Prisoner Powers
The WARP Prisoner Powers

Prisoner Powers


BASTILLE	[M:KC:P]	WINS OPPONENT'S 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.

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

Super: 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.

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

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.

BRAWL		[M:KC:P]	MUST BE GUARDED
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.

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.

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.

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.

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.

CLAUSTRO	[O:KC:P]	CHOOSES WARP OVER PRISON
You have the power of freedom. 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 giveme death!" 

Restriction: Use only in a game with prisoners.

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.

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

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.

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

CLEMENT		[O:KC:P]	CAUSES CAPTURE CHALLENGE
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.

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.

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.

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.

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.

CONCESSION	[O:KC:P]	COMPROMISE RELEASES 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.

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.

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.

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.

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.

EAGLE		[M:JR:P] TOKENS ARE NEVER TAKEN PRISONER

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 eons, 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.

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

Super: You may free other players prisoner tokens as part of a deal.

ENTHRALL	[M:KC:P]	ADDS PRISONERS TO TOTAL
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.

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

Wild1: 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.

FELINE		[M:KC:P]	CAPTURES LOSING OPPONENT
You have the power to capture. When you win any challenge as main player,
you seize the tokens that your opponent lost in the challenge (including
Zombie tokens). Immediately propose any legal deal in which you return
the tokens in exchange for random cards, Lucre, other prisoners, and/or
a base. If your opponent accepts the deal, he gets the tokens back and
may put them on any of his bases. If he refuses, put the tokens in your
Prison. The tokens of his allies go to the Warp or your Prison depending
on the challenge type; you do not deal with the allies. You must propose
a deal, and your opponent must respond, even if one of you is Silenced.

History: The carnivorous ancestors of the Felines captured their prey
alive, taking delight in its helpless struggles. Modern Felines use the
same techniques in battle, seizing their losing opponents and using them
as pawns in deadly games of power politics.  

Restriction: Use only in a game with prisoners.

Wild: When you are not a main player, if the main players fail to deal
you may seize the tokens that they lose as penalty. Dictate a new deal
for the two players. If they agree to the deal, they get their tokens
back; otherwise put the tokens in your Prison.

Super: When you win a challenge as main player, you capture your opponent
and all his allies. Deal with each in turn, clockwise starting with your
opponent; return or imprison each player's tokens separately. You must
complete each deal before continuing with the next.

Wild1: When you are not a main player, if the main players fail to deal
you may seize the tokens that they lose as penalty and put them in yourPrison.

Super1: When you win a challenge as main player, you capture your opponent
and all his allies. Propose separate deals to each player. Each player
writes down (without consulting with the others) whether or not he accepts
the deal, and all answers are revealed and implemented simultaneously.

GAOLER		[O:KC:PL]	KEEPS OTHERS' 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 shouldbe grateful.

Restriction: Use only in a game with prisoners and Lucre!

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 ownPrison.

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

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.

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

GENEVA		[B:KC:P]	SALVAGES AND CHANGES RULINGS
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.

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).

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

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.

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.

HOGAN		[B:JR:P] FREES OTHER PLAYERS' TOKENS
You have the power to liberate. Whenever other players' tokens are
taken prisoner, you may immediately set them free. You gain one
card 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).

Restriction: Use only in a game with Prisoners

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

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

HOUDINI		[M:KC:P]	ESCAPES FROM PRISONS
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.

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.

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.

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.

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.

INQUISITOR	[M:KC:P]	GAINS INFORMATION FROM 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.

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.

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 cards you pick.

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.

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.

KNIFE		[O:KC:P]	GETS CARDS FOR 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 towork.

Restriction: Use only in a game with prisoners.

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"). He must accept the proposal.

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

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 proposal.

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. 

MENAGERIE	[O:JR:P] TAKES PRISONERS FROM THE WARP
You have the power to collect. At the start of each challenge, when
you would normally draw a token from the warp, you may also draw
one token belonging to another player from the warp and take it
prisoner.

History: The Menagerie have always been fascinated by other life
forms. So much so, that theyve 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.

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

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

OUTRAGE		[O:KC:P]	THREATENS 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.

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.

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

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.

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.

PHILOSOPHER	[O:KC:P]	CHANGES CHALLENGE TYPE
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 theirreasoning. 

Restriction: Use only in a game with prisoners.

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.

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 to be resolved.

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.

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 to be resolved.

SLAUGHTER	[O:KC:P]	CAUSES NON-CAPTURE CHALLENGE
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.

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.

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.

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.

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.

SLAVER		[O:KC:PL]	BUYS AND SELLS PRISONERS
You have the power to peddle flesh. Before the start of each challenge,
you may propose to one other player an exchange of prisoners for Lucre.
You may either offer to sell the player tokens from your Prison, or buy
tokens from his, but not both. Stipulate which tokens are involved, and
the amount of Lucre; you may not specify more Lucre than the buyer has.
The other player must either accept or reject your offer. If he accepts,
implement the exchange immediately. If he declines to sell tokens to
you, nothing further happens. If he rejects an offer to buy tokens from
you, you may allow any of the other players to purchase the tokens for
the requested price (if several players wish to buy, you choose one).
If no one wants the tokens, or if you do not want to sell them to other
players, you may put the tokens into the Warp and draw one Lucre from
the box per token.

History: The Slavers view life as a resource like any other, to be
exploited for their own profit. Their flesh-peddling is both a blessing
and a curse to their Cosmic opponents, who can sometimes recover lost
comrades but often find the moral stain (and the price) too great.

Restriction: Use only in a game with prisoners and Lucre!

Wild: Between challenges, you may give this card to any other player and
purchase any or all of the prisoners he holds, paying him one Lucre per
prisoner. The other player keeps this card.

Super: If a player rejects your offer to buy tokens from him, you may
purchase an equal number of tokens from the Warp for the price that you
offered, paying the Lucre to the box. You may select any of the tokens
in the Warp other than your own; put the tokens you buy in your Prison.

Wild1: Between challenges, you may purchase any or all of the prisoners
held by one other player, paying him one Lucre per prisoner.

Super1: If a player rejects your offer to buy tokens from him, you may
purchase an equal number of tokens from the Warp for the price that you
offered, paying the Lucre to the box. You may select any of the tokens
in the Warp other than your own; put the tokens you buy in your Prison.

TOLL		[M:KC:PL]	CHARGES FOR USE OF CONE
You have the power of fares. In each challenge where you are not the
offensive player, you demand a fee of one Lucre from the offensive player
when he first puts tokens into the Cone. If he cannot or will not pay
(he is allowed to refuse your demand), take any one of his tokens from
any base and put it in your Prison. You do not demand a fee from players
other than the offensive player, nor do you demand an additional fee
from the offensive player if he adds tokens to or removes tokens fromthe Cone.


History: Masters of hyperspace technology, the Tolls have built huge
Conic shunts which allow them to control interstellar travel. The Aliens
caught in their hyperspeed traps have a simple choice -- pay the Toll or
go to jail.

Restriction: Use only in a game with prisoners and Lucre!

Wild: As main player in a challenge, if your opponent holds any of your
tokens in his Prison you may demand that he "pay a toll" by freeing one
to you. If he will not pay, he may not have allies (except the Parasite).

Super: You may demand a fee (one Lucre, or you take a prisoner) from each
player who puts tokens in the Cone, including defensive allies. An ally
may withdraw his tokens from the challenge after your demand and not pay
the toll.

Wild1: As main player in a challenge, if your opponent holds any of your
tokens in his Prison you may demand that he "pay a toll" by freeing all
of them to you. If he will not pay, he may not have allies (except theParasite).

Super1: You may demand a fee (one Lucre, or you take a prisoner) from each
player who puts tokens in the Cone, including defensive allies. An ally
may withdraw his tokens from the challenge after your demand and not pay
the toll.

VENDETTA	[O:KC:P]	IMPRISONS FOR CONSOLATION
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.

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.

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

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.

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