#C Cedric Chin #L Lucre 00 [O:C:L] BUYS CARDS FROM SPECIAL DECKS ; Power by Cedric Chin You have the power of resources. When you buy cards, you may buy directly from one special deck: Challenge deck, Kicker deck, Edict deck, Flare deck. When you buy from the Edict deck, you may buy only two cards. When you buy from the Flare deck, you may buy only one card. History: A super-secret governmental agency with funny accents, the 00 constantly draw their resources from the elite of their agents. Restriction: Use only with unused Decks. Wild: You are 007. When you draw a new hand, you may draw any number of these cards from the unused Flare deck, so long as you have seven cards total. Announce the number of cards drawn from each deck before drawing. Super: You may buy from more than one deck, with no limit on any deck, so long as you buy no more than the number you are allowed to buy from the Deck. ; ABSOLUTE [M:C] USES ABSOLUTE VALUE OF ATTACKS ; Power by Cedric Chin You have the power of positive numbers. When you play an Attack card, you use its absolute value. History: A holy sect devoted towards good and niceness, the Absolute refuse to believe the existence of negative feelings and opinions within the cosmos. They will become beneficial, if not totally saccharin, masters of the universe. Restriction: Use only in a game with negative Attack cards. Wild: Whenever you must lose a number of your tokens to the Warp, take that number of your tokens out of the Warp instead. Super: You may use the absolute value of a Kicker. ; ADDENDUM [M:C] ADDS NUMBER OF CARDS IN HAND TO ATTACKS ; Power by Cedric Chin You have the power of addition. When you are the main player, add the number of cards in your hand (not including cards you played in the challenge up to when cards are revealed) to the Attack total. History: Wild: If you are in a deal, you may add terms outside of the game (e.g.,. your opponent will agree to bring soda to the next game). Super: You may use your power as an ally. ; ADVANTAGE [O:C] ACQUIRES OWN FLARE ; Power by Cedric Chin You have the power of ownership. Once per challenge, if you have a flare but do not have a flare of one of your powers, except this one, you may request the flare of one of your powers. If another player has this flare, give him one of your flares and take the flare you requested. If no one has this flare, look through the deck and discard pile, take your flare, and discard one of your flares; if you must look at the deck, shuffle the deck after taking your flare. History: An unusual Aristocratic race, the Advantage scoff their not-so-distant cousins who grab their slimy claws on anything they could get and instead specialize in obtaining only the most precious of elements. Restriction: Use only in a game with Flares and multiple powers. Wild: You may use the wild of any super in your hand. Super: You need not have, give, or discard a flare in return for the flare you requested. ; AGENT [O:C:L] RECEIVES LUCRE WHEN GIVING OTHERS DISCOUNTS ; Power by Cedric Chin You have the power of commissions. Whenever a player must pay the Box a number of Lucre, you may instead allow them to pay half this number (round up), with you receiving one Lucre and the remaining Lucre going to the Box. History: Restriction: Use only in a game with Lucre! Wild: If you must lose tokens to the Warp, you may instead lose half the number of tokens (round up) to another player's Star Disc. Tokens on Star Discs are traded per the Assessor. Super: All the Lucre goes to your Star Disc. ; ALEXANDER [M:C] ATTACKS MOST POWERFUL BASE OF OPPONENT ; Power by Cedric Chin You have the power of the great. If you are attacking one of your opponent's largest bases, his defending tokens have a value of the number of tokens on his smallest base(s). (Thus if his largest bases had four tokens each, and his smallest bases had one token apiece, if you attack his largest base, each token on this base would have a value of one-fourth of a token.) Otherwise, if you attacking one of your opponent's largest bases in his home system, his defending tokens have a value of the number of tokens on his smallest base(s) in his home system. When you are the defending player, if your opponent is attacking one of your smallest bases, your defending tokens have a value of the number of tokens on your largest base. History: Wild: If you have just won a planet challenge as an attacking player, you may immediately make another challenge. Super: All your opponent's bases defend with a value of the number of tokens on his smallest base(s). ; ALGAE [M:C:L] INCREASES LUCRE, TOKENS, OR CARDS ; Power by Cedric Chin You have the power of mindless growth. Whenever you are the main player or ally in a challenge, before cards are played, the opposing main player selects one of the following, with the number equal to the number of tokens you have in the challenge: if you have cards, draw cards from the Deck ; if you have Lucre, add Lucre from the Box to your Star Disc; or if you have tokens in the Warp, add your tokens from the Warp to the challenge. History: A species of less-than-animal intelligence, the Algae's growth could nevertheless not be contained or controlled by its erstwhile masters. Now a semi-independent lifeform, the Algae have developed enough understanding of how to manipulate their enemies into increasing their mass and resources. Restriction: Only use in a game with Lucre! Do not use in a multipower game if you cannot lose tokens to the Warp. Wild: If you are a main player in a challenge and your opponent has the same number of cards as you do, you may double the size of your hand by taking his. Super: You choose which option to take. ; AMBUSH [O:C] REMOVES TOKENS FROM CONE ; Power by Cedric Chin You have the power to lie in wait. You receive all Destiny Pile discs that have been flipped / discarded by other players. Whenever you are a main player or ally, anytime before the outcome of the challenge has been determined, you may discard one of your Destiny Pile discs and remove one token of this color from the cone to the Warp. The Dictator cannot affect the color of your ambush discs. When the Destiny Pile is reshuffled, you must shuffle all your discs into the pile. History: Small prehensile primates from a shady jungle, the Ambush specialize in sudden attacks out of nowhere followed by the absconse of their victims to the same. Wild: If your color is on the top of the Destiny Pile discard pile, you may remove any tokens of your color in the challenge to bases. Super: When you discard a Destiny Pile disc, all tokens of this color are removed from the cone to the Warp. ; ANTAGONIST [O:C] DENIES REWARD TO ALLY ; Power by Cedric Chin You have the power to disrupt. Whenever you are a main player or ally in a challenge, after cards are played, but before they are revealed, you may declare one ally in a challenge who will not receive rewards if his side wins. History: Restriction: Do not use in a two-player game. Wild: If two or more players are about to share a joint win, you may force both of them to lose the challenge instead. Super: After cards are played, but before they are revealed, you may send one ally to the Warp. His tokens are not included in the challenge total and he receives no rewards. ; ANTI-DEUCE [M:C] SUBTRACTS CARD FROM OPPONENT ; Power by Cedric Chin You have the power of subtraction. When you are the main player in a challenge, you place a second card face-down. If you opponent plays an Attack card and this is an Attack card, you subtract this second card from your opponent s. If one card is an Attack card and the other is a Compromise card, your opponent plays his Attack card normally but takes Consolation if he loses. If both cards are Compromise, your opponent has played an Attack 0. Your opponent discards the Compromise, if played; if not, the higher Attack. He returns the other card to his hand. Whenever you have only one challenge card and must play one, you proceed as if you were out of challenge cards. History: Raised on a binary system composed of a neutron star struggling against a black hole, the Anti- Deuce jealously saw their more prosperous cousins grow through the chance luck of better resources. Now adept at turning such resources against themselves, the Anti-Deuce confidently and cynically set their eyes as masters of the universe. Wild: You may make a second challenge, even if you have lost the first one. Super: You may keep the second card. ; ANTI-INCARNATE [M:C] FORCES ANOTHER PLAYER TO REINCARNATE ; Power by Cedric Chin You have the power of incarnation. Whenever you are in a challenge, you may force any player in the challenge, except yourself, to discard a power of your choice and draw a new one. History: Having mastered the power of life and death, the Anti-Incarnate care not for the mastery of the cosmos, but to explore the ramifications of rebirth and life anew. That this has caused extreme confusion and therefore irritation among the rest of the universe is, in their opinion, irrelevant. Wild: You may trade force your opponent to discard one of his powers, chosen by yourself, and replace it with a hidden power. Super: You may use your power on yourself. ; ARBITRARY [O:C] DETERMINES TIMING OF PLAYER ACTIONS ; Power by Cedric Chin You have the power to quibble. When the main players buy cards from the deck, request allies, or play challenge cards, you determine which player goes first. You decide in what order players accept ally invitation requests; you may also determine if all players must accept invitation from one side and place tokens in the cone before announcing their acceptance of the other side. You determine if Kickers are played before or after challenge cards. You determine in what order players receive their rewards / consolation. History: Wizened fat glob-like beings from a legalistic dimension, the Arbitrary's confusing conundrum of rules and regulations make other less comprehending races wonder if this is really just a big put-on. Wild: The order of play now proceeds in the opposite direction, until you lose this card. Super: Before cards are played, you may zap one variant per challenge: Lucre, flares, moons, additional powers, negative attack cards, and Kickers. Zapped items are not discarded, but may not be used for the rest of the challenge. ; ARMY [O:C] INTRODUCES NEW CHALLENGE CARDS INTO GAME ; Power by Cedric Chin You have the power of forces. Take the unused Challenge card deck and keep it to your side. When you are the main player in a challenge, you may discard up to all your Challenge cards to the unused Challenge card deck (no powers or cards may salvage any cards you discard to this deck), and for every card you have discarded, take one from the unused Challenge card deck. Cards drawn from the unused Challenge card deck are not considered to be cards drawn from the Deck (e.g.,. for the Siren Flare). History: A military state of wide renown, the Army have no tolerance for their less fit subjects, mercilessly replacing them with hopefully more effective, dare say, deadly stock. Restriction: Use only in a game with an unused Challenge Deck! Wild: After cards are revealed, if you played a Compromise card, you may turn it into an Attack 0. Super: You may discard this Flare instead of discarding your Challenge cards. ; ASTEROIDS [M:C] ADD ASTEROID TO GAME ; Power by Cedric Chin You have the power of asteroids. Add an asteroid to your system, discard this card, and draw a new one immediately. After powers are selected, randomly choose one Power cards for each asteroid. The following powers are not used: Miser, Schizoid, Terrorist, or any other power requiring setup or usable when the power is lost. If Aristocrat is in the game, its player may not select a hand. \r\r At the beginning of each challenge, every Asteroid is moved one hex in the opposite direction of the players' turns. Any player with an Asteroid in his system after it is moved may use that Asteroid's Power as if it was his own; a player who cannot use his powers cannot use the Asteroid, and Asteroid powers may be grafted by the Plant. If a player has no hex, Asteroids that rotate to him are placed in front of the player. If a player has more than one hex, he will be able to use the power more than once. If Sanity is played, Asteroids rotate, but their powers cannot be used. History: In a previous cycle of the Cosmos, a war grew so frightful that entire star systems were torn apart. Fragments of these planets still circle the universe, bringing the remnants of their original Powers to whomever they pass by. Wild: If you have no asteroids in your system, add an asteroid to any system. Discard after use. Super: If you have an asteroid in your system, remove or add an asteroid to or from any system. Discard after use. ; AWARD [O:C] DECLARES ALLY REWARDS ; Power by Cedric Chin You have the power of granting. If you are a main player in the challenge, or have been invited to put tokens into the cone, before allies put tokens into the cone, you declare what one side's allies will receive if they win, offensive or defensive. Rewards are limited to a base on a planet you determine, one token from the Warp per token involved in the challenge, one card from the deck per token involved in the challenge, one Lucre from the box per token involved in the challenge, or any "either/or" combination of the above (e.g.,. tokens from the Warp or cards from the deck). You must award a player for allying. History: A legal system beyond comprehension, the Award have managed to reset the terms of boons and grants with a predictability bordering on either genius or insanity. Wild: You may allow an ally taking cards and/or tokens from the Warp to take double the number he is entitled to. Super: You may declare awards for both offensive and defensive allies. BACKLASH [M:C] IMMUNE TO KICKERS ; Power by Cedric Chin You have the power of rebuff. When you are a main player, your opponent may not play a Kicker against you. History: Wild: Whenever you are a main player, after cards are revealed, you may make one negative Kicker positive or one positive Kicker negative. Super: You may ask your opponent if he has any Kickers. If so, he gives them to you. ; BALDRICK [O:C] TOKENS SUBTRACT FROM MAIN PLAYER ; Power by Cedric Chin You have the power of stupidity. If you are not invited by a player, you may ally with him, but each of your tokens value is multiplied by negative one and return to bases instead of going to the Warp. History: Wild: You have a cunning plan. Once per challenge, after main players have been determined, you may speak secretly with another player, except a main player, in another room. Play continues in your and the other player's absence. Super: If you are not invited by a player, you may ally with him, and both yours and his tokens are their value times negative one. ; BANK [O:C:L] DEPOSITS LUCRE AND GAINS INTEREST ; Power by Cedric Chin You have the power of savings. Anytime during the game, you may establish a bank by setting aside one or more Lucre from your Star Disc. You may not use Lucre in the bank and bank Lucre is immune to loss. When you are the main player or ally, you may deposit or withdraw Lucre, then discard an Attack card or Plus/Minus Kicker whose absolute value divided by four, or a Times Kicker card whose absolute value, is less than or equal to the Lucre in the bank . If you discard such a card, immediately add one Lucre to your bank . History: Aghast at the free spending of their government, the Bank quietly hid their assets into untraceable investments. Now the true owners of their galaxy's economy, the Bank are ready to risk their money in the conflict of the cosmos. Restriction: Use only in a game with Lucre! Wild: You may double the amount of Lucre you have on your disc. Use once and discard. Super: You may use the Lucre in your Bank at any time. ; BARGAIN-HUNTER [O:C] SELECTS AMONG DRAWN CARDS ; Power by Cedric Chin You have the power of choosing. Whenever you draw a new hand / take consolation, take twice as many cards. Before adding these cards to your hand, discard seven cards / return half as many cards as you took to their original owner. History: Spawn in a metropolis of avid mercantile trade, the Bargain-Hunter delight in their ability to find the best values, and select and choose their goods. Not exactly adept at war, the Bargain-Hunter nevertheless avidly await the day when they can create indoor shopping malls all over the universe. Wild: When you draw from the deck or take consolation, take two more cards than usual. Before adding these cards to your hand, discard or return to their owner two cards. Super: You may add these cards to your hand before discarding or returning. ; BAT [O:C] PREVENTS PLAYER FROM LOOKING AT THE BOARD ; Power by Cedric Chin You have the power of blindness. Once per challenge, you may prevent a player from seeing the board (but not his cards). If he must position the cone, remove tokens from planets, etc., he must verbally ask you to perform any of these tasks. If any of these tasks are impossible (e.g.,. removing three tokens from a planet with two tokens), they are not carried out and the blinded player may make another request instead. If any request made by the blinded player is ambiguous, you must ask him to clarify it. History: Wild: You may force all players except yourself to put down their hands, face down, and look away from the board. You may then rearrange tokens, cards, etc., so long as you do not look at any cards and no one gains or loses a base. Each player then may guess once what has been rearranged. The first player to correctly determine something that has been rearranged receives this card. Super: If any request is ambiguous, you may interpret the act within the letter of the request. If a request cannot be carried out, the player may not make any further requests, unless play cannot be carried out. ; BELCH [M:C] REMOVES TOKENS FROM OTHER SYSTEMS ; Power by Cedric Chin You have the power to pollute. Whenever another player's color is shown on the Destiny Pile, and if you have at least one base in that player's system, that player must lose a number of tokens equal to the number of tokens on the largest base you have in that system from the system. History: Scummy to the nth degree, the Belch's foul factories periodically -- but indeterminably -- emit toxic substances redefining the word poison . Now set upon spreading their enormous smokestacks among the cosmos, other systems shudder, fully knowing that, but never knowing when, they will be NEXT. Wild: If you must lose a base to the Warp, discard this card instead. Super: When your color is revealed by the Destiny Pile, you may belch , removing a number of opponent tokens equal to or less than the number of tokens on the largest base you have in your system from your system. ; BENNIE [O:C] MAKES DEALS WITH GAME RESOURCES ; Power by Cedric Chin You have the power of connections. Whenever you are in a deal or give consolation, any cards or Lucre you agree to give may come from the deck or Box. If the deal involves cards, draw a number of cards equal to your hand or the number of cards you began the game with, whichever is larger. Cards given in a deal come from this bennie hand and any cards remaining in the bennie hand are discarded after the deal is over. You may not use cards from this bennie hand for anything other than a deal. If the deal involves Lucre, the maximum amount of Lucre you may give is the number of Lucre on your Star Disc, or the number of Lucre you began the game with, whichever is larger. In a deal, you may grant a base on a planet where you do not have a base, as long as your opponent agrees. History: Wild: If you have just made a deal, you may slap the other player by giving him nothing instead of what you agreed upon. You still receive the terms he has given you. Super: You may allow another player to use your power in addition to yourself. ; BILE [O:C] RECEIVES FROM OPPONENT CARD OF THE SAME TYPE AS DISCARD PILE ; Power by Cedric Chin You have the power to digest. Before cards are played, you may force your opponent to randomly give you , if possible, the same type (Attack, Compromise, Kicker, Edict, or Flare) of card that appears on the topmost card of the Discard Pile. If you do not wish to have this card, replace it with the topmost card of the Discard Pile. History: Wild: You may reduce any hand over seven cards down to seven cards. Cards are randomly lost to the Discard Pile. Super: You may force your opponent to give you all of his cards of this type. ; BINARY [M:C] BINARY HEX ; Power by Cedric Chin You have the power of the Binary System. You now use the Binary Hex. You are not affected by the Wild Schizoid unless you are given another Planet Hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r You begin the game with two powers, one power per system of three planets. If you lose two planets in a system, that system's power is lost. In any challenge, you may use either one of the powers, but not both. Announce which power you are using at the beginning of the challenge. History: Two systems, two suns, two civilizations, two powers, the binary systems are a paired unity against the forces of the cosmos. Wild: You may draw an additional power while you have this card in your hand. Super: You may announce which power you are using at any time in the challenge. ; BLANK [O:C] PREVENTS USE OF ONE TYPE OF CARD ; Power by Cedric Chin You have the power to erase. Whenever you are a main player or ally, anytime before cards are played, you may declare one of the following to be blank : Compromise cards, Attack cards, Flares, Kickers, or Edicts. Blank cards may not be used during the challenge; if a main player is unable to play a challenge card as a result of this power, he discards his hand and draws a new one. After using your power on one type of card, you may not use it on this type again until the list is exhausted. History: Restriction: Only play in a game with Flares and Kickers. Wild: As a main player, you may force your opponent to play with an expressionless deadpan face. If he fails to do so, take his hand at the end of the challenge. Super: You need not exhaust the list before using your power again on a type of card. ; BLIND [O:C] IGNORES COLOR OF CONE ; Power by Cedric Chin You have the power to misperceive. If you are an ally in the challenge, you may choose which rewards you will receive, offensive or defensive. If you are a main player, you may declare which of your allies receive which sort of rewards, offensive or defensive. You may negotiate with players before alliances are formed as to which rewards which players will receive if they win. If this power is in the game, use the Reverse-Cone. History: Wild: You may force a defending ally to take cards from the Deck instead of tokens from the Warp. Super: Before cards are revealed, you also choose which rewards all allies in the challenge will receive. Players now have an option to remove their tokens from the cone, unless they were forced to ally (e.g.,. by the Magnet). ; BLINK [O:C] MAKES PLAYER S TOKENS NEGATIVE ; Power by Cedric Chin You have the power to subtract. When you are the main player or ally, anytime before cards are played, you may designate one color whose tokens are opposite . The value of these tokens is multiplied by negative one. If a main player takes Consolation but has opposite tokens, he give Consolation instead. History: Masters of dimensional transport, the Blink instantaneously replace their enemies with their Anti-Universe dopplegangers. The effect is temporary, but lasting enough for the Blink's purposes. Wild: If you are a main player, if your opponent blinks during the challenge, he loses one token to the Warp. Super: You may use your power after cards are revealed. ; BLOCKADE [O:C:L] PREVENTS TOKENS FROM ENTERING SYSTEMS ; Power by Cedric Chin You have the power to cut off. Once per challenge, before the Destiny Pile is flipped, you may move one of your tokens from any base to the empty space of any system to establish a blockade. Tokens may be removed from barricades as if they were a base. Whenever a player's tokens (except yours) enter the system (except to or from the Warp) to place tokens in the cone, establish bases in a deal, etc., you may force the player to either attack you instead or pay a penalty. You may only force the main player to attack you. If you win the challenge, your opponent's tokens go to the Warp, your opponent has lost the challenge for the system, and you and all defensive allies gain defensive rewards. If you lose the challenge, your barricade tokens go to the Warp, and the attacker continues the challenge by making a challenge in the defending system. A penalty consists of one of the following for every two tokens in the blockade (round down): pay you one Lucre, give you one card (randomly chosen), or send one token to the Warp. The player passing through the blockade chooses the form of payment, but if he has no cards, he may not choose to pay cards. If the Destiny Pile reveals a system in which you have a blockade, the attacker may challenge your blockade instead, with his tokens returning to his bases if he wins. As part of a deal, you may remove one or more tokens from a blockade. History: A sophisticated naval society based on colonial expansion, the Blockade have not yet quite achieved the perfect barrier, yet have deterred many an opponent. Wild: If you are the defending player, you may block the attacking player's bases by forcing him to take no more than one token from each base to the cone. Super: The payment is per token, not two tokens. ; BLUFF [O:C] FAKES USE OF OTHER POWERS ; Power by Cedric Chin You have the power to mislead. Draw a power with this power, but keep it hidden. If you are the main player or an ally, you may use this hidden power as any power, but any player with tokens in the cone may challenge your attempt to use its power. If you are challenged, you must reveal the hidden power. If you did not actually use this power, you may not use the power you attempted to use and lose a number of tokens to the Warp equal to the number of tokens you had in the challenge. If you did actually use this power, you may use the power and the player a number of tokens to the Warp equal to the number of tokens he had in the challenge. Tokens lost as a result of this power cannot come from tokens involved in the challenge. If you revealed your power, draw a new hidden power at the end of the challenge. History: Wild: Once per challenge, you may bet any player on who will win the current challenge. If he agrees, the winner of the bet makes a free challenge in the loser's system after the current challenge is over and wins this card. This card may not be used in the free challenge. Super: When declaring what your power is, you can also up the ante by saying how many extra tokens (1-20) are at risk. The penalty for lying or calling a non-bluff is now as many extra tokens as you declared. ; BOARDWALK [M:C:L] CHARGES RENT FOR BASES ; Power by Cedric Chin You have the power of renting. At the beginning of your turn, each player must pay you one Lucre if they have a base in your system. If they are unable or unwilling to pay, you may "evict" their tokens to the Warp. History: Capitalists on a water-covered blue-sky world, the Boardwalk cater to the needs and whims of the wealthiest powers in the galaxy. Now drawn into a conflict against their wills, they turn their power to gain a profit upon the enemies of the cosmos. Restriction: Use only in a game with Lucre! Wild: You may rent your power for one challenge to another player for Lucre. Super: The rent is one Lucre for every base. ; BODY BANKS [O:C:L] SELLS TOKENS CAPTURED IN CHALLENGES ; Power by Cedric Chin You have the power of trafficking. As a main player or ally, whenever your opponents lose their tokens to the Warp, you imprison them on your Star Disc. During any challenge, any player may buy his or another's tokens from your Star Disc for one Lucre apiece. You determine order players buy tokens. Any player obtaining his own tokens immediately returns them to bases. Any player obtaining another player's tokens puts these tokens flipped on any planet where he has a base. Any such flipped token is treated as a token belonging to its owner, except that any purchased token(s) not accompanied by a token of their purchaser immediately goes to the Warp, and any purchased token in the Warp is unflipped. Otherwise, tokens on your Star Disc follow normal Assessor rules for imprisoned tokens. As part of a deal, players may trade purchased tokens, which are treated as above. History: Wild: If you win a challenge as a main player or ally, take your opponent's tokens and imprison them on your Star Disc. A player may immediately pay you one Lucre to obtain his tokens; otherwise you place them in the Warp. Super: You may set any fee for purchasing tokens. ; BOON [O:C] DECLARES ALLIES' REWARDS ; Power by Cedric Chin You have the power of awarding. If you are a main player in the challenge, or have been invited as an ally, before allies put tokens into the cone, you declare what one player or one side of the challenge will receive as rewards if their side wins the challenge. Your declaration is limited to either offensive rewards, or defensive rewards. History: Advertisers of the greatest ability, the Boon have not only been able to attract allies, but pervert the nature of alliances themselves. Wild: You may declare any challenge to be a reverse-cone challenge. Super: You may declare for both sides of the challenge, or for individual players. ; BORIS [M:C] HIDES IDENTITY ; Power by Cedric Chin You have the power of hidden powers. Draw a power and keep it hidden. When you reveal it, you use it for the rest of the turn and then discard it. Draw another hidden power. You may not use Schizoid as a hidden power. History: Ousted by their back-stabbing world of Pottsylvania, the weasel-like Boris confidentially don their wafer-thin disguises as they seek to swindle (if not merely blow up) the entire universe. Wild: You may discard one of your powers and draw a hidden power. Draw this new power using the rules players used to draw powers at the beginning of the game. Super: You may keep the hidden power after it is revealed until you wish to draw a new one. ; BOUNTY HUNTER [M:C:L] RECEIVES LUCRE FOR SENDING TOKENS TO WARP ; Power by Cedric Chin You have the power of rewards. Whenever you, as a main player or ally, win a challenge and cause tokens to be lost to the Warp, you earn one Lucre from the Box. History: Wild: You may place a bounty equal to up to all of your Lucre to remove a base on the board. If another player removes this base, he receives the amount of Lucre from the Box. After the "bounty" is collected, you may reuse this card. Super: Whenever you cause a player to lose tokens to the Warp, immediately take one Lucre from the Box. ; BOWLING BALL [M:C] SENDS TOKENS ON PLANETS TO WARP ; Power by Cedric Chin You have the power of cataclysm. At the start of the game, place a marker on your central planet. At the beginning of your turn, discard an Attack card (round down); if you have no Attack cards, draw a new hand. Move your ball right a number of planets equal to the number on the Attack card (left if the Attack card is negative). All tokens the planet lands upon are sent to the Warp. History: Ancient and warlike beings from another dimension, the culture that worshipped the almighty Bowling Ball found to their dismay that, upon arriving in our dimension to rain death and destruction, they were a rather paltry two-and-a-half inches tall. Their god, however, was not. Restriction: Do not play in a game against Worm. Wild: When you are the defensive player, before cards are revealed, you may discard an Attack card and move the cone right a number of planets equal to the number on the Attack card (left if the Attack card is negative). Resume play, with your tokens (if any) on this new planet acting as defending tokens. Super: You may add a second bowling ball to play, starting on your central planet. Both balls move the value of the Attack card played. When you lose this flare, remove one of your balls . ; BREED [M:C] BREEDS TOKENS ; Power by Cedric Chin You have the power of population. Take a set of any unused color. At the beginning of your turn, your tokens "breed": add one token of either your or the unused color to each of your bases. If you lose tokens to the Warp, you lose these tokens from the game, although they may return through "breeding". If you are Cosmic Zapped, you may not use the unused color. If you lose this power, place any of your own tokens not used in the game in the Warp and ignore the unused color. All unused colors on foreign bases and without a token of your own color are removed from the board. If you regain your power, remove all your tokens from the Warp out of the game. History: Born on a predatory swamp jungle, the Breed managed only to survive by the weight of their sheer numbers. A rapid rate of birth, however, caused defects and deformities, making them less hardy than their brethren. Undeterred, they now set their sights on the rest of the universe, determined to overwhelm the cosmos. Restriction: Do not use alongside Zombie in a multi-power game. Wild: Your bases start reproducing. Add one token of your color from the Warp to each of your bases at the beginning of your turn. Super: Your color's tokens are not destroyed. They go to the Warp. ; BUCK ROGERS [O:C] RESCUES TOKENS FROM STAR DISCS ; Power by Cedric Chin You have the power to liberate. Between challenges, you may make an attempt to rescue one color's tokens on a Star Disc. You first negotiate a deal with the player whose tokens you are attempting to rescue. This deal must involve your giving the player his tokens if rescued and only occurs if the rescue succeeds; if the deal fails, you and the other player lose no tokens to the Warp, but you may not attempt a rescue. You then challenge the player whose Star Disc holds the tokens being rescued. The defending player may propose a deal with you involving giving you all the rescued tokens; if the deal fails, you and the other player lose no tokens to the Warp, and you make a challenge, with the defending player adding to his Attack card the number of bases he has in his home system. If you win the challenge, the defending player loses no tokens, but the rescued tokens are freed to their owner and the deal with the owner occurs. If you lose, you and your allies are captured; place them on your opponent's Star Disc. \r\r If this power is in the game, whenever a player wins his first challenge and takes a second challenge during his turn, losing tokens (including the Zombie) go to his Star Disc and are traded per the Assessor. History: Suspended in a deep sleep for five hundred years, Buck Rogers woke up to only find his fellow Earthmen held by tyrannical forces. Now freed of this evil, Buck Rogers leads his followers to even greater heights, rescuing his fellow men from similarly oppressive forces. Wild: At the beginning of each challenge, one of your tokens may escape from another player's Star Disc to the Warp. Super: You may rescue tokens even if the first deal fails. Rescued tokens go to your Star Disc and are traded per the Assessor. ; BUFFALO [O:C] ADDS USELESS CARDS TO GAME ; Power by Cedric Chin You have the power to shuffle off to. At the beginning of the game, shuffle another deck of cards (with a different back) into the Deck. Whenever you have a card with a different back, you may discard it and draw a new one. When players take cards from other players, cards are still taken at random without looking. History: Wild: You may declare your hand useless. Discard it and draw a new hand. Super: You may discard cards with a different back to the top of the Deck and draw the top card of the Discard Pile. ; BUREAUCRACY [O:C:L] DELAYS RECEIVING OF CARDS, TOKENS, AND LUCRE ; Power by Cedric Chin You have the power of red tape. Once per challenge, when a player is about to receive cards (except a new hand), tokens to bases (except newly established bases), or Lucre, you may delay the possession of these items. The items are placed in the empty space of the owner's system. When the color of the Destiny Pile reveals a system with delayed items, they are claimed by their owner. History: Cretinous caterpillars of undeterminable efficacy, the Bureaucracy spin the toughest webs in the cosmos, trapping all who stumble into their sticky red path. Wild: If you are a main player in a challenge, you may change your opponent's power such that every occurrence of before is replaced by after . Super: If your color is revealed by the Destiny Pile, immediately claim all delayed Lucre and cards, and place delayed tokens on your Star Disc. You may trade these tokens per Assessor. CANTANKEROUS [O:C] TURNS COMPROMISES TO ATTACK 0 ; Power by Cedric Chin You have the power of irascibility. If you are a main player or ally, before cards are revealed, you may declare that any Compromises played are Attack 0 s. History: Communicating in guttural tones all sounding like Bah, humbug! , the sour Cantankerous refuse to acknowledge sympathy towards any other beings. Wild: You may cancel a deal. Both sides neither receive benefits nor pay penalties. Super: You may use your power at anytime. ; CAPTURE [O:C] ALTERS CHALLENGES TO CAPTURE-ONLY CHALLENGES ; Power by Cedric Chin You have the power of POW s. Before tokens are put into the cone, you may alter any challenge into a capture-only challenge: instead of gaining a base, winners take all losing tokens (including Zombie) to their Star Discs. Winners have one minute to decide amongst themselves how tokens will be divided among them; if the cannot decide, losing tokens go to the Warp. You may not declare a capture-only challenge on a planet with no defending tokens. Tokens on Star Discs are traded per the Assessor. History: Wild: If you are a main player, after cards are played, but before they are revealed, you may declare that the winning main player captures the losing main player's tokens to his Star Disc. Captured tokens are traded per the Assessor. Super: You may declare a capture-only challenge after cards are played, but before they are revealed. ; CARNAGE [M:C] OPPONENT LOSES DOUBLE THE NUMBER OF TOKENS TO WARP ; Power by Cedric Chin You have the power to slaughter. Whenever you are a main player or ally and win, your opponents lose a number of tokens equal to the number of tokens they lost in the cone or defending planet. (Thus tokens lost because of the Plague or Skeptic are not affected by your power.) Your opponent determines from where to take the additional tokens lost. History: Engaged in bloodlust to an unholy degree, the rapacious Carnage seek to destroy the universe. Wild: If the defender of a planet loses the challenge, before the attacking player and his allies establish bases, all bases on the planet are lost to the Warp. Super: Whenever you cause a player to lose tokens to the Warp, he also loses an equal number of tokens. ; CARTHAGE [O:C] LEAVES BASES UNINHABITABLE ; Power by Cedric Chin You have the power to salt. Whenever you must lose a base, you may salt the planet or moon you have just left by placing a marker on it. At the beginning of a player's challenge, you may remove one token of his color from each planet that has been salted to the Warp. As part of a deal, you may remove markers. When you inhabit a planet that has been salted , remove any markers on it. History: Fleeing from a wasted dying land, the Carthage sought vengeance on those who gutted them and rendered their land uninhabitable. Giving unto others as others did to them, the hateful Carthage seek to weaken then destroy the entire universe. Wild: You may purify a home base by removing all tokens from a home planet except those of the system owner. Discard after use. Super: You may remove tokens of any color at the beginning of each player's turn. ; CEILING [O:C] RESTRICTS SIZE OF HANDS ; Power by Cedric Chin/Tim You have the power to limit. Whenever you are a main player or ally, before cards are played, you may declare the maximum size hand a player involved in the challenge may have until the end of the challenge. If any player in the challenge has a hand larger than this number, they must discard cards of their choice until the reach this limit. A player may not discard his last challenge card, if any, and the ceiling must be at least one card. History: Wild: Whenever you are a main player, before cards are played, you may declare a maximum number of tokens that may be in the Warp. This number may not be smaller than the number of tokens currently in the Warp. Tokens lost to the Warp are returned to bases instead if losing these tokens would exceed the maximum you declared. Tokens lost as a result of the challenge are lost simultaneously. Super: Your power affects all players. ; CERBERUS [O:C] MAKES A THREE-PERSON CHALLENGE ; Power by Cedric Chin You have the power of three heads. If you are not a main player in a challenge, anytime before cards are revealed, you may make a three-person challenge and place tokens in the cone (or use your tokens if you are an offensive ally), and make a challenge with the two other players. You are considered to be a main player. You may invite allies after the others, but players may only ally with one player. Whoever has the highest Attack card wins, anyone who plays a Compromise loses to anyone playing an Attack card and takes consolation. If two players play Compromises, they make a deal. If all of you play Compromise cards, you make a three-way deal. History: A belligerent power appearing from the depths of Hell, the cerberus arrogantly force their way into the affairs of others, conquering foe, betraying friend. Wild: You may make a third challenge. Super: Your opponents may not use their power during the challenge. ; CHANGE [O:C:L] DISCARDS ATTACK CARD FOR LUCRE ; Power by Cedric Chin You have the power of spare change. Whenever you are the main player in a challenge, before cards are played, you may discard a positive Challenge card or a Kicker. If the card is a positive Attack card or a Plus Kicker, take from the Box a number of Lucre equal to the card divided by four (round down). If the card is a positive Times Kicker, draw a number of Lucre equal to the card. History: Digging into the pockets of the universe, the Change manage to find bits of wealth in the least likely parts of the cosmos. Restriction: Use only in a game with Lucre! Wild: You may discard any cards you have just bought from the Deck for one Lucre apiece. Super: You do not take from the Box. Instead, you take from your opponent. ; CHARGE [O:C:L] FORCES OTHERS TO PAY FOR LUCRE PAYMENTS ; Power by Cedric Chin You have the power of credit. Once per challenge, when you spend or lose Lucre in one transaction (e.g.,. buying cards from the Deck, or tokens from the Warp, but not both), you may force another player to pay for you. The maximum amount he can pay is the amount of Lucre you have on your Star Disc, or the amount of Lucre he has on his Star Disc, whichever is less. History: Wild: You may delay paying Lucre (delayed Lucre paid to other players comes from the Box and is paid to the Box when paid). However, if you lose or discard this Flare, you may not receive Lucre at the beginning of your turn until you have paid the Lucre you owe. Super: The maximum amount he can pay is the amount of Lucre he has on his Star Disc. ; CHARITY [O:C:L] RECEIVES LUCRE FROM OTHER PLAYERS ; Power by Cedric Chin You have the power of receiving. If you are a main player or ally in a challenge, you may ask one player involved in the challenge to give you a Lucre. If he will not or cannot give you a Lucre, his tokens do not add to the challenge total and receive no rewards. History: A society nearly decimated in a previous war, the Charity now look towards other civilizations for support and aid. The aims of this support and aid, however, are yet to be suspect, although the powers that be have yet to discover who started that previous war. Restriction: Use only in a game with Lucre! Wild: Whenever you lose tokens to the Warp, you may draw one Lucre from the box. Super: The player must pay the Lucre if he has any. ; CHEQUER [M:C] TEMPORARILY REMOVES POWERS FROM PLAY ; Power by Cedric Chin You have the power of storage. At the beginning of the game, draw one power per player in the game and set these powers aside. Whenever you are a main player, after the challenge is finished, your opponent must give you one of the powers he used during the challenge. If a player begins his turn with fewer powers than he began with, you must give him one of the powers set aside or given to you after a challenge. As part of a deal, you may give or trade powers acquired because of your power. Powers acquired because of your power may not be used by any player in the game and are not subject to any powers or flares (e.g.,. the Wild Reincarnator). If you lose your power, you still give out acquired powers, giving the player his original power, if possible. History: Wild: You may force both main players to set aside a power (and not use it) for the duration of a challenge. You choose which powers. Super: At the beginning of your challenge, you may switch one of your powers with any of your acquired powers. ; CHICKEN [O:C] PLAYS MULTIPLE CHALLENGE CARDS ; Power by Cedric Chin You have the power to dare. If you are a main player in a challenge, you may tell your opponent how many challenge cards each side must play, so long as this number is not greater than the number of challenge cards you have in your hand. If your opponent has fewer than this number of challenge cards, he plays all his challenge cards. After cards are revealed, the highest Attack card is discarded and any Compromises are Attack 0 s. Each side's Attack total is equal to the sum of the Attack cards they have played. If a player has an Attack total of zero, he has played a Compromise card. History: Wild: If you are a main player, before cards are played, you may make a bet with your opponent on the outcome of a challenge, for an amount of Lucre or cards you specify and he may fulfill. If he refuses to accept the bet, you win the challenge. Super: If you have the highest Attack card, you do not discard it until after the challenge is over. ; CLASSIC [O:C] MAY USE TOPMOST CARD OF DISCARD PILE ; Power by Cedric Chin You have the power to reintroduce. If you are the main player, you may take the top card of the Discard Pile anytime before cards are played. At the end of the challenge, discard it, if possible. History: Wild: You may take the topmost card of the Discard Pile and replace it with a card of the same type (Attack, Compromise, Kicker, Edict, or Flare). Super: You need not discard the card you picked. ; COHORT [O:C] ADDS CARD TO ATTACK ; Power by Cedric Chin You have the power of unity. Whenever you are an ally in a challenge, you may give the main player of your side a Challenge card. If the main player plays an Attack card and you gave him an Attack card, he adds your card to his total. If one card is an Attack card and the other is a Compromise card,the main player plays his Attack card normally and takes Consolation if he loses. If both cards are Compromise and the main player takes consolation, you take consolation after he does. If both cards are Compromise and the main player makes a deal, you are involved in the deal. History: A society based upon dispensing sage advice and economic resources to other more belligerent less intelligent powers, the Cohort are renowned for their wise assistance, not to mention occasional opportunity to dictate the actions of their allies entirely. Wild: As an ally, any tokens of yours lost because of consolation, entitle you to one card per token from either main player's hand. You take consolation after the defender. Super: You may keep your card. ; COLLECTOR [M:C] KEEPS AT LEAST ONE OF EACH CARD ; Power by Cedric Chin You have the power to gather. Whenever you draw cards from the deck (including the beginning of the game), continue drawing until you have an Attack card, a Compromise, a Kicker, an Edict, and a Flare. History: Compulsive retainers, the Collector will use every opportunity they can get in their eternal quest to have one of each to suck the cosmos dry. Wild: When you must give consolation, you take consolation instead. Super: If, after drawing Consolation, you do not have a collection of cards, you may draw from your opponent until you have a collection, or until he has run out of cards. ; COMMONWEALTH [M:C:L] LUCRE GOES TO WARP ; Power by Cedric Chin You have the power of a closed economy. Whenever you spend Lucre to the Box, you put it in the Warp instead (even if the Dragon is in the game). Whenever you rescue a number of your tokens from the Warp, you may instead rescue an equal number of your Lucre. Your Lucre in the Warp is not treated as if it were on your star disc. History: Restriction: Use only with Lucre! Do not use in a two-player game with Dragon. Wild: You may prevent one or more tokens from being lost to the Warp by spending one Lucre per token. Super: You may use your Lucre in the Warp as if it were on your star disc. Lucre spent from the Warp to the Box goes to the Box (or Dragon). ; COMMUNISM [M:C:L] FORCES PLAYERS TO SHARE CARDS AND LUCRE ; Power by Cedric Chin You have the power of equalization. Except at the beginning of the game, whenever any player is about to receive cards and/or Lucre (but not hands), he immediately places it in the Warp. When the number of cards or Lucre in the Warp reaches the number of players plus one, all players receive one card or Lucre. You then receive an additional card or Lucre from the Warp. If Extortionist is in the game, cards which would go to the Extortionist go to the Warp, but the player paying the Extortionist receives cards bought back since they are still part of his hand. History: Eons ago, a downtrodden race of peasants rose to overthrow their pernicious dictators, only to realize that they themselves were just as evil and domineering. Under a disguise of sharing and equality, it is only a matter of time before the Communism themselves fall unto their deaths. Wild: If you are a main player, you may equalize the amount of cards or Lucre you have with your opponent. Cards are drawn randomly. Excess Lucre or cards go to you. Super: You are exempt from placing Lucre or cards in the Warp. ; CONDITION [O:C] CHANGES CONDITION OF POWERS ; Power by Cedric Chin You have the power to alter. You may alter the wording of a power such that it may usable as one of the following: only as a main player, only as a main player or ally, only as an ally, or always. The power returns to normal at the end of a challenge in which it is used or could be used. After the power returns to normal, you may use your power again. History: Hardly willing to sit back and follow the conventions that other societies obey, the legalistic Condition literally rewrite the rules of the cosmos to suit their rapacious needs. Wild: You may play an Edict at any time. Super: Once per challenge, you may alter the wording of any Flare as soon as it is revealed. ; CONGLOMERATE [O:C] USES POWERS OF ALLIES ; Power by Cedric Chin You have the power to incorporate. You may use any one power of any of your allies, except the Changeling, Schizoid, or Miser. History: Wild: If your ally permits, you may switch powers with your ally. Super: You may use one power of any ally in the challenge. ; CONSERVATIVE [M:C] MULTIPLIES ATTACK CARD BY BASES IN SYSTEM ; Power by Cedric Chin You have the power of home. Whenever you are defending a system, multiply your Attack card by the number of bases you have in the system being attacked before adding tokens et. al. to arrive at your Challenge total. History: Never expand, never expand! was the motto of this society of the status quo. However, as the riches of other societies became more and more tempting, the motto soon changed to You stay back, you stay back! Restriction: Do not play in a multipower game if you also have Virus. Wild: Whenever you must flip the Destiny Pile, you may instead make a challenge in your own system. Super: You may multiply as an attacking player. ; CONSUMERISM [M:C] DRAWS A NEW HAND EACH TURN ; Power by Cedric Chin You have the power of consumption. At the beginning of each turn, discard your hand to a pile and draw a new hand. When the deck needs to be reshuffled, shuffle this pile into the discard pile. (The pile is not affected by any other cards or powers, such as the Vulch.) History: Wasteful hedonists, the Consumerism quickly depleted their natural resources, but simultaneously built a technology able to exploit the resources of the cosmos in general. Dedicated tow ards an expensive, frivolous lifestyle, the Consumerism will be an enjoyable, if not long-lasting, ruler of the cosmos. Wild: Once per turn, you may force another person to discard his hand and draw a new one. Super: You need not use your power each turn. ; COPYCAT [M:C] DRAWS CARDS WITH OTHER PLAYERS ; Power by Cedric Chin You have the power to imitate. Whenever another player draws cards from the deck or takes consolation from another player (except when drawing a new or special hand), you receive an equal number of cards from the deck / other player. History: Finicky felines of fastidious felicity, the Copycats squeals of meow quickly became me too . Wild: Whenever another player draws a new hand, you may discard your hand and draw a new one. Super: Whenever another player draws a new hand, draw an equal number of cards from the Deck. ; COSMONAUT [M:C] KEEPS OPPONENTS FROM LANDING ON PLANET ; Power by Cedric Chin You have the power of useless orbits. Whenever you are a main player defending a base and lose the challenge, your tokens do not go to the Warp and your opponents tokens are placed in orbit just outside of the planet on the side facing the Warp. A player's tokens in orbit on the Warp side may only land on the planet if his number of tokens exceeds or equals the number of your tokens on the planet. As soon as any other player's tokens land from orbit to your planet, remove all your tokens from the planet to the Warp. Whenever you are the attacking player, your opponent's tokens do not go to the Warp, but are placed in orbit just outside of the planet on the side facing the Star Disc. A player's tokens in orbit on the Star Disc side may only go to the Warp if his number of tokens exceeds or equals the number of your tokens on the planet. Tokens in orbit are treated as moon bases, except that players may not remove tokens from orbits. (Moon bases are treated as a base for all purposes except: 1) it does not count as a base towards a win, 2) occupancy can not be granted in deals, and 3) it does not enable the Plant to graft.) As part of a deal, you may allow players to return tokens from orbits to bases. If Void is in the game, its power affects tokens in orbit if they go to the Warp in the same challenge that it won. If Terrorist is in the game, all tokens landing from one orbit to the bombed planet in the same challenge are considered to have landed simultaneously. History: The Cosmonaut are a remarkable race in that they have achieved any sort of ability whatsoever resembling space flight. A bumbling bureaucracy, ancient technology, and a nearly bankrupt economy have all but prevented their ramshackle spacecrafts from leaving the ground, if not the factory. Ironically, their unlikely setup have benefitted their societies, as their otherwise victorious enemies spend most of their time in orbit wondering what in the world they have just conquered. Wild: If you have been invited as an ally, you may place tokens in the cone after the outcome has been revealed, but before ally rewards have been collected. Super: You may prevent a player from placing additional tokens in orbit except as a result of a challenge. ; COUNTDOWN [O:C] PRESSURES PLAYERS ; Power by Cedric Chin You have the power of pressure. Once per challenge, you may force the player(s) involved in making a decision (including a deal) to finish in ten seconds. You may count down the ten seconds in any manner you choose (you need not count from one to ten), but the time must be ten seconds. Only you may look at a watch during this time. If the player(s) fail to make a decision, he loses 3 tokens to the Warp. History: Born in a sandy environment, the Countdown civilization arose to become one of the most fast- paced, hectic societies in the universe. They will become one of the fastest, if not most efficient, masters of the cosmos. Wild: While this card is in your hand, you must announce it to the other players. You have until the end of your upcoming first challenge to win a base. If you do so, you have won the game. If not, pass this card to the person on your left. Super: You may use your power once on each player per challenge. ; COUNTERFEIT [M:C:L] SPENDS FALSE LUCRE ; Power by Cedric Chin You have the power of slugs. Set aside a box of markers or slugs . Whenever you receive Lucre (including at the beginning of the game), replace each Lucre with two slugs . When you use or spend a slug , it counts as one Lucre. When another player uses or spends a slug , it counts as half a Lucre. When you are Cosmic Zapped, each slug is worth half a Lucre. History: Slimy swindlers from outer space, the Counterfeit would gleefully palm off their own grandmollusks had they had hands. Wild: When you must give Lucre to another player, hide the Lucre in one fist and present both fists. The other player chooses one fist and if it does not contain the Lucre, he receives nothing. Super: While this card is in your hand, players receiving Lucre from the Box receive instead one slug for each Lucre. ; COUPON [O:C] RECEIVES/DISCARDS CARDS ; Power by Cedric Chin You have the power to redeem. Whenever you are the main player in a challenge, before cards are played, you may discard a Challenge card or a Kicker. If the card is a positive Attack card or a Plus Kicker, draw from the Deck a number of cards equal to the card divided by four (round down). If the card is a positive Times Kicker, draw a number of cards equal to the card. If the card is negative, discard cards from your hand instead of drawing from the deck . History: A nation of clippers, the Coupon have saved UPC symbols, boxtops, and grocery receipts by the score. Scoffed at by other powers relying upon more conventional weaponry, the Coupon are dedicated to proving themselves the cosmic masters at bargain prices. Wild: You may have a rebate . If, after drawing cards, you do not like these cards, you may discard them and draw again, including if you draw a new hand including this flare. You must keep the cards you have drawn through the rebate . Super: You do not draw from the deck. Instead, you draw from your opponent. ; COWARD [M:C] SENDS BASES TO WARP AFTER TOKENS ARE REMOVED ; Power by Cedric Chin You have the power to attack the weak. Before play begins, you may plant bombs -- one for each player in the game. To do this, make a note of where each sniper is placed. Planets are numbered from each player's right hand side, for example: Red planet #1, Blue planet #3 etc. The bombs may be distributed any way you wish among the different systems, or all on one system, even all on one planet. Whenever a player has finished removing tokens from a planet on which a bomb resides, it immediately explodes, removing all tokens from the planet. As part of a deal, you may remove bomb(s). Whenever you have no bombs in play, you may plant another series of planets. If you lose your power, your bombs still explode, but you many not plant additional planets until you have regained your power. History: Wild: Instead of flipping the Destiny Pile, you may challenge any one-token base. Super: You may plant a new bomb each turn. ; CRAZY EDDIE [M:C:L] SELLS CARDS ; Power by Cedric Chin You have the power to sell. Whenever you buy cards from the deck, you may only spend one Lucre and must discard your current hand to a pile , but receive a new hand. Whenever a player buys cards from the deck, you may sell him cards from your pile for a fee you set in Lucre. When the deck is shuffled, you must shuffle (i.e.,. discard) your pile into it. History: HOW CAN WE DO THIS??? BECAUSE WE RE CRAZY!!! Restriction: Use only in a game with Lucre! Wild: When you purchase cards from the deck, you may instead spend one Lucre and draw one card from the Flare deck. Super: You need not discard your current hand into the pile . ; CRUISE MISSILE [O:C] THREATENS OTHER PLAYERS ; Power by Cedric Chin You have the power of the Cruise Missile. As a main player, you may propose a deal and show an Attack card. Flip over one of your tokens; this is your cruise missile. If your opponent accepts your deal, the challenge is a win. If he does not, no tokens are lost, and play the challenge as normal. At the end of the challenge, move right the cruise missile a number of planets equal to any Attack card you have (thus, the missile moves left for negative Attack cards). If it lands on a planet with your opponent's bases, all tokens on this planet, including the missile, go to the Warp. If it lands on a different planet, only the missile goes to the Warp. History: Created by the great god Skippy, the mighty wielders of the Cruise Missile have long forgotten their original goal in life, but that's okay, since they still get to see things blow up real good. Wild: You may launch an extra challenge on a system you have just failed attacking. Super: All tokens on the planet are lost, regardless of whether or not your opponent has a base there. ; CRYBABY [M:C] SUBSTITUTES CONSOLATION CARDS ; Power by Cedric Chin You have the power of crocodile tears. Whenever another player takes consolation, you may put these cards aside and give him an equal number of cards of your choice from your hand. You then take the cards you put aside into your hand. History: A species devoted to perfecting sympathy, whining, and other forms of parasitism, the reptilian Crybaby have cultivated pity to its ultimate artform, if not blatant swindling. Wild: You may choose which cards you give during consolation. Super: Whenever another player takes consolation, take the consolation cards into your hand then give him an equal number of cards of your choice from your hand. ; CUCKOO [O:C] STOWS CARDS IN OTHER S HANDS ; Power by Cedric Chin You have the power to hide. Whenever you are the main player or ally in a challenge, before challenge cards are played, for every token you have in the challenge you may give one card in your hand to any player. If you win the challenge, at the end of the challenge, after consolation is taken, you may do any of the following to each player for each card you gave: take back the card you gave him (if the card is now in the discard pile, you receive no card), take back a card randomly, or take back a card of the player s choice. If you lose the challenge, the player to whom you gave the card chooses which option. History: Avian lifeforms from an unknown galaxy, the Cuckoo have since become more accepted beings in the galaxy, even if their habits of dropping in unexpectedly for tea or lunch or three weeks of whatever the things do tend to create unfavorable reactions from their inflicted brethren. Wild: If you lose a challenge, you may give each player one of your cards. Super: You choose which option, even if you lose. ; CYNIC [O:C] DISTRUSTS MAIN PLAYERS ; Power by Cedric Chin You have the power of suspicion. If you are an ally in a challenge, you may set aside a challenge card. After cards are revealed, if your side loses, you may substitute your challenge card for that of the main player and recalculate totals. If you substitute, your challenge card is discarded instead of the main player s. If your side wins, only your tokens receive rewards; the rest of your side loses and your opponents win as before. History: Repeatedly betrayed by their erstwhile companions, the suspicious Cynics continuously divert their resources towards saving their own skins. Wild: If the main player you have allied with loses, you may immediately challenge the system as soon as his challenge is over. Super: If you substitute and your side wins, only your tokens receive rewards; your opponents lose as well as your side. DEAF [O:C] IMMUNE TO EDICTS ; Power by Cedric Chin You have the power to be oblivious. You do not have to obey an Edict. History: Illiterate peasants on a feudal planet, the Deaf were unable to read the proclamations of their tyrants. Over time, their despots simply gave up any hope of using decrees to affect the Deaf population. And then the revolt began. Wild: This is an Edict Zap. Discard after use. Super: You are not affected by any Flares, including those played by yourself, until this card leaves your hand. ; DECK [M:C] DEALS CARDS FROM OWN HAND ; Power by Cedric Chin You have the power to distribute. Whenever another player draws a card from the Deck, you instead give him a card from your hand. If you run out of cards because of this power, immediately draw a new hand and continue giving cards. If you run out of cards because of this power and are the attacker, your turn continues. History: Unable to accept the random variability of the universe, the Deck instead choose which recipients receive which resources. That they have introduced an element of partiality has not crossed their minds at all. Wild: If you draw a card from the Deck and you do not like it, you may discard it. Super: Before giving out cards, draw from the Deck a number of cards equal to the number you have to give. ; DECEPTION [M:C] PREVENTS BASES FROM SATISFYING VICTORY CONDITIONS ; Power by Cedric Chin You have the power of illusion. At the beginning of the game, write down one deception planet for each player in the game. To do this, make a note of each deception planet. Planets are numbered from each player's right hand side, for example: Red planet #1, Blue planet #3 etc. The deception planets may be distributed any way you wish among the different systems, or all in one system. Bases on deception planets are not counted towards victory. If Schizoid is in the game, your power occurs after his. History: Restriction: Do not use in games with the Insect or Plant. Wild: Once per challenge, you may declare one base to be considered to be a moon base (does not count towards victory conditions, cannot be granted as a base in deals, and cannot be grafted by the Plant) for the rest of the challenge. Super: You may change your list of deception planets after each turn, so long as there is no instant win. ; DECREE [O:C] INTRODUCES NEW EDICTS INTO GAME ; Power by Cedric Chin You have the power of Edicts. Take the unused Edict deck and keep it to your side. Up to once per turn, you may discard an Edict from your hand (if any) to the discard pile of the unused Edict deck (no powers or cards may pick up Edicts from this pile) and draw an Edict from the unused Edict deck. Whenever you discard your hand, discard your Edicts to the unused Edict deck. History: A political system based on whim, the Decree care not for the expectations and planning of others. Drawing from a storehouse of respectable wealth from their political planet-estates, they now poke their meddlesome noses into the business of others. Wild: If you have no Edicts in your hand, you may discard this Flare for the topmost Edict in the Edict deck. Super: When you play an Edict, you may discard it to the unused Edict deck (no powers or cards may pick up Edicts from this pile) instead. ; DEFCON [O:C] MULTIPLIES ATTACK CARD ; Power by Cedric Chin You have the power to escalate. You begin with Level One. The Level goes up by one if you lose a base or if your opponent played an Attack and you were willing to Compromise. The Level goes down by one if your opponent played a Compromise. The minimum level is one. When you play an Attack card, you multiply the number by the current Level. Add tokens as normal. History: Ever on the brink on nuclear war within their own world, the DEFCON have always regarded acts of aggression with great fear and hesitancy. Easy to panic, the DEFCON quickly summon greater force than their opponents but are just as willing to make peace when even the hint of such opportunities arise. Wild: This card is a Kicker Times 2. You may use this card once per challenge. Super: You may escalate the DEFCON by one at the beginning of your turn. ; DEPRIVE [O:C] PREVENTS OTHER PLAYERS FROM USING CARDS ; Power by Cedric Chin You have the power to prevent. Once per challenge, you may prevent one player from playing any cards during the challenge. If that player is a main player, he may play his challenge card(s) only when needed. History: Wild: If you are a main player, you may force your opponent to give you all his Edicts. Super: You may use your power on all players, including yourself, during the challenge. ; DESICCATE [M:C] SHRINKS HAND OF OPPONENT ; Power by Cedric Chin You have the power to decrease. Whenever you are the main player in a challenge, your opponent must randomly discard cards such that his hand has the same size as that of your hand before challenge cards are played. You may choose when to desiccate. History: Salt-like beings originating from a dry desert planet, the naive but sociable Desiccate have made it their personal goal to make contact with every life being -- and suck out their vital life fluids. Wild: This is a Hand Zap. Discard after use. Super: You may choose to pick up any card your opponent discards. ; DESTINY PILE - CANBERRA [M:C] ADD CANBERRA DESTINY PILE ; Power by Cedric Chin You have the power of the Canberra Destiny Pile. When any player flips the Destiny Pile, he may attack any player in that system. Discard and draw a new power. History: As powers within the cosmos realized that those who invaded a cosmos may be of better pickings, the warring civilizations tacitly agreed that all within system were fair game. Restriction: Do not use in a game with the Will. Wild: If you are not drawing the top disc of the Destiny Pile, you may force the player to not attack the player whose system has been revealed. He then challenges any other player of his choice in the system, or flips the Destiny Pile again if this is not possible. Super: If you are drawing the top disc of the Destiny Pile, you may attack the color in any system. ; DETERRENT [O:C] DISPLAYS CARD AND MAKES DEALS ; Power by Cedric Chin You have the power of threat. At the beginning of a challenge, you may reveal one of your cards and propose a deal to your opponent. The card you have shown is immune to loss of any kind until cards are revealed. If he refuses the deal, return the card to your hand and play the challenge as normal. If you use the card you display during the challenge and on your opponent(s), you return it to your hand and do not discard it. History: Bred in an atmosphere of suspicion and desire, the fog-cloaked Deterrent could only survive by an odd combination of diplomacy and threats. Looking beyond their cloudy skies, they see a clear universe ready to be enshrouded by their clever mistiness. Wild: You may force all players to display a randomly picked card from their hand. Super: You need not display the card. ; DIASPORA [M:C] LOSING TOKENS RETURN NEXT CHALLENGE ; Power by Cedric Chin You have the power of flight. Whenever you are a main player, played an Attack card, and lost the challenge, your losing tokens go to your star disc. Any of your tokens on your Star Disc stay on your star disc (they do not return to bases). When you are a main player, before allies are invited, place all your tokens on your Star Disc in the cone, if you are attacking, or on the planet, if you are defending. History: Wild: If you are the defending player and have just lost, immediately point the cone at the planet you defended and place these losing tokens in the cone, rather than the Warp. Make a challenge with all tokens which opposed you as defending tokens; no defensive allies are permitted. Super: If you play a Compromise and lose the challenge, your tokens go to your Star Disc and not the Warp. ; DIMENSION DOOR [M:C] ADDS CARDS FROM OUTSIDE GAME ; Power by Cedric Chin You have the power to gate. Whenever you are the main player, before cards are played, draw one of the following: two cards from the unused Challenge Deck, two cards from the unused Challenge Deck, two cards from the unused Challenge Deck, two cards from the unused Challenge Deck, one card from the unused Flare deck, one card from the unused Kicker deck, one card from the unused Edict deck. Each type may be used only once (in any order) until you exhaust the list. Then you may work through the list again. Cards drawn from outside the game are not considered to be cards drawn from the Deck (e.g.,. for the Siren Flare). History: Silent masters of shimmering gates, the unseen creatures responsible for the Dimension Door left the cosmos many eons ago for new universes to conquer and dominate. Now returning to their original home, the creators of the Dimension Door show great upset at the rise of other lifeforms, and are determined to send new resources from their other worlds to destroy them. Wild: You may discard your hand and draw six challenge cards from the unused Challenge Deck, one flare from the unused Flare Deck, one edict from the unused Edict Deck, and one kicker from the unused Kicker deck. Super: You need not exhaust the list before going through it again. ; DISABLE [M:C] PREVENTS OPPONENTS FROM USING POWERS ; Power by Cedric Chin You have the power to handicap. If you are a main player and your opponent has five home bases, he may not use two of his powers. If he has four home bases, he may not use one of his powers. You opponent chooses which powers not to use. History: Born on an unshielded moon, the Disable were mocked by the galaxy for their unfortunate inabilities and handicaps. Now adept at turning this radiation against others, the Disable wreak havoc with their self-proclaimed whole brethren. Restriction: Use only in a multi-power game. Wild: Whenever this card enters your hand, immediately lose use of a power. When you must discard this card, do so to another player's regular hand, not to the discard pile (even if you leased it from the Hurtz). You then regain your lost power. Super: You may choose which powers your opponent may not use. ; DISCARD [M:C] FORCES PLAYERS TO DISCARD HANDS ; Power by Cedric Chin You have the power to discard. Whenever you must draw cards, you draw from the discard pile, if possible. When you are a main player or ally in a challenge, you may force either main player to discard his hand and draw a new one. History: Wild: If you must discard your hand, keep all your present cards and draw a new hand. Super: You may force both players to discard hands. ; DISCOUNT [O:C:L] BUYS CARDS AT LOWER COST ; Power by Cedric Chin You have the power of markdowns. When you purchase cards, you may only spend one Lucre, but the number of cards received is four. History: Bargain-hunters of the nth degree, the Discount manage to find the most remarkable terms of procurement. Wild: If another player discards his hand, you may pay him one Lucre and take one of these cards of your choice. Super: You may spend up to four Lucre to buy cards. ; DISCRETION [O:C] SELECTS TYPE OF CONSOLATION CARDS ; Power by Cedric Chin You have the power to select. Whenever you take Consolation, you specify which type of card (Attack, Compromise, Kicker, Edict, Flare) you wish to take. Your opponent then sets aside all other cards and you take consolation from his remaining hand. If this hand is smaller than the number of cards you are entitled to, you may not take cards he set aside. History: Restriction: Play only in a game with Flares and Kickers. Wild: When you must give Consolation, you may set aside one card for every token you had in the challenge. You opponent may not take cards you set aside. Super: You may change the type of card after seeing which cards you may select from for Consolation. ; DIVVY [O:C] PREVENTS MAIN PLAYER FROM USING HALF HIS CARDS ; Power by Cedric Chin You have the power to split. If you are a main player or ally in a challenge, you may force one main player with more than two cards to divide his cards into two hands of at least one card each. His opponent then chooses which cards he will use. The other cards are set aside and returned to his hand at the end of the challenge. History: Sentient atoms living in a volatile nebula, the ever-changing Divvy frequently crashed into unfortunate passers-by straying too close to their mutating environment. Now able to control their abilities, the conquesting Divvy seek to divide and conquer. Wild: Your opponent must discard half his hand (round down). He decides which cards. Super: You may discard cards that are set aside. ; DOCTOR [O:C:L] PREVENTS TOKENS FROM ENTERING WARP FOR LUCRE ; Power by Cedric Chin You have the power of medicine. Whenever any player loses one or more tokens to the Warp, they may pay a fee you set in Lucre to return them to bases. If you lose one or more tokens to the Warp, you may pay a Lucre to the Box to return them to bases. History: Wild: If you lose one or more tokens to the Warp, you may return them to bases (except one you just lost) at a fee of one Lucre per token. Super: Your clients have Medicare. If you rescue tokens from the Warp, you may take your fee from the Box instead of the player. ; DOPPLEGANGER II [M:C] TAKES CARDS TO PLAY ; Power by Cedric Chin You have the power to haunt. You are not dealt a hand. When you are a main player in a challenge, take the hand of any player in the game except your opponent, or draw a new hand. When the challenge is over, return cards to their owner or discard the hand if you drew it from the Deck. History: Restriction: Do not use in a two-player game! Wild: If a player is about to play a Flare which affects you, you may give him this Flare before he uses it. You may use the Flare you just acquired, but this card may not be used again until the next challenge. Super: You may take your opponent's hand, forcing him to draw a new one. After the challenge is over, your opponent discards his cards and you give him back his hand. ; DOUGHBOY [O:C] ADDS TOKENS AFTER CARDS ARE REVEALED ; Power by Cedric Chin You have the power of tardiness. When you are the attacker or an ally in a challenge, you place your tokens in the cone after Challenge cards are revealed. History: Amorphous liquid metals on a volcanic planet, the alien Doughboy send psychic vibrations throughout the cosmos, and, masters of instantaneous travel, can teleport their masses at will whenever needed. Wild: You may ally after others have placed their tokens in the cone. Super: As a main player, your allies must declare that they are allying with you before Challenge cards are played, but put their tokens in the cone after Challenge cards are revealed. ; DOUSE [M:C] IMMUNE TO FLARES ; Power by Cedric Chin You have the power to lessen. You are not affected by Wild Flares played by other players. History: Wet beasts from an unstable liquid planet, the fish-like Douse laden themselves with curious ointments and oils making themselves immune to their ever-changing hostile environment. Wild: Immediately after someone has taken one of your Flares (e.g.,. through Consolation or the Finder), you may force him to discard it. Super: You are not affect by Super Flares played by other players. ; DRAW [O:C] DRAWS CARDS FROM ANY SOURCE ; Power by Cedric Chin You have the power of options. Whenever you must draw from the deck (except for a new hand) or another person's hand (except in a deal), you may draw your cards from the either Discard Pile or another player's hand, instead. History: Wild: If a player causes you to draw a new hand (e.g.,. when you are a defending player and must draw a new hand), take his cards instead. Super: You may draw from the Discard Pile or another player's hand when drawing a new hand. ; DURESS [O:C] SETS PENALTIES FOR FAILURE TO DEAL ; Power by Cedric Chin You have the power to make an offer. Whenever you are not a main player, if either main player has played a Compromise, you may force both players to make a deal. Whenever two players are about to engage in a deal, you may determine separate penalties for each party if they fail to deal. Penalties are limited to one of the following: up to four tokens to Warp, base to Warp, up to four Lucre to the Box, all Lucre to Warp, up to seven cards to Discard Pile (cards lost are determined randomly), entire hand to Discard Pile. Your power does not supersede the Will Wild or the Pacifist Super, and does not apply to powers with their own penalties for failure to deal (e.g.,. Wrack). History: Pin-striped arbitrators from a former prison planet, the Duress influenced key members with an iron hand (and a loaded .45) and a simple offer you can't refuse . Wild: If you successfully made a deal with your opponent, you can still force him to pay the penalty for failure to deal. Super: You collect any penalties for failure to deal. Any tokens lost go to your star disc and are traded per Assessor. EMOTE [O:C] FORCES PLAYERS TO PLAY ATTACK OR COMPROMISE CARDS ; Power by Cedric Chin You have the power to evoke. Whenever you are the main player in a challenge, you may force both yourself and your opponent to either both play Attack cards or both play Compromise cards, if possible. History: Wild: Whenever you are a main player, you may force both yourself and your opponent to either play a Kicker or not play a Kicker. Super: You may use your power in any challenge. ; EMPEROR [M:C] DETERMINES ORDER OF PLAY ; Power by Cedric Chin You have the power to order. At the beginning of the game, shuffle all Star Discs into the Destiny Pile and randomly take half of them (if Space Dust is in the game, he keeps three of his discs). At the beginning of every turn, discard one of your discs to the Destiny Discard Pile; the color of disc you discarded is the player for the turn. When you or the Destiny Pile run out of discs, shuffle the Destiny Pile and the Destiny Discard Pile, and randomly take half of them. History: Wild: Once the player of the turn is determined, you may propose an alternate player. All players now vote on which it is, with one vote each. Ties are decided by you. (Votes overpower normal Emperor commands.) Super: When you run out of discs, you select which discs you will take, instead of taking them randomly. ; EQUALITY [O:C] PREVENTS PLAYER FROM SELECTIVELY INVITING ALLIES ; Power by Cedric Chin You have the power of anti-discrimination. If a player invites allies, you may force him to either invite all players as allies, or not to invite any players. History: Restriction: Do not use in a two or three player game. Wild: If you are a main player, after an ally has placed tokens in the cone, you may force him to place an equal number of tokens on the opposite side of the cone. Super: You may speak for one player in a challenge when he invites allies. ; EUGENICS [O:C] DISCARDS LESSER CARDS ; Power by Cedric Chin You have the power of improvement. After any challenge in which you are a main player or ally, you may discard any challenge card less than or equal to a challenge card played in the challenge. Compromises count as Attack 0. Your power takes place after Clone and Filch. History: A computer-dominated race of flesh-based clones, the Eugenics constantly strive to improve their species to their maximum ability, if not maximum numbers. Wild: You may discard your hand and draw a new one. Super: You need not discard a card. ; EVOLUTIONARY [O:C] REPLACES CARDS FROM HAND ; Power by Cedric Chin You have the power of efficiency. When you are a main player, before cards are played, you may discard one card for each token you have involved in the challenge, replacing each with a card from the deck. History: Stranded on their nuclear-devastated homeworld, the roach-like Evolutionary was forced to adapt to a harsh environment. Now with its overefficient metabolism, the Evolutionary can inhabit any planet with relative ease. Wild: Whenever you take cards from the deck into your hand, take one extra. Discard the one that you like the least. Super: Once per challenge, you may evolve any or all of the cards in your hand, replacing them with cards from the deck. ; EXECUTIONER [O:C] REMOVES CAPTURED TOKENS FROM GAME ; Power by Cedric Chin You have the power of death. Whenever you win a challenge as a main player, all losing tokens go to your Star Disc. You may trade these tokens per Assessor. Whenever your opponent declines to make a deal involving your giving him a number of his tokens, you may remove this number of his tokens from your Star Disc out of the game. History: Wild: If you are a main player, before tokens are placed in the cone, you may declare that the losing main player's tokens are removed from the game. Super: You may capture as a winning ally. If the main player also captures tokens, you must agree on how you will divide the captured tokens within one minute. Otherwise, captured tokens are lost to the Warp. ; FACTORY [M:C:L] RECEIVES ONE LUCRE PER BASE ; Power by Cedric Chin You have the power of production. At the beginning of your turn, you receive one Lucre for every base you have. History: Expansion, Expansion, Expansion is the motto of the industrious Factory, whose revenues are proportionate to the number of outlets established. Restriction: Use only in a game with Lucre! Wild: Whenever you gain a base (except a moon base), receive one Lucre from the Box. Super: At the beginning of your turn, you receive one Lucre for every base in your home system, and one Lucre for every token you have on bases outside your home system. ; FAD [O:C] MAKE AN OPTIONAL MOVE MANDATORY ; Power by Cedric Chin You have the power of fashion. At the start of your turn, you may declare any optional move within the normal game to be mandatory for all players. Thus, you may require players to take a second challenge, to place a certain number of tokens a player may put into the cone, to ask certain players for allies, to play a certain card or type of card, and to take a reward a certain way. If they cannot abide by your declaration, they need not follow it. You may make a new declaration at the beginning of your turn. History: Selling itself as a harmless diversion to all sentient beings, the crafty Fad have established themselves as a dominant life force infesting all who fall to its subtle, if not creative, marketing and ad campaigns. Wild: While this card is in your hand, everyone must exhibit a certain behavior, as dictated by you, whenever speaking, or else lose one token to the Warp. Super: You may ignore your declaration. ; FAN - DESTINY [M:C] ADD DESTINY FAN TO THE GAME ; Power by Cedric Chin You have the power of the Fan. If you draw this, the Fan is used in the game. Set aside this card and draw another power. (This a modification of the Mayfair Fan.) Do not add the Fan if this card is drawn in the middle of the game. \r\r Each player has a separate sector. When a player loses tokens to the Warp, he loses his tokens to his sector. When the color of a sector is flipped in the destiny pile, all tokens in the sector's color drop to the Warp. If you play a card which rescues tokens from the Warp, you may apply this card to the tokens in the sectors or the tokens in the Warp. History: A cataclysm within a cataclysm, the Fan portends the ultimate fate the losers of the universe must encounter. Wild: If you have no tokens in the Fan or Warp, any tokens you lose go directly to the Warp. Super: If you have tokens in a sector, immediately move them to the Warp. ; FAN - MAYFAIR [M:C] ADD MAYFAIR FAN TO THE GAME ; Power by Cedric Chin/Ken Cox You have the power of the Fan. If you draw this, the Fan is used in the game. Set aside this card and draw another power. (The Fan is from the upcoming Mayfair edition, a new "reverse Warp" hex.) Do not add the Fan if this card is drawn in the middle of the game. \r\r A marker is used to indicate one of the subsidiary sectors (the "Praws"), only sectors corresponding to player's hexes are used. Each challenge the marker moves to the next sector. Tokens lost during the challenge go into the sector of the Fan where the marker points. Tokens move up from a Fan sector into the Warp proper when the sector color is flipped. Tokens can only be retrieved from the Warp; unlike the Praw, a player cannot a token up from a Fan sector to the Warp. History: A cataclysm within a cataclysm, the Fan portends the ultimate fate the losers of the universe must encounter. Wild: If you have no tokens in the Fan or Warp, you may prevent tokens from leaving a sector to the Warp. Super: If you have tokens in any sectors, you may move one token from any sector to the Warp. ; FANATIC [O:C] ATTACKS SYSTEMS AGAIN ; Power by Cedric Chin You have the power of dogmatism. When you are the main player or ally in a challenge and have just lost the challenge, take the top disc of the Destiny Pile. Between challenges, you may discard any Destiny Pile disc you have and make a fanatic challenge against the system corresponding to the disc. If you lose this fanatic challenge, you do not pick up a star disc. The Dictator may change the color of the fanatic disc you discarded. History: Little tiny mites from unknown parts of the galaxy, the irritating Fanatic have a bad habit of coming back when you least desire it. Wild: If you lost your challenge, you may make another against the system you just attacked. Use this card only once during your turn. Super: Once per challenge, you may exchange any of your star discs for the top disc in the Destiny Pile discard pile. ; FAST NEUTRINOS [M:C] DRAWS NEW CARDS FROM EDICT DECK ; Power by Cedric Chin You have the power to aggrandize. At the beginning of each challenge, draw a card from the unused Edict Deck and discard a non-Edict from your hand. When you discard your hand, discard any Edicts to the unused Edict Deck. Cards discarded to the unused Edict Deck are not salvageable (e.g.,. by the Vulch). History: A whirlwind of electricity, the short-lived Fast Neutrinos rapidly regain new power, only to dissipate them just as quickly. Wild: Each player now draws a new power at the beginning of his turn. When this card leaves your hand, players discard their additional powers. Super: You may discard an Edict instead of a non-Edict. ; FLARE-VULCH [M:C] COLLECTS DISCARDED FLARES ; Power by Cedric Chin You have the power of salvaging. Whenever someone discards one or more Flares (e.g., through a Flarezap, or to receive a new hand), you take up the Flares the others have discarded. Before picking up these Flares, discard all your Flares or one Flare for every Flare you pick up. History: An organized bureaucratic race, the Flare-Vulch are quite able to collect the more lethal, stronger refuse of other races. Regretfully, their own such resources tended to be lost in the shuffle, so to speak, but this is the price to pay for such talent. Wild: If you must discard a Flare, you may discard this card instead. Super: You may keep your Flares. ; FLEA [M:C] LOSING TOKENS ATTACH TO OTHERS ; Power by Cedric Chin You have the power to cling. Whenever you lose a challenge, before tokens are lost to the Warp, you instead attach to any surviving tokens involved in the challenge. Stack your tokens as you wish under at least one of the tokens involved in the challenge. Captured tokens do not have special characteristics and these flea stacks are controlled by the player under which you have tokens. Each stack is considered to be one token for purposes of play (e.g.,. Consolation), but when a player with a flea stack counts his total force, each token in each stack counts separately as one of his tokens. Tokens in these stacks are released when the stack is in the Warp. If you have a stacked token on a planet you do not have a base on, this planet counts as one of your bases. If you have a stacked token on a planet with another token, you may restack your stacked tokens under any tokens on the planet except yours. If you lose your power, each stack counts as one token but they stay fixed until separated by the Warp. History: Parasites of amazing aptitude, the tenacious Flea manage to escape death itself, riding on the coattails -- if not hairy undersides -- of their erstwhile enemies. Wild: If you are the defending player, before cards are played, you may hop (move) one of your tokens from or to an adjacent planet in the system after the cone is pointed. If you were defending a one-token base in an outside system before you hopped , tokens in the cone return to bases and the challenge is counted as a loss. Super: Once per challenge, you may release your tokens from any "flea" stack to the planet it rests on. ; FLEA-BAG [M:C] OPPONENT S TOKENS ATTACH TO TOKENS ; Power by Cedric Chin You have the power to be infested. Whenever you lose a challenge, your opponent chooses which of your tokens go to the Warp. Remaining tokens stay or land on the planet. If another player attempts to have a base on a planet in your system, he must first stack his tokens beneath any of your tokens on the planet; any other player's tokens on a home planet without one of your tokens immediately goes to the Warp. Otherwise, you may treat these stacks per Fungus: Stacked tokens do not have special characteristics and these stacks are controlled by you. Each stack is considered to be one token for purposes of play (e.g.,. Consolation), but when your total force is counted in a challenge, each token in each stack counts separately as one of your tokens Tokens in these stacks are released when the stack is in the Warp. If you lose your power, each stack counts as one token but they may stay fixed until separated by the Warp. History: Wild: You may prevent any player from discarding a discard after use flare. He must then keep it in his hand, but cannot use it until it enters his hand again. Super: If you have an empty home planet, you may place one of your tokens from the Warp or any base on it. ; FLURRY [O:C] DISCARDS / GIVES ENTIRE HAND WHEN FORCED TO GIVE CARDS ; Power by Cedric Chin You have the power of flight. Whenever you must involuntarily discard one or more cards (e.g.,. a card because of the Plague but not because you played during a challenge), you may discard all your cards and draw a new hand. Whenever you must give one or more cards to another player you may give him all your cards and draw a new hand. History: Small avian creatures, the Flurry are quick to panic and disperse at the first sign of danger. Only their ability to replenish themselves with hopefully better seed prevents them from their race's disaster. Wild: If you must give consolation, you may instead, if possible, randomly give each player a card. Super: When you give or discard the remainder of your hand, you instead choose which cards go to which player and which cards go to the discard. ; FORESIGHT [M:C] FORCES OPPONENT TO CHOOSE CARDS FOR CHALLENGE ; Power by Cedric Chin You have the power of preparation. Whenever you are a main player, your opponent must set aside cards he does not wish to use in the challenge; he cannot set aside his last challenge card. At the end of the challenge, any cards that he keeps but does not use in the challenge are given to you and he adds the cards he set aside back into his hand. History: Wild: You may secretly write down a card on a piece of paper. When that card is played in the challenge, you may take it after it has been used. If it is a Flare, discard this card. Super: You may use your power on your opponent's allies. ; FREEZE [M:C:L] PREVENTS PLAYERS FROM TAKING TOKENS FROM SEVERAL BASES ; Power by Cedric Chin You have the power of frost. If another player removes tokens from more than one base, he must pay you a Lucre. History: Evolving on a frozen moon whose temperature approaches zero Kelvin, the Freeze have developed the biological capability and technological means to function in and create the coldest of environments. For the right price, that is. Restriction: Use only in a game with Lucre! Wild: Once per challenge, you may declare any one planet "frozen" for the duration of the challenge. Tokens may land on this planet, but no tokens may leave it, unless these tokens are defending in a challenge. Super: The fee is one Lucre per base tokens are removed from. GAS GIANT - EON [M:9] GAS GIANT HEX ; Power by Cedric Chin You have the power of the Eon Gas Giant. You now play the Gas Giant Hex. You are not affected by the Wild Schizoid unless you are given another Planet Hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r At the start of your game, place all your tokens on the Gas Giant. When you are a main player or ally in a challenge, just before cards are revealed, you may withdraw all but one of your tokens from your force to the planet / other side of the planet. Withdrawn tokens do not count towards your challenge, and are not lost to the Warp. Opponents may have a maximum of one base on the Gas Giant. If you lose all your tokens from the Gas Giant, you lose your power. History: Created from the coalescence of a great, billowy cloud, the inhabitants of the Gas Giant quickly developed lighter-than-air flight, allowing them to easy retreat from fear and danger. Wild: As a defending player in your system, you may "retreat" all but one of your tokens from a planet on your system to your star disc. At the end of a challenge, retreated tokens return to the planet they came from. Super: When you are a main player, you may force your opponent to withdraw all but one of his tokens to bases not involved in the challenge. ; GAS GIANT - MAY [M:9] GAS GIANT HEX ; Power by Cedric Chin You have the power of the Mayfair Gas Giant. You now play the Gas Giant Hex. You are not affected by the Wild Schizoid unless you are given another Planet hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r At the start of your game, place all your tokens on the Gas Giant. When you are a main player or ally in a challenge, just before cards are revealed, you may withdraw all but one of your tokens from your force to the planet / other side of the planet. Withdrawn tokens do not count towards your challenge, and are not lost to the Warp. You must keep at least three tokens on your planet to keep your power. The planet is large enough to hold any number of bases. History: Created from the coalescence of a great, billowy cloud, the inhabitants of the Gas Giant quickly developed lighter-than-air flight, allowing them to easy retreat from fear and danger. Wild: You do not lose your power so long as you have at least three tokens on any one planet. Super: Each of your opponents may have a maximum of one base on your planet. Opponents who currently have more than one base must remove extra bases from your planet. ; GEMINI [M:C] ATTACKS TWO SYSTEMS ; Power by Cedric Chin You have the power of two. Whenever you are the offensive player, flip the Destiny Deck such that you have two opponents. Using two cones, conduct two simultaneous challenges. You receive two tokens from the Warp at the beginning of these challenges, one for each challenge. Tokens used in a challenge only apply to that challenge. However, any cards you play that affect one challenge or main player apply to both challenges or main players. (Thus, a Plague against one main player would affect both, but a plague played against an ally would not.) Tokens do not. If either challenge succeeds, you have won the challenge for the purpose of taking a second challenge. History: Born on a cloud-covered dual-planet system around a binary star, the great Gemini based their view of life on duality, the Gemini were horrified at the discovery of unique cultures based on singular existences. Engaged in their own holy war, the Gemini are determined to conquer and then wipe out the remainder of the Cosmos. Restriction: Do not use in a two-player game. Wild: You may take a second turn. Super: The total number of your tokens involved in each challenge is equal to the number of your tokens in both challenges for purposes of determining challenge totals and taking consolation. ; GENERAL [O:C] INTRODUCES NEW KICKERS INTO GAME ; Power by Cedric Chin You have the power to train. Take the unused Kicker deck and keep it to your side. When you are the main player in a challenge, you may discard up to all your Kickers to the unused Kicker deck (no powers or cards may salvage any Kickers you discard to the unused Kicker deck), and for every Kicker you have discarded, draw one from the unused Kicker deck. If you have no Kickers, you may still draw one card from the unused Kicker deck. Cards drawn from the unused Kicker card deck are not considered to be cards drawn from the Deck (e.g.,. for the Siren Flare). History: A military dedicated to training its elite strategists, the General have made remarkable use of its human resources. Drawing from a storehouse of tacticians and leaders, the General are quick to replace its inefficient and lackadaisical heads for hopefully more efficacious ones. Wild: If your opponent plays a Kicker, before cards are revealed, you may apply it to your Challenge card. Super: When you play a Kicker, you may discard it to the unused Kicker deck (no powers or cards may pick up Kickers from this pile) instead. ; GENESTEALER [M:C] PLACES TOKENS ON DEFENDING PLANETS ; Power by Cedric Chin You have the power to infect. If you are a main player and have won a challenge, place an Attack card face-down on your opponent's system. The next time he is a main player, after the outcome is determined, reveal the card. If he has lost, discard the card. If he has played a Compromise and won and the card you revealed is a Compromise, or if he has played an Attack card and won and the card you revealed is an Attack of greater or equal value, discard the card and place a token on the defending planet. History: Wild: You may create a Hybrid. When you are defending a planet, you may borrow one power of your choice from any player with a base on the planet you are defending. He may not use the power for the duration of the challenge. Super: You need not reveal and discard the card. ; GENEVA [O:C] SWITCHES CAPTURED TOKENS ; Power by Cedric Chin You have the power of exchange. Whenever you are a main player or ally, you may switch one of the main player's captured tokens on his Star Disc with that of his opponent or the Warp. If the main players are chosen, both must have tokens to switch. If the Warp is chosen, both the Warp and the player must have tokens to switch. \r\r If this power is in the game, tokens lost at the outcome of a second challenge go to the Star Discs of the winning main player. Tokens on Star Discs are traded per the Assessor. History: Wild: If you are a main player and have any tokens belonging to your opponent, you may force your opponent to give you your tokens captured on his Star Disc and you must give him his. Super: You may switch regardless of the number of tokens on a Star Disc or in the Warp. ; GOAT [O:C] PERSUADES OPPONENTS TO ATTACK OTHERS ; Power by Cedric Chin You have the power of pleading. If the offensive player is attacking your system, you may make a deal with him, so long as it involves him attacking another player's base in your system. You may ally with the offensive player in the challenge. History: Learned in the ways of persuasion, the Goat have been quick to portray themselves as less than desirable opponents. Adept at trickery, flattery, and bribery, the goat may not be the mightiest power in the galaxy, but they certainly are the wiliest. Restriction: Do not use in a two-player game. Wild: You may attack anyone in the system you must challenge. Super: Before cards are played, you may force your opponent to attack one of his allies of his choice instead. All tokens return to bases and restart the challenge. ; GOVERNMENT [O:C:L] SPENDS LUCRE AT WILL ; Power by Cedric Chin You have the power to spend. You receive one Lucre at the beginning of each of your challenges and may buy any number of cards/tokens at any time in the game. (You may buy a card and look at it before buying another card.) History: Restriction: Use only in a game with Lucre! Wild: You now levy taxes. Whenever someone uses the cone, he must pay you a Lucre. If he cannot pay, he may not put tokens into the cone (if the offensive player cannot pay, play passes). Super: You may buy cards from another player. He must accept your Lucre and cards are drawn randomly. ; GRAVE ROBBER [O:C:L] BUYS OTHER S TOKENS FROM WARP ; Power by Cedric Chin You have the power to exhume. After a player has lost one or more tokens to the Warp, you may exhume these tokens to your Star Disc for one Lucre. Your tokens return to bases. You may then trade these tokens per the Assessor. History: Restriction: Use only in a game with Lucre! Wild: You may rescue tokens from another player's Star Disc by paying the Box one Lucre per token. Super: You may exhume all the tokens of one color from the Warp for one Lucre per color. ; GREMLIN [O:C] SENDS TOKENS BACK TO BASES ; Power by Cedric Chin You have the power of mischief. Whenever you are a main player or ally, you may discard one Attack card or Kicker for each token you have in the challenge. For every Attack card or Plus/Minus Kicker you discard, another player of your choice must return a number of tokens equal to the number on the card divided by four from the cone to bases. For every Times Kicker you discard, another player of your choice must return a number of tokens equal to the number on the card. If you discard a negative card, the player must add tokens to the cone instead. History: Wild: If you are a main player in the challenge, you may send one ally back to bases. Super: Tokens go to / come from the Warp instead of bases. ; GROO [O:C] RANDOMLY ALLIES TO CHALLENGES ; Power by Cedric Chin You have the power of the fray. After cards have been played, but not revealed, you may place up to your normal number of tokens in the middle of a cone and play an Attack card face-down. If only one player has revealed an Attack card, add your Attack card to his challenge total and treat your tokens as if they allied with his. If both players play an Attack card, flip a coin and proceed as above. If both players play Compromises, they both act as if they lost the challenge (and take no consolation) and your tokens return to bases. History: Wild: You are Rufferto. If you ally with one token and your side loses, your token does not go to the Warp. Super: If your challenge total is higher than both players, or if one player plays a Compromise and your challenge total is higher than the other player, or if both players play Compromises, they both act as if they lost the challenge and your tokens take both offensive and defensive rewards. ; GRUB [O:C] BORROWS UNUSED POWERS ; Power by Cedric Chin You have the power of scavenging. At the end of a challenge in which a player had an opportunity to use his optional power but did not use it, he must give it to you. He may not use this power while you have it. You may use this power and must give it back at the end of a challenge in which you could have used it. If you have more than one grubbed power, immediately give one back to its owner. If you lose your power, immediately give back any grubbed powers. History: Filthy beasts from an irradiated planet, the opportunistic Grubs manage to incorporate the key features of their opponents from unused resources into their basic structure. Restriction: Play only in a game with at least two optional powers. Wild: If you know of one of your Supers that is in another player's hand and he chooses not to use it when he has an opportunity to, you may take it as soon as the opportunity passes. Super: You may have any number of grubbed powers in your possession. ; GRUDGE PRIME [M:C] PENALIZES FOR REFUSING TO ALLY ; Power by Cedric Chin You have the power of revenge. Whenever you are one of the two players in a challenge, if you invite another player as an ally and he chooses not to come to your aid, if you win the challenge (or make a deal) he loses 2 tokens to the warp. You determine from which bases these tokens come from. These lost tokens cannot include tokens he used to ally with the other side. History: Suffering from a species history of almost uninterrupted betrayal and disappointment, the originally kind Grudges gradually grew cynical. Expecting no good will from others, they began to brood and resolved to wreak vengeance on all who would turn aside from their outstretched suction disc of friendship. Now adept at revenge, the Grudges gaze spitefully at a world that has denied them fellowship. They will get even! They will repay! Restriction: Do not use in a two-player game. Wild: If you are a main player and your opponent wins the challenge, his allies get nothing for the win and lose their tokens to the Warp. Super: You may take revenge (2 tokens to the Warp) from players who choose not to ally with you even if you lose the challenge (or fail to deal). ; GUERRILLA [M:C] SETS BOMBS ON OWN PLANETS ; Power by Cedric Chin You have the power to set bombs. When you are the defending player, before the cone is pointed, secretly write down one planet in your system on which you have planted a bomb. Whenever new tokens land on a booby-trapped planet, the bomb immediately explodes, sending all tokens currently there and those just arriving to the Warp. When you again become the defending player, your current bomb deactivates and you plant a new bomb. If Terrorist is in play, your bomb goes off first. History: Reaching heightened intelligence by the electrical fluxes of their own planet, the Guerrillas see little wisdom behind the beliefs of others and are determined to achieve peace by any means, including violence. Wild: If your opponent has a base on any planet on your system, you may threaten to bomb it. If you lose the challenge or fail to deal, the base is blown up and goes to the Warp. The threatened base may not be removed until the challenge is ended, other than as part of a deal (despite the Wild Filth). Super: Your bombs do not deactivate and you may plant a bomb on an external base instead of home. ; HALLMARK [M:C] USES CARDS TO ADD TO ATTACK TOTAL ; Power by Cedric Chin You have the power of cards. Your tokens do not add to your side's Attack total. Whenever you have tokens in the cone, set aside a number of your cards equal to up to your allowed number of tokens. If you are a main player, you may not set aside your last challenge card. Each card adds to your side's Attack total a number equal to the value of your tokens without this power. If your side wins the challenge, at the end of the challenge, return to your hand the cards you set aside. If your side loses the challenge, discard the cards you set aside. History: Wild: Play this card as an Attack card. When you reveal this card, you have played an Attack equal to the number of cards in your hand, including this one. Super: If you must lose tokens to the Warp, you may discard cards instead, one card per token lost. You may not draw a new hand, however. ; HARDPOINT [O:C:L] BUILDS FORTS WITH LUCRE ; Power by Cedric Chin You have the power of protection. Once per challenge, you may build a "fort". Place one Lucre from your star disc onto any planet anywhere you have a base. When you calculate your token total on your defending base, a fort on that base adds or subtracts double the number of tokens you have in the challenge. If you lose a base with a fort, the attacker takes the Lucre to his star disc. Otherwise, the Lucre is lost to the Box. History: A frontier civilization on the fringes of a primitive civilization, the Hardpoint slowly grew victorious through a strategy of local fortification despite a meager economy. Applying their technology to the cosmos, they hope their strategy will help them overpower their more sophisticated brethren. Restriction: Use only in a game with Lucre! Wild: Your Lucre counts double in figuring your challenge total. Super: You may build a fort for another player at the beginning of his turn for a fee you set in Lucre. The Lucre used to build the fort comes from the Box and the fee goes to you. ; HAYWIRE [O:C] MAKE OPTIONAL POWERS MANDATORY ; Power by Cedric Chin You have the power of force. Once per challenge, you may make one mandatory power optional, or one optional power mandatory. History: Wild rockers from the planet Noisy, the now deaf Haywire play the loudest cacophony in the cosmos. Adept at screwing the synapses of entire civilizations, the Haywire have but a simple goal: to conquer the universe, strip its resources, and go platinum. Wild: If you know of an Edict or Flare another player has in his hand, you may make him play it. Super: You may make all optional powers (including your own) mandatory and/or all mandatory powers (including your own) optional for the duration of the challenge. ; HAZARD PAY [M:C:L] RECEIVES LUCRE FOR LOST TOKENS ; Power by Cedric Chin You have the power of compensation. Whenever you lose one or more tokens to the Warp, receive one Lucre from the Box. History: Wild: If, after tokens have been placed in the cone, you have the most tokens in the cone, receive one Lucre from the Box. Super: If your tokens are lost to the Warp because of another player (e.g.,. your opponent wins the challenge), the Lucre comes from your opponent, not the Box. ; HEADHUNTER [O:C] RECRUITS TOKENS ; Power by Cedric Chin You have the power of headhunting. At the beginning of any challenge in which you are a main player, you may declare "headhunting". If you win the challenge, flip over the defending player's tokens. They now become yours. If you lose the challenge, flip over your tokens. They become his. These tokens are not lost to the Warp in this challenge, but may be in later ones. Return these tokens to bases per Zombie. Any flipped tokens later lost to the Warp are un-flipped. In a deal, you may trade tokens to other players. Flipped tokens returned to their owners are un-flipped. If you lose your power, you may not recruit more tokens, but those recruited stay in play as normal. History: Raised in an atmosphere of job-hopping and personal gain, the Headhunters easily convinced their opponent's army forces of the benefits of joining "the winning team". Regrettably, this attitude occasionally backfires as members of their own forces sometimes decide the same! Wild: Any tokens which are lost to you in a challenge are "temporarily under contract" to you. Give them, flipped, back to their owners. Any time before you lose this card, you may force these tokens to ally with you unless they are in the Warp. When you lose this card, these flipped tokens are un-flipped. Super: Other players' tokens lost to the Warp are not un-flipped. ; HHGG [M:C:L] SELLS POWERS ; Power by Cedric Chin You have the power to be slightly cheaper. At the beginning of a challenge, any player may buy a power, unseen and randomly chosen, from the unused Power Deck and pay you one Lucre; you pay the Box. He must use that power during the challenge, if possible. At the end of the challenge, the power is discarded. If no one buys a power from you, you may draw the top power card from the unused Power Deck and use it as an optional power. History: Wild: Don't Panic. You may take as long as you want to make any game decision, up to one per challenge. Super: Instead of one Lucre, you may set any fee. ; HITMAN [O:C:L] REMOVES TOKENS FOR LUCRE ; Power by Cedric Chin You have the power of the mob. Once per challenge, you may perform a "hit". To do this, another player must request a particular token be removed from the board to the Warp. You may refuse to perform the hit, or, if you decide to remove the token, you must charge one or more Lucre. If the player meets your price, you remove the token from the board to the Warp. History: A ruthless family with a simple motto: "Anywhere, any time, any place." Restriction: Use only in a game with Lucre! Wild: This card is "protection". If you are the defending player in a challenge, you may pay one Lucre to your opponent and he must "cancel" the challenge. Tokens return to bases and the challenge is considered a loss. Super: You may perform any number of hits in a challenge. ; HOUDINI [O:C] RELEASES TOKENS FROM ANY IMPRISONMENT ; Power by Cedric Chin You have the power of escape. When you release one or more of your tokens from the Warp, you may instead release tokens from any form of imprisonment: a Star Disc, a stack (e.g.,. Fungus), flipped tokens controlled by another player (e.g.,. the Zombie Super), or any situation where you do not control your tokens. \r\r If this power is in the game, tokens lost at the outcome of a second challenge go to the Star Discs of the winning main player. Tokens on Star Discs are traded per the Assessor. History: Wild: You may release all your tokens from the Warp or another player's Star Disc. Play at the beginning of your challenge. Discard after use. Super: If you rescue your tokens, you may release another player's tokens instead of your own, on a one- for-one basis to either his bases, or your Star Disc. ; HYPERSPACE [M:C] MUST BE ATTACKED BY A PLANET S TOKENS ; Power by Cedric Chin You have the power of subspace. Whenever you are a defending player, your opponent must attack with all his tokens from one home planet. Your opponent places no tokens in the cone but declares which planet is attacking you. If you lose the challenge, only tokens from this planet may land on your planet. If you win the challenge, your opponent's tokens leave the planet to the Warp and you may establish a base on the planet which is attacking you. History: Devious engineers mastering the entrance to subspace, the Hyperspace can even isolate entire planets from their systems. Restriction: Do not play in a game with Gas Giant. Wild: If you are a main player in the challenge, you may prevent any players except the main players from playing cards. Super: You may choose which of your opponent's planet attacks you, including a planet with no tokens. ; IMPERIALIST [O:C] MAKES ADDITIONAL ATTACKS IN CONQUERED SYSTEMS ; Power by Cedric Chin You have the power of colonization. Whenever you are the offensive player, all of your tokens in the system you are attacking add to your total. If you win, you may make another challenge in the same system. This challenge does not count towards your two challenges (thus, you can make up to two normal challenges and any number of imperialist challenges in a turn). History: Wild: You may consider any of your external bases a third base to keep your Alien powers. Super: When you are a main player, you may, instead of flipping the Destiny Deck, make a challenge in any system you have colonized (have bases on planets). ; IMPULSE [O:C:L] FORCES OTHERS TO SPEND LUCRE ; Power by Cedric Chin You have the power of whim. Once per challenge, when another player has an opportunity to spend a lucre, you may force him to use it. History: Rampant marketers from Dimension X, the Impulse have scaled impulse-buying from a mere selling technique to pure, psychological horror. Restriction: Use only in a game with Lucre! Wild: When your opponent buys cards from the Deck, you may force him to buy these cards from your hand. You choose which cards to give and must be able to give him the number of cards he has bought. Super: You may use your power once on each player per challenge. ; INFECTANT [O:C] ATTACKS STAR DISCS ; Power by Cedric Chin You have the power to sicken. Whenever you attack a system, you may attack the system's Star Disc instead. The defender defends, substituting the number of bases he has in his home system for the number of tokens he defends with. If a main player has your tokens on his Star Disc at the beginning of a challenge, you may force him to give you one card, lose one token of his choice to the Warp, or subtract one point from his Attack total for every token you have on his Star Disc. Any player may attack your tokens on a Star Disc in a normal challenge if they attack the system the infected Star Disc resides in. Anyone winning a base in this challenge returns to bases instead. Tokens on Star Discs may be traded at the beginning of a challenge per the Assessor. History: Unwelcome guests from Sirius Six, the Infectant spread across the galaxy, inflicting rot, leprosy, and plagues. Now encountering a more resistant strain of victims, the Infectant are nevertheless confident in their victory. Wild: You may immunize yourself by removing one of your Destiny Discs from the deck. When this card leaves your hand, return the Disc to the Destiny Disc discard pile. Super: Your tokens on the Star Disc graft the power per Plant. (If you are a main player in a challenge, you may use the power of any one player you have an infection and use its power during the challenge, while he may not.) ; INFLATION [O:C:L] CAUSES OPPONENTS TO LOSE LUCRE ; Power by Cedric Chin You have the power of devaluation. Whenever you are a main player and spend Lucre, your opponent and his allies each lose one Lucre to the Box (and not the Dragon). History: Restriction: Use only in a game with Lucre! Wild: Whenever this card enters your hand, immediately lose a Lucre to the Box (and not the Dragon). When you must discard this card, do so to another player's regular hand, not to the discard pile (even if you leased it from the Hurtz). Super: If you are a main player but have no Lucre on your Star Disc, your opponents still lose a maximum of one Lucre apiece during the challenge. ; INSANITY [M:C] FORCES OTHER PLAYERS TO PLAY EXTRA CARDS, POWERS, ETC. ; Power by Cedric Chin You have the power of frenzy. Whenever you are a main player or ally in a challenge, all players in the challenge must do one of the following of your choice immediately before cards would drawn for Consolation or Ally rewards: discard any Edicts they have not played during the challenge, discard any Flares they have not played in the challenge, evacuate all Moons which were not used during the challenge (tokens return to bases), lose use of any optional powers which could have been used during the challenge but were not for the duration of the next challenge, or discard a Kicker if they were a main player , played challenge cards, and did not play a Kicker during the challenge. Each choice may be used only once (in any order) until you exhaust the list. Then you may work through the list again. History: Wild: Add any variant not in the game to the game (e.g.,. Moons, Lucre, Praw, Asteroids, more powers, etc.). Discard after use. Super: You need not exhaust the list. ; INSTEAD [O:C] PASSES PENALTIES TO OTHER PLAYERS ; Power by Cedric Chin You have the power to pass the buck. Up to once per challenge, whenever you voluntarily or involuntarily pay a penalty of or give away tokens, cards, or Lucre, you may force another player to pay the penalty or give away these items. You may not pass this responsibility to the player to whom you are giving cards, Lucre, tokens to his Star Disc, etc. History: Wild: If another player must lose tokens to the Warp, you may lose the same number of tokens instead. You choose from where to lose them. Super: You may use your power any number of times per challenge, so long as no player is affected by your power more than once in a challenge. ; INVESTOR [O:C:L] ADDS LUCRE TO SIDE S TOTAL ; Power by Cedric Chin You have the power to risk. Whenever you have tokens involved in the challenge, you may place up to all your Lucre in the cone. Each Lucre in the cone adds to your side's Attack total. If your side wins the challenge, take your Lucre back to your Star Disc and take one Lucre either from your opponent's Star Disc or from the Box. If your side loses the challenge, all Lucre you placed in the cone is lost. History: Wild: If you win a challenge, receive from the Box a number of Lucre equal to the amount of Lucre you spent in the challenge. Super: If your side loses the challenge, your Lucre returns to your Star Disc. ; IRS [M:C:L] TAKES LUCRE FROM OTHER PLAYERS ; Power by Cedric Chin You have the power to tax. At the beginning of your turn, tax all players one Lucre instead of taking your Lucre from the Box. If a player cannot or refuses to pay, you may impound two of his cards, randomly chosen, or imprison two of his tokens of your choice on your star disc. History: A once minor bureaucratic entity now gone completely wild, the ravenous IRS soon came to dominate and then totally bleed dry their once prosperous makers. Now turning their lusty long forms towards the heavens, they yet again seek to drain the coffers of the entire universe. Restriction: Use only in a game with Lucre! Wild: You may audit one player. While you have this card in your hand, you may force one player to show you any new cards he draws. Super: If a player cannot or refuses pay, you may impound his entire hand or remove the tokens from one of his bases to your star disc. ; ISOLATED HEX [M:C] ISOLATED HEX ; Power by Cedric Chin/Ken Cox You have the power of isolation. You now play the isolated hex. You are not affected by the Wild Schizoid unless you are given another Planet Hex. You may not switch this power with another one, nor may this power be introduced after the game has started. \r\r When you are the defensive player, your opponent may bring in no more than two tokens into the challenge from outside the system and all allies, including yours, may bring in no more than one token from outside the system. If another player returns tokens to bases, he may place a maximum of one token on each of his bases in your system. Your tokens are not subject to these restrictions. History: In a system, far, far away, where stars are replaced by galaxies, the isolated hex has developed the technology to transport its troops easily across the far reaches of space. Knowing their opponents are not so advanced, the isolate he