Rules ----- 1. There is one Pulsar Card for each power. At game set-up, once all powers are determined, the Pulsar Cards of the powers are shuffled into the deck. If there are secret powers, those too are put in the deck by their owners. Unlike Flares, no extra Pulsar Cards are put into the deck. If a power leaves the game and/or a new power enters the game, Pulsar Cards are not replaced. If Pentaform is in the game, only the Pentaform Pulsar Card is placed in the deck, not its life stages. If Progenitor is in the game, the Pulsar Card of the power of the second system is put into the deck. The main player opposing Cripple has no restriction in regards to Pulsar Cards. Pulsar Cards cannot be played during Sanity. During Insanity (a new Edict) they have to be played as per Insanity, but you are not required to use an effect that would cause you to discard it. 2. By default, when you play a Pulsar Card you do not discard it. There are circumstances where you discard it when played (see below), but for general purposes, you return it to your hand. If applicable, an invoked Pulsar Card has a continuous effect until the end of the challenge. 3. If you have the Pulsar Card not of your power, you play the Con effect. The purpose of the Con is to give you immunity to that power. The power itself is not considered zapped or not in use; it just means you cannot be affected by it. For example, if you have the Vacuum Pulsar, Vacuum cannot choose you to lose tokens but may still choose other players to lose tokens. If you have the Mutant Pulsar, Mutant cannot fill his hand with your cards, but other players' hands are still available to Mutant. In some cases, because of the power, a direct immunity is not possible or feasible. In such a case, playing the Con limits the power in some way. For example, if you have the Zombie Pulsar Card, Zombie can only free your tokens from the warp as part of a deal, but Zombie's tokens still do not go to the warp. If you have the Virus Pulsar Card, when you oppose him in a challenge, his allies' tokens are only added, not multiplied, but Virus' tokens still multiply. 4. You may use the Pulsar Card not of your power to prevent the use of that power only for the remainder of the challenge. If you do so, the Pulsar Card is discarded. The power is considered not in use. Unzap does not negate this effect, but the new Edict Pulsar Zap does. Unlike a Cosmic Zap, you do not have to wait until the power is used to invoke this effect. For example, if you have to get a new hand as the defensive player in phase 3 against Anti-Matter, you can play the Anti-Matter Pulsar Card to prevent the use of the Anti-Matter power for the remainder of the challenge, even though Anti-Matter is only used in phase 8. 5. If you have the Pulsar Card of your power, you use the Pro effect. This makes your power stronger. For example, if Anti-Matter has his Pulsar Card, his opponent's allies' tokens are added to his opponent's challenge total. In some cases, it lifts a restraint from the power description. In a few cases the power is given a new ability. 6. If you have the Pulsar Card of your power but lack three home bases, you may still use that power only. However, you are then not permitted to use the Pro effect. In an optional rule in multi-power games, a player would lose the use of one power losing a third home base, a second power losing his fourth, and so on. In such a case, the player is permitted to declare he will lose the use of power of a Pulsar Card he already has and invoke this ability to keep the use. 7. If you have the Pulsar Card of your power yet somehow lose the use of it by means other than lack of home bases, you can discard it to keep the use of the power. For example, by discarding your Pulsar Card, you can ignore Cosmic Zap, Power Outage, or Wild Wrack, but only for that particular power. You can also discard your Pulsar Card, if you wish, to ignore Wild Sorcerer, Wild Dealer, Mega Zap, Wild Reincarnator, Changeling, Plant, Silencer, and anything else of a similar loss of power card nature. In the case of Wild Sorcerer, your opponent does keep his power as well. 8. Pulsar Cards are, obviously, "non-challenge cards" for all purposes. Pulsar Cards are a new option in Witch's list. Negator can negate the use of a Pulsar Card. Negating the Con Negator Pulsar is legal but highly inefficient. 9. Keep in mind that the Pro effect of Pulsar Cards can make many Powers quite powerful. This is on purpose. If you are a player that doesn't like Cosmic Encounter to get quite so complicated or crazy, I don't recommend you use Pulsar Cards. If, like me, you relish Cosmic Encounter at its most cosmic with multi-powers, moons, Lucre, comets, basically the works, then by all means add in Pulsar Cards. You might notice a difference, but for you it's a good difference. 10. If an effect invoked by a Con Pulsar conflicts with the effect invoked by a Super Flare, the Super Flare takes precedence. For example, if red is Disease, blue would play Con Disease to have him need 5 tokens on a base to spread but red playing Super Disease only needs 3. For that challenge, then, the Super Flare takes precedence, and red Disease can spread with 3 tokens. The Con Pulsar has no effect. However, if desired, blue can discard the Disease Pulsar card to prevent the use of the Disease power for the challenge as described above. Whether to do this or not is up to blue. For efficiency blue wouldn't since he could limit Disease on later challenges, but if Disease would get his 5th base, then preventing the use of the power is better. CARDS ----- 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.