; Sample input for ce-conv. version 1.1, Aug 20 1991 ; Header -- define the origin strings WashU and Ev2n1 #WashU Washington U #Ev2n1 Encounter 2.1 ; First power -- the AUCTIONEER. The first line gives the alien name ; and some other information. Syntax note -- there is a tab character ; after the letter R in AUCTIONEER. This power is "M"andatory, it came ; originally from "Wash"ington "U"niversity (the string WashU is defined ; above), and it should only be used with "L"ucre. A blank line follows ; the first line, then the description of the power effects is given, ; starting with the "You have the power" phrase. This power has a ; History, a Restriction, and two Flares, the first multiple-use and ; the second one-shot. AUCTIONEER [M:WashU:L] AUCTIONS CARD FOR LUCRE You have the power to auction. Before the start of each player's turn, take the top card of the deck, place it face up in front of you, and auction it for Lucre. All bids must be at least one Lucre, and you cannot prevent any of the other players from participating; however, you cannot bid. The high bidder pays you and takes the card for his hand. If no one bids, you may take the card for your own hand or discard it. History: A resource crunch on their home worlds led to fierce competition among Auctioneers for the remaining materials. Those Auctioneers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Auctioneers remain quick to exploit the need of others to enrich themselves. Restriction: Use only in a game with Lucre! Wild: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder pays you in Lucre, then puts one of his tokens from any planet onto the base. Use once and discard. Super: When you auction, take the top card of the deck and put it in your hand. Then select any card from your hand and auction it. If no one bids on the card, you may keep it or discard it. Wild1: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder pays you in Lucre, then puts one of his tokens from any planet onto the base. Super1: When you auction, you may look through the deck, select any three cards, and auction them separately (reveal each card only after the previous card has been sold). If no one bids for a card, you may keep it. Shuffle the deck after the auctions are completed. ; Second power, the BUSYBODY, should not be used in a "2"-player game. ; This is the version that appeared in Encounter vol 2 no 1. BUSYBODY [O:Ev2n1:2] CAN REPLACE A CHALLENGE CARD You have the power to meddle. In any challenge in which you are not a main player or an ally, you may look at either player's Challenge card after it is played and before it is revealed. You may then trade that card for one from your hand. If you trade the card and the player wins the challenge or makes a deal, you receive a reward of one card from the deck or one token from the Warp for every token the player had in the challenge. If you trade and the player loses the challenge or fails to deal, you lose the same number of tokens to the Warp as he does; you select which of your tokens are lost. History: The Busybodies evolved from social insects; in addition to having absolutely no concept of privacy, they take the notion of "pitching in" to extremes. If a Busybody sees someone involved in a task, it will drop whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain a position of dominance from which they can interfere with the affairs of the entire Cosmos. Restriction: Do not use in a two-player game. Wild: Once per turn, when you are not a main player, you may switch the regular hands of two other players that currently have cards (they keep the new hands). Super: If you interfere with a player and he loses, you do not lose any tokens. Wild1: When you are not a main player, you may switch the regular hands of two other players that currently have cards (they keep the new hands). Super1: If you interfere with a player and he loses, you do not lose any tokens. ; Third power, the FUGUE. The blank line after this power (at the end of ; the file) is required for the CE-convert program. FUGUE [M:WashU] SWITCHES AMONG SEVERAL POWERS You have the power of multiple personalities. After powers are distributed, randomly select and stack 5 unused powers. If you draw any powers requiring special setup (Schizoid, Miser, Aristocrat, Terrorist, etc.), replace them with other powers drawn randomly. In each challenge where you are a main player (before beginning the challenge as offensive player, or when you are determined to be the defensive player) you switch personalities. Move the top power in the stack to the bottom and play the challenge using the new top power. You continue to use the top power until the next challenge in which you are a main player. If your power is copied, the copier uses the top power in your stack. If one of your stacked powers is the Changeling, you swap the Fugue power and stack when you use the Changeling. If you temporarily lose use of this power, keep the stack but do not use any powers. You use the Super Flare for the Fugue power, but the Wild Flare for powers in your stack, even when they are on top of the stack. History: Contact with aliens destroyed the Fugue belief that they were unique and special in the universe. Now, stress causes the Fugue to change personalities in a desperate attempt to cope. The Fugue's greatest dream is to shatter the Cosmos that has so injured them, and from its shards re-build a more congenial home for their race. Wild: You may discard any of your powers and draw a new one at random from the unused powers. Use this Flare once and discard. Super: You may change personalities at the start of each challenge, whether you are a main player or not. When you choose to change personalities, select any power in your stack that differs from the top one. You may change personalities only once per challenge. Wild1: You may discard any one of your powers and draw a new one at random from the unused powers. Super1: As a main player in a challenge, you may use all of the powers in your stack. When you use this Flare, you must use any mandatory powers in your stack.