Pulsar Card Effects
The WARP Pulsar Card Effects

Pulsar Card Effects


AMOEBA
Con: Phase 7
when main player against Amoeba, he may only ooze in or out of the challenge before challenge 
cards are selected.
Pro: Phase 8
You may ooze your tokens out of the challenge after cards are revealed.

ANOMALY
Con: Phase 2
When Anomaly flips your color in destiny, you may force him to flip again.
Pro: Infinity
You may redo the same event twice in a challenge. You may also play this card when 
drawing a new hand for the option of redrawing, but this card is discarded.

ANTI-MATTER
Con: Phase 8
when main player against Anti-Matter, all allies' tokens add to their side's challenge total.
Pro: Phase 8
Your opponent's allies' tokens add to his challenge total.

ARISTOCRAT
Con: Infinity
Aristocrat must discard a Flare before he can draw one from the unused Flare deck 
or else he cannot draw.
Pro: Infinity
You need not discard a Flare when you have one to draw a new Flare from the unused 
Flare deck.

ASSASSIN
Con: Phase 2
Assassin, through his power, cannot make you lose a base unless there's no alternative.
Pro: Phase 2
When you assassinate, you also take a random card from the player's hand and discard 
it.

ASSESSOR
Con: Phase 3, 6
You only have to pay Assessor 1 Lucre as tax.
Pro: Phase 3, 6
Your tax increases to 3 Lucre. Collateral tokens are returned for 4 Lucre each.

AURA
Con: Phase 3
Only Aura gets to see your hand.
Pro: Infinity
All other players' hands are always face up except for phase 7.

BERSERKER
Con: Phase 3
If you are one of Berserker's attacked players (but not the only one) his Compromise 
Card is treated as normal, not as an Attack 15 for this challenge. Berserker may 
declare you no longer under attack to end this effect.
Pro: Phase 8
This card counts as +5 to your challenge total.

BOOMERANG
Con: Phase 3
As offensive player against Boomerang, you may have your challenge before Boomerang 
has his.
Pro: Interphase
After your opponent finishes his challenge, you may challenge him again.

BULLY
Con: Phase 8
When you lose to Bully by playing an Attack Card, he can only have you lose one base 
through his power unless there's no alternative.
Pro: Phase 8
You may use your power when your opponent plays a Compromise Card.

BUSYBODY
Con: Phase 7
As main player, Busybody may not trade your Challenge Card.
Pro: Phase 7
If you traded a Challenge Card and the player loses or fails to make a deal, you 
lose nothing.

BUTLER
Con: Phase 3
You may tip the Butler 1 Lucre as defensive player. He returns the offensive player's 
tip, if any, at no penalty to that player. Butler must then point the cone at a planet 
in your system as you specify.
Pro: Phase 3
If not tipped, you may point the cone to a base where the offensive player already 
has a base in the defensive system.

CALCULATOR
Con: Phase 7
when main player against Calculator, he may only equalize before Challenge Cards are played.
Pro: Phase 7
You may equalize as an ally.

CAVALRY
Con: Phase 7
If Cavalry is on your side, he may not play a Compromise Card or an Attack Card below 
1 through his power.
Pro: Phase 8
You may play any one Attack Card in your hand as a Reinforcement Card.

CHANGELING
Con: Phase 2
when main player against Changeling, you may have Changeling switch powers with another player 
instead.
Pro: Phase 2
When you change powers, switch seats instead You each get the other player's hand, 
power(s), tokens, system hex, etc. You keep this card for your new hand.

CHOSEN
Con: Phase 8
when main player against Chosen, if he calls for divine intervention and winds up with a Compromise 
Card, he may not take consolation cards from you.
Pro: Phase 8
If you still lose the challenge after calling for divine intervention, you may try 
one more time.

CHRONOS
Con: Phase 8
when main player against Chronos, if he calls for time travel, he must set aside his Challenge 
Card as well unless he shows you it's his only Challenge Card.
Pro: Phase 8
After calling for time travel, if you still lose the challenge, you may use your 
power again. If your opponent has no other Challenge Card, you decide which of the 
two he played he uses.

CLONE
Con: Phase 9
when main player against Clone, you may force him to keep his Challenge Card when he doesn't 
want to.
Pro: Phase 9
You need not discard any Kicker or Reinforcement that you play.

CONNOISSEUR
Con: Infinity
You may take any or all cards Connoisseur discards when using his power.
Pro: Infinity
Whenever you are entitled to take cards from the unused Flare deck or another player's 
hand, take twice as many and discard half.

CRYSTAL
Con: Phase 6
If you ally on the same side as Crystal, he may not determine the number you commit.
Pro: Phase 6
You may have players ally with more than 4 tokens. You are still limited to 4.

DELEGATOR
Con: Phase 6
If by winning the challenge you would have gotten a base, you cannot be delegated 
such that you no longer can.
Pro: Phase 8
If you delegated but do not like the results of the challenge, all cards played return 
to players' hands, and the challenge is done over by the original main players.

DEMON
Con: Phase 8
If you would have received consolation when Demon possessed you, you still get the 
cards. Demon does not.
Pro: Phase 7
You may see the offensive player's Challenge Card before deciding to possess.

DEUCE
Con: Phase 8
when main player against Deuce, he may only collect consolation cards from you if both his cards 
are Compromises.
Pro: Phase 9
If you played two Attack Cards, you may discard the lower one instead.

DICTATOR
Con: Phase 3
When your color is not flipped from the destiny pile, Dictator may not direct the 
cone to your system.
Pro: Phase 3
Ignore Wild Cone and Special Destiny cards. Your power works as normal. You may also 
use your power when you are the offensive player.

DIPLOMAT
Con: Phase 8
As main player, if you won the challenge and Diplomat called for a negotiation, his 
power proceeds as normal but you proceed as if you won the challenge normally.
Pro: Infinity
Whenever other players are in the process of making a deal, for any reason, you are 
automatically a participant. Wrack cannot make you lose tokens or cards if you're 
not the main player opposing him.

DISEASE
Con: Phase 2
Disease must have 5 tokens on a planet to spread.
Pro: Phase 2
When your color is flipped in destiny, you may spread from any one planet where you 
have at least 4 tokens onto any other planet in that same system.

DOPPELGANGER
Con: Phase 7
Doppelganger may not choose you when getting Challenge Cards.
Pro: Infinity
You may keep any Challenge Card you somehow receive for later use.

DRAGON
Con: Infinity
You need pay Dragon only 1 Lucre no matter how many purchases you make in a challenge.
Pro: Infinity
You collect half the Lucre, rounded down, of all purchases by other players.

EMPATH
Con: Phase 9
when main player against Empath, if he played a Compromise Card, you may keep the Challenge 
Card and/or Kicker you played.
Pro: Phase 8
If you fail to deal through your power, you still collect consolation cards.

ETHIC
Con: Phase 8
when main player against Ethic, you need only pay him 2 Lucre per card to reduce the number 
of cards he takes.
Pro: Phase 8
You may increase your price to 6 Lucre per card.

EXTORTIONIST
Con: Infinity
You may pay Extortionist 1 Lucre per card for each specific card you want to keep. 
Extortionist gets the rest.
Pro: Infinity
Players may not see the cards they are getting before deciding whether or not to 
pay you.

FILCH
Con: Phase 9
when main player against Filch, he must take your discarded Challenge Card even if he doesn't 
want it.
Pro: Phase 9
As main player, you may take all discarded Kickers and Reinforcements played by other 
players.

FILTH
Con: Phase 8
If you win as offensive player against Filth, if there's another planet in his system 
where he does not have tokens, you may land your tokens there.
Pro: Infinity
You can make the Warp reek. If you have tokens in the warp, all other players' tokens 
go into limbo. All other tokens going to the warp go to limbo instead. They remain 
in limbo until you have no tokens in the warp or lose this card.

FORCE
Con: Infinity
When you pay Force, you may discuss with him how you want to be helped. If you can't 
reach an agreement, take back your Lucre. Force may not help another player that 
challenge.
Pro: Infinity
You may exchange help with another player. You both help each other as per your power. 
No Lucre is exchanged.

FUNGUS
Con: Infinity
Whenever you retrieve tokens from the warp by normal means, if you have none in the 
warp, you may retrieve them from Fungoid stacks. If you can retrieve more tokens 
than you actually have in the warp, that counts.
Pro: Phase 8
Each token in your stacks count for consolation and rewards.

GAMBLER
Con: Phase 8
If you call Gambler's bluff and he was bluffing, you automatically win the challenge. 
Otherwise, you automatically lose. You don't have to call the bluff, but you must 
play this card if you do.
Pro: Phase 8
If your bluff was called but you were telling the truth, you automatically win the 
challenge.

GHOST
Con: Phase 7, 8
Your tokens that Ghost used from the warp return to your bases if he loses the challenge 
or they are forced off the cone.
Pro: Phase 6
You may use tokens from the warp that belong to players on the opposite side of the 
challenge.

GNOME
Con: Phase 3
when main player against Gnome, if he has at least 10 Lucre, he must buy a Flare. If he gets 
the Wild Human or Masochist Flare, it is discarded without taking effect and he gets 
back his Lucre.
Pro: Phase 8
As main player, you may add all your Lucre to your challenge total without sending 
it to the bank.

GORGON
Con: Infinity
Show Gorgon a card from your hand. He may take it to unpetrify all your tokens for 
the rest of the challenge. If he does not take it one, and only one, of your tokens 
is unpetrified.
Pro: Infinity
You may petrify the warp. For as long as you have tokens there, no other player may 
release their tokens from the warp. Mobius Tubes still releases all tokens.

GRUDGE
Con: Phase 8
If you did not ally at all during the challenge, including not even attempting to, 
you do not lose tokens because of Grudge.
Pro: Infinity
When another player causes you to lose cards and/or tokens, but not tokens lost as 
a result of a challenge, you may have him lose an equal number. If he took the cards, 
you get his. If the cards were discarded, he discards his. This card may be played 
as it leaves your hand.

HEALER
Con: Infinity
Healer must heal your tokens.
Pro: Infinity
You may have another player heal your tokens. He gets a card from the deck.

HURTZ
Con: Infinity
If Hurtz refuses to lease an item to you, pay him 5 Lucre. He must then lease you 
the item.
Pro: Infinity
You may lease any item that's truly "face down". This includes cards from the deck, 
unused Flare deck, and the unused powers.

INDUSTRIALIST
Con: Infinity
Industrialist's stack is considered a part of his hand but only for game effects 
you invoke.
Pro: Phase 9
You may stack a Compromise Card. On later challenges you lose by playing an Attack 
Card, you may take consolation cards if you still have this card.

INSECT
Con: Infinity
You may use your power before or after Insect does at your discretion.
Pro: Infinity
Your opponent cannot use his power that you copy.

JUDGE
Con: Phase 6
when main player against Judge, instead of his fiat, you can have him look through your hand 
and take any one card, except this one. Play this card in phase 6. He gets the card 
after Challenge Cards are played but before they are revealed. You cannot play any 
other card in the interim.
Pro: Phase 7
You may announce your fiat after cards are played but before they're revealed.

LASER
Con: Phase 7
when main player against Laser, you may have him choose from only your Attack Cards.
Pro: Phase 3
As main player, shuffle your opponent's hand without looking at the cards and fan 
them face down in front of him. In phase 7, he picks one card at a time until he 
draws a Challenge Card which he must play. For this challenge, he may only use his 
non-challenge cards if he draws them in this manner.

LLOYD
Con: Infinity
Lloyd must insure your assets. For each different asset you want insured pay him 2 Lucre.  
Pro: Infinity
You may insure assets after the fact.  For example, if a player's power is zapped, you may 
insure to effectively unzap it.

LOSER  
Con: Phase 6
As main player against Loser, show him this card.  He cannot declare an upset if he has no 
choice but to play a Compromise Card.  
Pro: Phase 6
You may declare an upset in any challenge, regardless of your involvement.

MACHINE
Con: Interphase
On Machine's turn, it will end if he loses a second challenge.  
Pro: Interphase
On your turn, when you are out of Challenge Cards, you may get a new hand and keep this 
card to continue your turn.  You may only play this card once on each of your turns.

MACRON  
Con: Phase 3 and 6
Macron's tokens are worth only one each against you.  
Pro: Phase 8
Your tokens are worth 5 each.

MAGNET 
Con: Phase 6
Magnet cannot force you to ally or not to ally unless it is a three-player game.  
Pro: Phase 6
You need not be involved in the challenge to force a player to ally or not to ally.

MESMER 
Con: Infinity
Mesmer cannot zap your power through his power.  
Pro: Infinity
When you play a Wild Flare, including "bad" Flares, you may change it to any other 
Wild Flare except for Wild Void.

MIND
Con: Phase 6
Mind can only see your hand when you're both main players.  
Pro: Phase 6
You may look at the hands of both main players.

MIRROR 
Con: Phase 7
As main player against Mirror, he may only reverse the digits before cards are played.  
Pro: Phase 8
You may unreverse after cards are revealed.

MISER 
Con: Infinity
Each challenge Miser can only play cards from his regular hand or hoard, not both.  
Pro: Infinity
You may add cards you get to your hoard, except for when getting a new hand.

MUTANT
Con: Phase 2 and Interphase
Mutant may not fill his hand from your hand.    
Pro: Phase 2 and Interphase
When you fill your hand from other players, you may look through their hand and choose 
the cards you want.

NEGATOR
Con: Infinity
Negator cannot negate your actions if you are not a main player.  
Pro: Infinity
You may negate negate a decision a player didn't make.  

OBVERSE
Con: Phase 7
As main player against Obverse, he may only switch signs before cards are played.  
Pro: Phase 2
You may have a non-Challenge Card take the opposite affect.  For example, a Reinforcement 
is subtracted; a Kicker divides instead of multiplies.  For Mobius Tubes and Warp Break, players 
put in the warp the same number of tokens they would have taken out.

PACIFIST
Con: Phase 8
If you fail to deal in a Compromise/Compromise situation with Pacifist, you only lose 1 token. 
Pro: Phase 8
If you reveal an Attack Card and your opponent reveals a Compromise Card, you have one minute 
to make a deal under normal rules.  You still win the challenge as normal, but if a deal was made, 
your opponent may return his losing tokens to bases.  This takes place instead of consolation.  
If a deal is not made, the tokens your opponent loses is in addition to the tokens lost in the 
challenge.

PARASITE
Con: Phase 6
Parasite may not ally offensively or defensively on reverse cone if he would get his 5th foreign 
base if his side won the challenge through his power.  
Pro: Phase 6
You may infest on both sides of the challenge.  If both main players reveal Compromise Cards, 
it is as if you won on both sides.

PAVLOV
Con: Phase 8
If you played the card Pavlov gave you, your reward is 4 cards from the deck and 
four tokens from the warp.
Pro: Phase 8
If the player to whom you gave the card does not play it, he keeps it.

PENTAFORM
Con: Infinity
You may use this card as the Immunity Card of Pentaform's current life stage.
Pro: Infinity
You may do either one of the following: be able to use all your life stages, up to 
the life stage for your base count, together or discard your life stages, get 5 new 
ones, and place them in any order.

PHANTOM
Con: Infinity
Phantom may not convert tokens to ghost tokens.
Pro: Phase 8
Your ghost tokens count for consolation.

PHILANTHROPIST
Con: Phase 6
If you are a main player and Philanthropist is not, he cannot give you a card.
Pro: Phase 6
You may give away two cards. You may either give them both to one of the main players 
or one each.

PIRATE
Con: Phase 3, 4, 5, 6
Pirate cannot raid you.
Pro: Phase 1
You may raid a player's income. Only that particular Lucre counts toward his challenge 
total, and he cannot spend any of his other Lucre. This raid is in addition to your 
regular raid challenge.

PLANT
Con: Phase 3
Plant may not graft your power if he can graft another player's power.
Pro: Phase 3
You may graft one power of all players where you have tokens in their system. You 
use them together. Affected players need not have use of their powers and moon bases 
allow for grafting.

PROLONG
Con: Phase 8
If Prolong continues the challenge and you are out of Attack Cards, you may get a 
new hand.
Pro: Phase 8
When you are out of Attack Cards, you may get a new hand to continue the challenge. 
You keep this card, but may only play this card once per challenge.

PROPHET
Con: Phase 8
If Prophet predicted incorrectly, he loses a third token. He chooses the token.
Pro: Phase 8
If you predicted incorrectly, you choose the tokens you lose. 

QUEUE
Con: Infinity
Queue must accept your bribe for your preferred timing order. The bribe is to look 
through your hand and take any card he wants, except this one.
Pro: Interphase
You may skip a player in a round of turns. You cannot skip the same player twice 
in a row.

REINCARNATOR
Con: Interphase
If Reincarnator was a main player or ally, he reincarnates regardless of whether 
he won or lost.
Pro: Interphase
Regardless of whether you won or lost in the challenge, you may discard you Reincarnator 
power and keep your incarnation. This card then becomes the Immunity Card for that 
power.

RESERVE
Con: Phase 8
Reserve cannot cancel Reinforcement Cards with Compromise Cards. 
Pro: Phase 7
As main player, you may have your power allow you to use the cards as Kickers as 
well.

SCHIZOID
Con: Infinity
As Offensive Player, you may ask Schizoid two questions concerning how to win the 
game.
Pro: Interphase
You may add on a second condition to winning the game abiding by your power's terms. 
It's in effect even if you don't have this card. You may only play this card once. 
If you play the Super Schizoid Flare afterwards, you still have the second condition 
to work with.

SEEKER
Con: Phase 6
Seeker cannot ask you a question regarding your intentions.
Pro: Phase 6
When you are involved in a challenge, you may ask one of the main players two "yes" 
or "no" questions.

SERPENT
Con: Phase 7
As defensive player, if another player on your side of the challenge accepts Serpent's 
temptation, your tokens are not removed.
Pro: Phase 7
If the player you tempted does not accept, you may offer another player a temptation. 
Keep doing this until someone accepts or no one does. If no one does, take a card 
from the top of the deck.

SILENCER
Con: Infinity
Silencer cannot silence you.
Pro: Interphase
At the start of your turn, silence a player. He is considered silenced until the 
start of your next turn or you lose this card. You cannot silence a player in this 
way again until you have silenced another. You still have your power as normal.

SIREN
Con: Phase 2
As offensive player, Siren cannot lure if you flip his color in destiny.
Pro: Phase 8
If you lured when your color was flipped in destiny and you win the challenge, you 
establish two bases in the offensive player's system. 

SKEPTIC
Con: Phase 8
If you double-doubted Skeptic and lost, instead of losing tokens you may allow Skeptic 
to look through your hand and take any card he want, except this one.
Pro: Phase 8
If you were double-doubted and lost the challenge, instead of losing tokens you may 
give the player any card you want from your hand. 

SNIVELER
Con: Infinity
Play this card when Sniveler whines. Your bases, tokens, and cards do not count. 
Sniveler may whine about something else instead or keep the same whine. The new whine 
may be for something that now qualifies where as because of your game effects it 
did not.
Pro: Infinity
You may whine twice in the challenge.

SORCERER
Con: Phase 7
As main player against Sorcerer, if he transposed Challenge Cards, you may look at 
your new card. If you played a Kicker, you may take it back into your hand.
Pro: Phase 7
After transposing Challenge Cards, you may look at your new card. You may transpose 
the cards back if you want.

SPIFF
Con: Phase 8
As Spiff's ally, if he can crash land, so can you.
Pro: Phase 8
As an offensive ally on normal cone or defensive ally on reverse cone, if your side 
loses the challenge by 7 or more, you may crash land on the attacked planet as per 
your power.

STING
Con: Infinity
Sting cannot choose you to lose tokens.
Pro: Infinity
You choose the cards from your hand the player gets.

SUBVERSIVE
Con: Phase 8
As an ally on the opposing side of Subversive, if Subversive is losing the challenge, 
he may not subvert your tokens if he would still lose the challenge.
Pro: Phase 8
As main player, you may subvert all of your opponent's allies. 

SYMBIOTE
Con: Phase 8
When Symbiote takes consolation cards from you, his Symbiote tokens do not count. 
If he only had Symbiote tokens in the challenge, he gets one card as consolation.
Pro: Infinity
Your Symbiote tokens on bases count for the win and keeping your power even if you 
do not have your regular tokens on such bases. 

TERRORIST
Con: Infinity
You may see Terrorist's bomb list. You may not reveal this information to any player 
for any reason.
Pro: Infinity
Your tokens are immune to your bombs. They remain on the bombed planet. If only your 
tokens land on a bombed planet, they do not set off the bomb. Do not publicly invoke 
this card in such a case.

TRADER
Con: Phase 6
As main player against Trader, if he wants to exchange hands,
Pro: Phase 6
If this card is in your hand before exchanging cards,

VACUUM
Con: Infinity
Vacuum cannot choose you to lose tokens.
Pro: Infinity
When you lose tokens to the warp, all other players must lose an equal number.

VAMPIRE
Con: Interphase
This card frees all your tokens enslaved by Vampire.
Pro: Interphase
Tokens are not freed by Mobius Tubes or Warp Break.

VIRUS
Con: Phase 8
As main player against Virus, he only adds his allies' tokens. His tokens still multiply, 
however.
Pro: Phase 8
Your tokens multiply for consolation and rewards. For example, 3 tokens allows you 
9 consolation cards.

VISIONARY
Con: Phase 7
when main player against Visionary on a planet base, if you have the card he told you to play,
Pro: Phase 7
You may name two different Challenge Cards. If your opponent has either,

VOID
Con: Infinity
For any effect that allows you to take your tokens out of the warp,
Pro: Interphase
Once per challenge remove a token from the game.

VULCH
Con: Phase 3, Interphase
When Vulch gets a new hand, he may not keep his Edicts. He may still play the Keeper 
Edict as normal.
Pro: Phase 9
After playing an Edict, put it face down in front of you instead of discarding it. 
It does not count as part of your hand. You may look at them at any time. You may 
play such Edicts again in future challenges. Then they get discarded.

WARPISH
Con: Phase 8
when main player against Warpish, your tokens in the warp do not add to his challenge total.
Pro: Phase 8
You may have all tokens in the warp add to your side in the challenge as an ally.

WARRIOR
Con: Phase 8
Warrior gains 1 point for losing or failing to deal, 1/2 point for winning, and 0 
points for making a deal.
Pro: Phase 8
Gain 4 points for losing or failing to deal and 2 points for winning or making a 
deal.

WILL
Con: Phase 2
Will cannot choose you to be defensive player.
Pro: Phase 2
Do not flip the destiny pile. You may use either the regular cone or reverse cone 
as you wish. You may attack any player on any base, even if he has no tokens on that 
base.

WITCH
Con: Infinity
You may offer Witch a base, Lucre, or cards to cancel a curse. The curse is canceled 
only for you. You need not play this card as soon as the curse is pronounced.
Pro: Infinity
Your curse extends to 4 challenges.

WORM
Con: Phase 8
Worm can only use its unmodified version.
Pro: Phase 8
As defensive player, you may move the cone to where your opponent already has a base 
in your system or any base you share.

WRACK
Con: Phase 6
When Wrack uses his power on you, he cannot demand a base unless he offers you one 
as well.
Pro: Phase 6
After completing the torture, carry out the challenge as normal.

WRAITH
Con: Infinity
If you invoke some effect that allows you to choose Wraith's tokens for any reason, 
you may specifically choose his tokens on bases instead of his token pool. Tokens 
on bases must qualify for the selection as applicable, and you cannot have Wraith 
lose his third home base.
Pro: Infinity
Your hand is now invisible. You are considered to have 0 cards in hand for all other 
players.

ZOMBIE
Con: Phase 8
Zombie can only release your tokens from the warp as part of a deal.
Pro: Phase 3, Interphase
Your cards are immortal. When you have to get a new hand, you may keep any cards 
you already have, despite the Hand Zap.


Gerald Katz has created some Nebulas in Word, complete with timing icons.

Mayfair Powers

Gerald's Powers

Expansion by Gerald Katz