Special Destiny
The WARP Special Destiny

Special Destiny


More Cosmic Encounter (from Mayfair) included a number of new Destiny Cards that do not have a color on the cone, but have instructions instead. These instructions tell the offensive player whom to challenge. For Alien Powers that relate to the color of the Destiny Card (Assassin, Will, etc), treat the card as if the color of the indicated defensive player had come up. The Dictator can still direct the cone unless more than one player fits the description on the card, in which case it follows the same rules as wild, meaning the Dictator has no effect.
If the instructions indicate the offensive player, he or she has the same options as if they had drawn their own color. If more than one player fits the description, the offensive player can choose which to target. The Assassin can choose a different target among those tied, just as if with a wild Destiny. The cards that indicate a regular challenge mean that the offensive player must make a challenge in the system of the player indicated, either challenging that player on a planet, or making a moon challenge in that system against the moon's occupant (or taking a vacant moon).
The Worldships player can use these instructional Destiny Cards from his hand just as he does normal Destiny Cards, and he can use a card from his hand to override an intructional Destiny Card.
Mayfair numbered the cards, and they appear as follows.

1 Challenge any moon.

2 All other players vote on who should be defensive player. The offensive player votes only in case of a tie. Make a normal challenge in that system.

3 Make a normal challenge in the system of the player to your left.

4 Make a normal challenge in the system of the player to your right.

5 Make a normal challenge in the system of the player with the most total bases (other than yourself).

6 Make a challenge against any base of a player who has a base in your system where you do not. If there is no such player, draw again.

7 Challenge the base with the most defensive tokens (other than your own).

8 Make a Warp challenge against the most plentiful color of tokens in the Warp. If you win, you get a base in that player's system. If the other player wins, he frees all his tokens from the Warp. If there is a tie for the most tokens in the warp, you choose among those tied. Draw again if there are no tokens in the Warp.

9 Make a regular challenge in the system of the player with the most lucre.

10 Make a regular challenge in the system of the player with the most cards.

See also: Comets.

New Special Destiny Cards

From Jack Reda

Genesis Effect
When the Genesis Effect card is drawn, the next system that turns up in the Destiny Pile undergoes a system change. Switch to the Reverse Hex on the back of that system (or switch to a new Reverse Hex from those unused). Players should establish the same number of bases as they had previous to the Genesis Effect, but they may rearrange their tokens into any denomination they choose. Play then proceeds normally.

From Patrick Riley

Make a normal challenge against another player's base in your home system. If there is no such base, draw again.

Make a normal challenge against any base you share with another player. You must use tokens from the shared base and may not use tokens from other bases. If you lose, all your tokens on the base go to the Warp.

Make a normal challenge against any base you want, other than your own, of course. Other players may make suggestions and bribes of cards and/or lucre.