obscure. Whenever you are involved in a challenge, you may eclipse one moon. The moons effects are nullified during the challenge. You may not eclipse the same moon two consecutive times.

History: By obscuring as much of the cosmos as possible, the eclipse have reigned successfully in a dark and dismal setting. Without the aid of troublesome moons, other aliens are easily obscured themselves.

Restriction: Use only in a game with moons.

Timing:
Phase 1
Phase 6 - Allies accept

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

Wild1: As an ally, you may cover your side's challenge card with one of your own. The new card is treated as the one played.

Wild: As an ally, you may cover your side's challenge card with one of your own. The new card is treated as the one played.

Super1: You may eclipse all occupied moons of one player.

Super: You may eclipse all occupied moons of one player.

Con: Moons that you occupy can not be eclipsed.



GOLEM [O:E1.4:M] Adds Moons Matt Stone (Moons)

You have the power over moons. At the start of each of your turns, you may add a moon to your system from those not in the game. You may then occupy it in addition to your normal challenges.

History:

Restriction: Use only in a game with moons!

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

Wild: You may look at an unexposed moon before deciding whether to challenge it.

Super: You may add a moon to your home system on every challenge in which you are a main player, and occupy it if you wish.



GRAVITY [O:Warp:M] PULLS MOONS Jack Reda (Moons)

You have the power to pull. Every time your color is flipped in the destiny pile, you may pull a moon (occupied or not) to your system. When you have at least two moons in your system, you may move moons from your system to other players' systems when their color comes up in the Destiny Pile.

History: The Gravity existed for millenia in the orbit of a colossal dark star. All manner of debris was pulled into its unrelenting control. Later, the Gravity extended its influence to the far reaches of the galaxy. Since then, Gravity has been bringing everyone down.

Restriction: Use only in a game with moons.

Timing:
Phase 2 - Destiny

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

Wild1: As a defensive player, you may pull a token from any of your bases to the challenged base.

Wild: As a defensive player, you may pull a token from any of your bases to the challenged base.

Super1: You may leave the occupants of a pulled moon behind. They must return to bases.

Super: You may leave the occupants of a pulled moon behind. They must return to bases.

Con: Gravity can not pull a moon that you occupy.



LOONY [M:MS:M] PLANETS ARE MOONS Matt Stone (Moons)

You have the power of planet moons. At the start of the game, place a moon face down on every planet. No player may look at them. Before the first turn of the game, look at the planet moons you "occupy" and reveal non-secret ones. You may reveal secret planet moons you "occupy" at any time. Intermittent planet moons take effect in the order of your choice, then Continuous ones. Whenever you land tokens on a planet, the planet moon takes effect as if you occupied it. You may replace one planet moon per system upon first landing there. Planet moons are not normal moons. They are not affected by New Moon, Moon affecting powers or Flares, etc. A Cosmic Zap stops an Intermittent planet moon or consequences of a Continuous one for that challenge only. If you get this power from another player, look at unrevealed moons on planets you "occupy" and reveal non-secret ones as if starting the game.

History: History: As other races conquer worlds for universal domination, they overlook the small satellites that orbit them. The Loonies exploit these natural resources.

Restriction: Use Only In A Game With Moons.

Timing:
Setup
Play at any time

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

Wild1: Force a player off a Moon. His tokens return to bases, and a new Moon replaces the one he occupied.

Super1: You may replace any or all Planet Moons you currently occupy and/or are revealed randomly from the unused Moons. Planet Moons you occupy are treated as if starting the game.

Pro: Each time you land on a Planet Moon you may replace it, once.

Con: Loony cannot replace Planet Moons.



LUNATIC [O:Archi:M] MAY CO-OCCUPY MOONS Unknown (Moons)

You have the power to share moons. You may co-occupy moons. To land on an inhabited moon, as the attacker in a moon challenge (or with Moon Switch, etc.), simply move in. As the defender, you may choose to play out the challenge or let the attacker join you. Immediate moons take effect again when a new player lands, continuing moons affect all players on them and secret moons take effect when any player reveals them. If a conflict results, it favors you. A player attacking a shared moon picks one defender. You may offer cohabitation rights in a deal. Any number of players may share a moon with you, but if you leave, remaining players must make a moon challenge to determine who stays. (The last player who arrived is the attacker. If more than 2 are left, start with the last 2 players and continue until one player remains.) Effects of the disputed moon are suspended until ownership is settled.

History:

Restriction: Use only in a game with Moons.

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

Wild: Evict any player from a Moon. You may occupy the moon instead. Discard after use.

Super: You may be an ally or accept allies on any Moon challenge.



LUNATIC [M:E1.6:M] Bases Have Moons Mark Gilston (Moons)

You have the power of moon madness. You begin the game with 5 moons in your system instead of 2. Each moon is associated with one of your bases, and you may occupy any of these moons when you desire, but you may not reveal them until the associated moons is attacked - even if they are immediate moons. Each time you land on an outside base, that base acquires the properties of a new random moon. If it is an immediate moon, use it and discard it. If it is a continuous moon it is operational for everyone occupying that base (normal sequential priorities apply). If it is a secret moon, anyone occupying that moon may use it on a first come, first served basis.

History:

Restriction: Use only in a game with moons.

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

Wild: You may trade this flare for the moon of your choice to be put in the system of your choice.

Super: When you bring more tokens to a base, you bring more moon powers as well. The old moon powers are not discarded. They accumulate!



LUNATION [M:WWW] Multiplies Number of Moons to Attack Card Cedric Chin (Moons)

You have the power of lunar succession. Whenever you are a Main Player in a challenge and play an Attack Card, the value of your card is multiplied by the number of moons you occupy (before calculating other card effects).

History:

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



LYCANTHROPE [O:Warp:M] CHANGES CARDS PER MOONS Jack Reda (Moons)

You have the power to shapeshift. Whenever you occupy a moon, you may transform different cards depending on what type of moon you occupy.
Full = transform any Flare into a Kicker 4.
Half = transform any Edict into an Attack 15.
Crescent = transform any Reinforcement into an additive Kicker.
Cheese = transform any card into a Compromise.
Blue = any of the above.
You must announce that you are shapeshifting. You may shapeshift only once per challenge.

History: Having been slaves to the constantly changing nature of moons, the Lycanthropes were eventually able to turn the power to their advantage. Without warning, they can become a savage tool of destruction.

Restriction: Use only in a game with Mayfair-style moons.

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

Wild1: You may transform a moon you occupy into any Zap Edict. Discard the moon, and return tokens to bases.

Wild: You may transform a moon you occupy into any Zap Edict. Discard the moon, and return tokens to bases.

Super1: You may transform one Attack Card into a reinforcement.

Super: You may transform an Attack Card into a reinforcement (once per challenge).

Con: Lycanthrope may not shapeshift against you when you both are Main Players.



LYCANTHROPE [O:E1.6:M] Exchanges Moons Mark Gilston (Moons)

You have the power of lunar change. Whenever you occupy a moon, before it takes effect, you may draw another moon, look at it, and place it face down beneath the moon you are occupying. On any subsequent challenge while you occupy the moon, you may flip it over, discarding the top moon and occupying the one underneath. Once this moon has been flipped you may repeat the process. If you vacate a moon with another underneath, the top moon is discarded and the bottom moon is now treated as if it were the original and had never been occupied.

History:

Restriction: Use only in a game with moons!

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

Wild: You may replace any moon in the game for a new randomly drawn moon. Any tokens currently occupying the moon must return to bases.

Super: You may change a moon occupied by another player to one randomly drawn from the unused moons. You may do this, once per challenge, instead of changing your own moon.



MOONIE [O:Archi:M] DECIDES WHETHER MOONS TAKE EFFECT Matt Stone (Moons)

You have the power of decision. Whenever any player lands on a moon, you declare whether or not it will take effect. Another player may offer you a base, cards, or Lucre to change your mind about a moon he has landed on after you have made your decision. If you accept his offer, a moon you had nullified takes effect normally, and a moon that you did not stop has no effect. When a player lands on a secret moon, you may look at it, and your decision determines whether or not it will take effect when he reveals it. If you lose your power (including to a Cosmic Zap), all continuing moons that are occupied are in effect, regardless of whether you had nullified them, and any secret moon that you had nullified may be used normally.

History:

Restriction: Use only in a game with moons.

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

Wild: You may put 1-4 tokens on any unoccupied moon. Discard after use.

Super: You may decode which moons will take effect no matter who lands on them.



MOONS - HOUSE [M:rec.c] ADD MOONS TO GAME Cedric Chin (Moons)

You have the power of the moons. Moons are now in the game. Each player now adds two moons in his system, face down without looking. Whenever a player leaves a moon, it returns face down. Discard this power and draw a new one.

History: Planetoids of curious effects, the Moons bring boon, bane, and, at times, mere silliness.

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

Wild: When this card enters your hand, and if you have no moons, immediately add one moon to your system.

Super: When this card enters your hand, and if you have a moon, add one moon to all systems or remove one moon from all systems.



PHASE [B:Warp:M] CYCLES MOONS Jack Reda (Moons)

You have the power of change. At the start of the game cover each planet in your system with a Blue moon. On each turn, flip one moon over and play its results (starting with the far left moon). Each subsequent turn, reveal the next moon, and flip the previous one back over. If you occupy a moon, you may elect not to reveal it when its turn comes up. You may look at any moon at any time. Other players must use the moons effects if they occupy the base and the moon is revealed, but may not look at the moon ahead of time. The moon is only revealed during its phase.

History: By understanding the constant changing faces of their system, the Phases have quickly adapted, and harnessed the power of change. The uncertainty of a moon's nature keeps most adversaries at bay.

Restriction: Use only in a game with moons.

Timing:
Phase 10 - Interphase

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

Wild1: You may search through the discard pile and take any flare putting this one in its place.

Wild: You may search through the discard pile and take any flare putting this one in its place.

Super1: You may rearrange tokens on moons you control when your turn is over.

Super: You may rearrange tokens on moons you control when your turn is over.

Con: You may look at the moon-planet you occupy and decide if you want to reveal it when its turn comes up in the cycle.



QUANTUM [O:E1.6:M] Tokens Jump Between Bases White Plains Encounter Group (Moons)

You have the power of probability. During a challenge, before cards are revealed, you may call out a Quantum Number. If the difference between the Quantum Number and the sum of the cards played in the challenge is between 0 and 3, you may move one token from anywhere that you have one (e.g. bases, the Warp, another player's star disc) according to the table below.rr If the difference is the following move the token to:rr 0 Any location
1 Any home planet
2 Any unoccupied moon
3 Any of your bases
In computing the difference Compromise cards are treated as Attack cards of value zero. Powers that change card value affect the difference calculation, but Kickers do not.

History:

Restriction: Use only in game with moons!

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

Wild: Once per challenge, you may declare any one voluntary action of any player to be improbable. Then flip a coin, if the player calls it wrong he can not take that action.

Super: As losing main defensive player, if the difference was between 0 and 3, you may move your tokens which would ordinarily go to the Warp to another planet (if you were defending a planet) or unoccupied moon (if you were defending a moon) in the same system. This replaces whatever move you would normally have made.



SENTINEL [M:E1.6:M] Cohabits Moons White Plains Encounter Group (Moons)

You have the power to cohabit moons. As a main player in a moon challenge, if the moon you are attacking is occupied you do not challenge the occupant. Instead you move your tokens to occupy the moon with his tokens. This is considered a successful challenge. Effects of Continuous moons continue and Immediate moons take effect as if they were unoccupied. Secret moons take effect when either occupant chooses to reveal them. You may offer players who attack you on a moon the right to cohabit. If they accept, their tokens join yours and the challenge is considered successful. You may also grant cohabitation rights as part of a deal. Players attacking cohabited moons must declare which inhabitant they are attacking. If they attack and defeat a cohabitant other than yourself, you must grant them the right to cohabit. If they attack and defeat you, the remaining players must immediately engage in a moon challenge using the tokens on that moon to see who gets to stay. The effects of the disputed moon are suspended until ownership is settled. You may start the game with tokens on any moon(s) in your own system.

History:

Restriction: Use only in a game with moons!

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

Wild: You may send any one moon to the Warp. Any tokens on the moon are dislodged in the Warp. The moon will reappear in the system of the next player to play a Mobius Tubes. Discard after use.

Super: As a main player in a moon challenge, you may have allies. You may also act as an ally in other moon challenges.



SKEIN [O:Warp:M] REPLACES MOONS Jack Reda (Moons)

You have the power to unravel. Any time a player wishes to make a challenge against you, you may force them to only use tokens from a base in a system where you control a moon. You specify the base when there are more than one.

History: By unraveling the very fabric of the universe, the Skeins have discovered another one underneath. This knowledge has given them an advantage by forcing others to constantly forge into the unknown.

Restriction: Use only in a game with moons.

Wild1: When you play a card, you may discard an additional card.

Wild: When you play a card, you may discard an additional card.

Super1: You may vacate one of your bases and immediately occupy any unoccupied moon.

Super: You may vacate one of your bases and immediately occupy any unoccupied moon.

Con: Skein may not force you to use tokens from one base.



SOLDIER [O:MS:M] Takes Over Planets Via Moons Matt Stone (Moons)

You have the power to invade. Whenever destiny is flipped, if you occupy a moon in the system of that color, you may move all of your tokens from one moon there to any planet in the same system. In a game with the Dictator, he determines the destiny color. For a Wild Cone or Special Destiny, the system attacked determines the color. You may only establish one base per challenge in this manner.

History: The Soldiers were deployed during a time of peace, instructed to establish peaceful colonies on remote bases. They awaited orders from their superiors, and when the orders came, the Soldiers waged war from within their enemies' own borders.

Restriction: Use Only In A Game With Moons

Wild1: If you occupy a moon in a system, you may move all of your tokens from that moon onto another moon in that system.

Super1: You may leave a token on the moon when you invade.

Pro: You may establish two bases if you occupy two moons in the same system.

Con: Play this card as soon as it enters your hand. Soldier must have 4 tokens on a moon to invade.



TIDE [O:Warp:M] ADDS TOKENS ON MOONS Jack Reda (Moons)

You have the power to fluctuate. Whenever you occupy a moon, you may add or subtract the number of tokens on the moon (or moons) to the defense of any planet in the same system- even if not involved, or already involved as a main player or ally. The tokens are not at risk. The new value may be added or subtracted at any time during the challenge.

History: Born on a planet with 42 moons (15 of which have their own moon, of which 3 have tertiary moons) the Tide have learned to use the gravitational pull of their moons to tremendous effect. This change in the relationship between celestial bodies and their moons is the source of unimagined power.

Restriction: Use only in a game with moons.

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

Wild1: As a main player, after cards are revealed, you may add or subtract one token.

Wild: As a main player, after cards are revealed, you may add or subtract one token.

Super1: You may fluctuate your allies' moon tokens as well, even if they are the main player.

Super: You may fluctuate your allies' moon tokens as well, even if they are the main player.

Con: Tide may not fluctuate in a challenge where you both are Main Players.



TRITON [M:Warp:M] WINS BY OCCUPYING MOONS Jack Reda (Moons)

You have the power of retrograde. To win the game, you must occupy five moons, one of which must be in your own system. Players are allowed to invite allies for moon challenges in which you are involved, but only the winning Main Player may occupy the moon at the end of the challenge (Blue Moon challenges proceed normally).

History: Traveling on the celestial plane in the direction opposite to the natural order, the Triton exist according to a code all their own. Only when they've discovered Triton's power in its backward existence do other aliens realize how foolish it is to ignore them.

Restriction: Use only in a game with moons! Do not use with Schizoid. Recommended for use in a game with at least 4 players.

Notes: The recommended experience level for this power is Novice. This is a Rules type power. The ease of being able to occupy some moons is offset by the fact that Triton will never gain bases during other players' turns.

Wild1: When the player on your left finishes his turn, it is your turn.

Super: Players attacking you on a moon may not have allies.

Con: Any moons Triton occupies in your system do not count toward the win.



VAGRANT [O:WWW:M] Occupies Vacated Moons Cedric Chin (Moons)

You have the power to squat. Whenever another player vacates a moon, you may land on it with one to four tokens.

History:

Restriction: Use only in a game with moons.

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



WEREWOLF [B:GK:M] Moons Help Towards Win Gerald Katz (Moons)

You have the power of moons. All moon bases that you have outside your system count towards the win. You are still bound by Schizoid. Moon Base Omega counts as only one base. You may also recycle moons. That is, as offensive player, if you have a moon base in the defensive system, you may abandon the base and reestablish it in that challenge and have the moon's effect take place again.

History: Normal people by day, at night, the Werewolves undergo a painful metamorphosis into horrible creatures on site of a full moon. Achieving space travel, they are in an eternal night with full moons all over the place. Now permanently transformed into those horrible beasts, the Werewolves ravage the cosmos, making everyone loony.

Restriction: Use only in a game with Moons

Timing:
Play at any time

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

Wild1: You may randomly select a moon from the unused moons and put it in your system hex.

Super1: You may exchange the moon you're about to occupy with any moon of your choice from the unused moons. You may see the original moon first.

Pro: You may ignore Moon effects for Moons you occupy. You may play this effect if you do not have your power because of a Moon.

Con: Werewolf cannot recycle moons.



WEREWOLF [M:E1.4:M] Doubles Attack Total When Occupying Moon John C. McKevitt (Moons)

You have the power of the moon. Whenever you are a main player in a challenge, and you occupy a moon in the system where the challenge is occurring, your attack total (card plus tokens) is doubled.

History:

Restriction: Use only in a game with moons!

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

Wild: As a main player in a moon challenge, your tokens are each worth two for that challenge (except for taking consolation).

Super: If you occupy a moon in the system where the challenge is occurring, your attack total is tripled.



ZAPPA [M:WWW:M] USES MOONS AS POWERS Cedric Chin (Moons)

You have the power of moon units. At the beginning of each challenge, draw a moon and use its effects, if possible, for the duration of the challenge. The number of tokens considered landing on the moon is equal to the number of home bases you have. Other players may not treat this moon as a moon.

History: A curious race dedicated to forms of communication and methods of appearance unknown to most of the universe, the Zappa not only wish to revolutionize the cosmos, but expunge disco as well.

Restriction: Use only in a game with moons.

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

Wild: This is the Moon Unit Zappa. Once per challenge, you may replace any normal moon with a new one. Tokens on the old moon return to bases.

Super: You may choose not to use the effects of the moon you have just drawn.

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