The Rebellion
The WARP The Rebellion

The Rebellion


History:
This is an expansion to allow another player into the game without having an extra system hex, or if a game is already in progress.

Parts:
A set of tokens of a color not already in the game is required.

Play:
The rebellion player takes his turn after the player who has the most external bases (or is winning, under whatever format you are using). The Rebel tokens are kept in a pile out of play. The Rebel may only use his or her power if he or she has at least one base established somewhere in the game (note the Rebellion is not a power in itself). Tokens lost go to the Warp normally. Tokens freed may go to any established bases, or out of play if there are none. Tokens out of play can not be affected by other players in any way.

The Rebellion does not use the Destiny Pile (unless he is currently the player with the most bases). Instead, he simply makes a challenge against any base belonging to the player with the most external bases (in case of a tie, the Rebellion may choose). The Hyperspace cone is pointed at any of that player's bases, and he or she is the Defensive Main Player regardless of where the base is.

The challenge proceeds normally. If the first challenge is successful, the Rebellion may make a second, recalculating which player is winning (flipping the Destiny Pile if necessary).

The Rebellion may sometimes be able to take more than one turn in a round (if a different player is winning after the Rebellion has taken their turn). Once the new winning player has taken their turn, the Rebellion automatically gets to go next. When the Rebellion finished his turn, and no other player goes into the lead by the time play comes back around to the Rebellion, they that player takes a normal turn (either attacking the winning player, or flipping the Destiny Pile).

The Rebellion may only join an alliance if the opposing Main Player is the player currently winning.

If Lucre is being used, the Rebellion collect three plus the number of external bases that the winning player has (even if it is them).

The Rebellion may not play the Rebirth edict. If they play the Schizoid wild flare, they may take another player's system, forcing that player to become the Rebellion.


Expansion by Jack Reda