#Ev1n3 Encounter V1#3 ; ; These are Nick Sauer's adaptations of powers from Encounter Magazine ; Volume 1, Number 3. ; ; They have all been playtested, with the exceptions of Martyr and Medusa. ; ; Medusa in particular was very recently rewritten. Use at your own ; risk. ; ; Version 1.0 - November 15, 1991. ; ; ; The next three powers are from Stuart Scheinman, from Ithaca, NY. ; ; Fear was replaced by Berserker (Space Gamer 57) ; Jinx was too weak. ; Nullifier was replaced by Zapper (Encounter V1#2) ; Peeper was too weak and used as Wild Mystic (Encounter V1#4) ; Racist name was changed to Censor. ; Salmon name was changed to Visa. ; Sorehead was replaced by Leech (Encounter V2#1) ; Suiciders was too weak. ; Thindroid was replaced by Isolated System Hex. ; BATTERY [M:Ev1n3] Adds Bases To Total You have the power of reserves. As a main player in a challenge, you add the number of bases (including home bases) that you own and the number that each of your allies owns to your total in the challenge. Wild: As a main player you may add the number of your bases (including home bases) to your total in the challenge. Super: Each base of your own and your allies adds two to your total in the challenge. ; ; Wild and Super are Nick Sauer's ; CENSOR [O:Ev1n3] Bans A Card Class You have the power to ban. Whenever you are a main player or an ally in a challenge, before cards are played, you may call out one class of cards (Edicts, Flares, Kickers, Attack Cards or Compromise Cards) that neither main player may use for the remainder of the challenge. If you ban Attack or Compromise Cards and your opponent's only remaining challenge card(s) are Attack or Compromise Cards he may use this/these card(s) by showing you that he has no other challenge cards of the opposite type in has hand. He does not have to show you the banned card(s). Wild: Once per challenge you may use this card to stop a player from playing any one card. The card is returned to his hand and a different card may be played instead. If the player is one of the main players, and the card stopped is the players last challenge card then he can still play it by showing all of the other players that it is his last challenge card. Super: You call out two classes of cards that cannot be used for the remainder of the challenge. You cannot ban both Attack Cards and Compromise Cards in the same challenge. ; ; Allowed use of power as ally. Clarified power effects. ; Wild and Super are Nick Sauer's. ; VISA [O:Ev1n3] Sends Bases Home You have the power to send home. As a main player in a challenge, before challenge cards are revealed, you may return one of your opponent's bases to his home system. All of his tokens on that base are moved to a planet on his home system where he has no tokens. Players with five home bases are not affected by your power. Wild: As a main player or an ally in a challenge, you may make your opponent keep the challenge card he just played rather than discarding it. Super: You may return one of your opponents bases home even if he already has five home bases. ; ; Wild is Nick Sauer's, Super is Matt Stone's. ; ; ; The next three powers are by Kevin Baker, from Sand Springs, Ok. ; ; Alarmist was too weak, and used for Wild Geurilla. (Matt Stone Powers) ; Ballast was used as a Prisoner power. ; Cube is the Wild Virus. ; Devastator can probably be made workable. ; Ohm was too weak. ; Paranoid. Why would anyone want to play this power? ; Prism was too weak. ; Radical was replaced with Salt from Encounter V2#1. ; Sponge was too weak and used as the Wild Sponge from Encounter V1#2. ; MARTYR [O:Ev1n3] Sacrifices Tokens To Play Extra Challenge Cards You have the power to sacrifice. As a main player in a challenge, before cards are played, you may choose to sacrifice (remove to the warp) any or all of your tokens involved in the challenge. For each token sacrificed, you may play an additional attack card to be added to your total in the challenge. Wild: As the offensive player in a challenge, before you play your card, you may sacrifice any or all of your tokens in the cone to the warp, drawing one card from the deck for each. Super: You may sacrifice your allies' tokens. ; ; Changed power to as a main player. ; Wild and Super are Matt Stone's. ; MEDUSA [M:Ev1n3] Eliminates Opponent's Challenges You have the power of paralysis. If you lose a challenge as a main player, your opponent must lose his next challenge. If your opponent is the offensive main player and, he defeats you on his first challenge he cannot take his second challenge. If your opponent defeats you outside of his normal turn he is paralyzed once for each such victory against you. At the start of his turn, if he has been paralyzed only once, he begins his turn normally. However, if it is possible for him to make a second challenge that turn he cannot. If he is unable to make a second challenge on that turn, then he still retains that one paralysis. At the start of his turn, if a player has been paralyzed twice he loses his entire turn. Until his turn has been skipped, such a player cannot be paralyzed again. A player may Cosmic Zap you at what would have been the start of his second challenge and, thus, regain his second challenge. Similarly, a player may Cosmic Zap you at what would have been the start of his turn and, start his turn normally. However, he could not take a second challenge unless he zapped you again at what would have been the start of his second challenge. In both cases, the retained paralysis is lost by that player when he zaps you. Wild: If you win a challenge as a main player, your opponent may not use his power for the next two challenges. Super: Your opponent must lose his next challenge regardless of whether you win or lose the current challenge. ; ; Power was rewritten to make it more workable and less oppressive. ; Wild is Wild Gorgon from Encounter V1#5. Super is Nick Sauer's. ; SATELLITE [O:Ev1n3:2] Moves Cards Around Table You have the power to orbit. As a main player in a challenge, you may declare that all players must pass their highest (or lowest) attack card clockwise or counter-clockwise. A player without attack cards must pass a compromise card. A player without challenge cards must pass a kicker or (if he has no kickers) an Edict. A player with only Flares must pass one. A player with no hand does not participate in the "orbit". Restriction: Do not use in a two-player game. Wild: Once per challenge, you may make all players pass all of the Flares in their hand clockwise or counter-clockwise. Super: You may make all of the other players reveal their highest and lowest attack cards before deciding the "orbit". ; ; Used Matt Stone's language on power. Wild and Super are Matt Stone's. ;