#Ev1n5 Encounter V1#5 ; ; These are Nick Sauer's adaptions of powers from Encounter Magazine ; Volume 1, Number 5. ; ; None have been playtested. Use at your own risk. ; ; Version 0.1 - November 19, 1991. ; ; ; The first six powers are from Bryan Stout, from Urbana, IL. ; ; Alchemist requires extra equipment and can probably be made workable. ; Gorgon was replaced by Medusa (Encounter V1#3). Wild was used as Wild ; Medusa (Encounter V1#3). ; Klench is too similar to Wild Clone. ; Metamorph was replaced by Blivit (Space Gamer 57). ; Shaman was too long and can probably be made workable. ; BOOKIE [O:Ev1n5:L] Allows Bets On Challenge Outcome You have the power to place bets. In each challenge, just before cards are revealed, you may announce that you are taking bets on the challenge outcome. Any player wishing to bet gives you a Lucre (which you keep) and says which side he is betting on. After all bets are in, if one side has fewer bets placed on it then that side is the dark horse. Resolve the challenge normally. Any player who bet on the winner gets 3 Lucre from the box if the winner was the dark horse, 2 Lucre if not. If a deal is reached, all betting players get one Lucre from the box. There is no gain for any other result. A player need not bet on the side he has tokens involved in. You may bet only if no one else does, by putting one Lucre in the box and announcing the side you bet on. You get two Lucre if that side wins or one if it deals. Restriction: Use only in a game with Lucre! Wild: You may bet on challenges without the Bookie. Before cards are revealed pay any amount of Lucre to the box and announce the side that you have bet on. If the side that you bet on wins, take double the amount of Lucre that you placed in the box back. If they deal, take the original amount of Lucre that you placed in the box back. Super: You may bet regardless of whether others have bet or not, and you receive payment in the same manner as other players (0 to 3 Lucre, depending on the result). ENTREPREUNEUR [O:Ev1n5:L] Invests In Challenges You have the power to invest. In any challenge, after cards are played but before they are revealed you may place some of your Lucre in one end of the cone. You may put into the cone 1 Lucre if you are involved in the challenge or up to 3 Lucre if you are not. This Lucre adds to the total of the side it is committed to in the challenge. You do not have to be invited to invest, and you do not have to invest in the side you have tokens on. If the side you invest in wins or deals, take the Lucre back and take an equal amount from the box. Otherwise the invested Lucre goes to the box. Restriction: Use only in a game with Lucre! Wild: Each time you buy cards from the deck, you may get 1 Lucre from the box for each newly purchased card that you show to the other players. Super: You may invest with up to 3 Lucre if you have tokens in the challenge, or up to 5 Lucre if you do not. FEDERALIST [M:Ev1n5:2] Allies Play Challenge Cards You have the power of representation. Whenever you are a main player, all allies involved in the challenge each play a challenge card. If any allies lack challenge cards, then they do not play a card if they are an offensive ally or they discard any remaining cards and draw a new hand if they are a defensive ally. After all allies have played cards, you then look at the cards that you and your allies played and choose one to represent your side. Without looking you choose one card from those played by your opponent and his allies to represent his side. Cards not chosen are returned to the original owners hands, and the challenge is concluded normally using the cards chosen. Your opponent may look at the card chosen for his side and use powers or flares on it if appropriate. Restriction: Do not use in a two-player game. Do not use in a game with Insect or Oracle. Wild: Whenever you must lose a group of tokens to the warp from one immediate cause, you only need to lose one token as a representative of the group. The remaining tokens stay on or return to bases. Super: You may look at each of the opposing side's cards before deciding which to choose. KRYPTON [O:Ev1n5:F] Uses Flares As Super Flares You have the power super. You may use the Super Flare ability of any Flare you hold, if either of the following conditions exist. First, if the Super Flare explanation is self-contained (i.e. it can be used without using that alien's normal power) you may use the Super ability as stated. Second, if the Super ability is an extension of that aliens normal power to different circumstances (e.g. as an ally, against different players, at a different time of the challenge) you may use that alien power in the alternate manner, but not in the normal way the power is used. You cannot use a Flare's Wild and Super powers both during the same challenge. Restriction: Use only in a game with Flares! Wild: You may play this card as if it were your power's Wild Flare, even if you still have your power. Super: At the start of each of your turns you can draw a card at random from the unused Flares and add it to your hand. SPIDER [M:Ev1n5] Entangles Others' Tokens You have the power to entangle. Whenever other players share tokens on a base with your tokens, the other players' tokens on that base are entangled. Entangled tokens cannot be removed from that base without your permission. Entangled tokens do not go to the warp. Instead, they are placed just outside the planet they were on, and are treated as if they are not there. They may only be placed in the warp if you permit them to go, if you lose your power, or if you vacate that base. A Mobius Tubes or a Warp Break will not free tokens from you. Entangled tokens on any base are no longer entangled when the last of your tokens are removed from that base. Restriction: Do not use in a game with the Gas Giant reverse planet hex. Do not use in a game with Filth. Wild: If you win as a main player, take one card from your opponent's hand, look at it and return it to him. He places it back in his hand, but must keep it upside-down for as long as this card is in play. He cannot use this card unless he gets your permission. (If it is his last challenge card then it is as if he is out of challenge cards.) Such cards lost to other players may be used by the new owner normally. Super: Your power extends to planets adjacent to the planet that you occupy, without crossing system boundaries. ; ; Cleaned up language and, added Filth restriction. Wild is Nick Sauer's. ; TORTOISE [O:Ev1n5:2] Removes Own System From Game You have the power to hibernate. You may raise a barrier around your system, shown by seperating your hex from the central hex. While you hibernate behind the barrier, play continues in every way as if your system and all in it were not in the game. You keep your power while hibernating. Any of your tokens which return from the warp while you are hibernating can only be returned to external bases. If you do not have any external bases the tokens stay in the warp. You can still participate in challenges while hibernating if you have tokens on foreign bases. You can take turns while hibernating as long as you have tokens on external bases or tokens in the warp (in the later case you may only attack with one token). If a player turns up your color in the destiny pile while you are hibernating, he must flip the destiny pile again. You come out of hibernation if you lose your power. Other than this you may only go into or out of hibernation between challenges. Restriction: Do not use in a two-player game. Wild: At the start of any challenge, you can flip over all of your tokens on one planet. No tokens may be moved on or off of this planet, and it cannot be challenged until they are flipped back. You may flip your tokens back at the start of any challenge, and must do so immediately when you lose this card. Super: You may return tokens from the warp to your system, and use your Lucre while you hibernate. ; ; Cleaned up language and, eased up on removing tokens from warp restriction ; during hybernation. ; ; ; The next five powers are from Mark Gilston, from Johnson City, NY. ; ; Factory was replaced by Scavenger (Encounter V1#1). ; Fudge I believe to be severly logic flawed. Paranoid (Encounter V2#1) is ; a better implimentation. ; Loan Shark can probably be made workable. ; Merchant is too similar to Wild Auctioneer (Encounter V1#1). ; Pawnbroker was replaced by Auctioneer (Encounter V1#1). ; Pragmatist is too similar to Wild Hurtz. ; Samurai was too weak. ; Snob was too similar to Wild Ethic. ; Spirit was too Similar to Wild Crystal. ; Spy was replaced by Busybody (Encounter V2#1). ; Supplier can probably be made workable. ; Teddy Bear name was changed to Fuzzy. ; CANNIBAL [M:Ev1n5:2] Removes Shared Bases You have the power to devour. Whenever your color is flipped in the destiny pile, you choose one planet that you co-occupy with other players to go on an "eating frenzy". For each of your tokens on that base, you remove another player's token there to the warp. You need not eat all of the same color tokens. If you have less tokens on the base than there are other color tokens, you eat as many as you can. Restriction: Do not use in a two-player game. Wild: Whenever your color is flipped in the destiny pile, you may remove to the warp one token of any other player from a base that you share with that player. Super: You may cannibalize all planets in any one system. ; ; Wild is Nick Sauer's modification to Matt Stone's. ; FUZZY [M:Ev1n5] Follows Others' Tokens Around You have the power of cuteness. Whenever you share a base with another player, and one or more of that player's tokens leave that base, one of your tokens from that base may follow each of the other player's tokens wherever they go. Such "mascot" tokens do not participate in a challenge, e.g. they are not added to their side's total, they do not cause you to be an ally with their side. The mascot tokens must follow their host until the end of the challenge, at which point they stay wherever their host took them. Wild: As a main player in a challenge, no one can ally against you. Super: "Mascot" tokens that end the challenge in the warp may be returned to your bases. ; ; Wild is the Vaccine (Encounter V1#4). ; GLITCH [O:Ev1n5] Takes Back Own Action You have the power of indecisiveness. Once during each challenge you may take back or change one game action that you have just taken, e.g. playing a particular card, pointing the cone at a specific target, number of tokens committed as main player or ally, etc. Other players can not rescind their actions which were a direct result of your negated action. For example, if you played a Cosmic Zap and another player Un-zapped it, you could take back the Cosmic Zap and the Un-zap would remain played, but you could not use the Cosmic Zap until the next challenge. Wild: As a main player in a challenge, you may play two challenge cards face down. When challenge cards are revealed, you show one of the two cards that you played (your choice). After challenge cards are revealed, including your first card, you may elect to use your second card instead of the first card you revealed. You may retain unrevealed cards at the end of the challenge. Super: You may allow another player to take back or change a game action instead of yourself. ; ; Wild is Mayfair's original Wild Oracle. ; LAWYER [O:Ev1n5:L2] Charges To Help Make Deals You have the power to regulate. Whenever other players must try to deal, they each pay you a Lucre. You work with them to help them come to an agreement. If a player can not pay you, you may forbid him from dealing (other players involved must still pay you) or you may try to deal instead of him. If you choose to deal, and can not successfully negotiate a deal for yourself with the other players involved, the player who could not pay you loses three tokens to the warp instead of you. If none of the players can pay you, you decide whether they will deal or not, and exactly what the terms of the deal will be. Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: If you pay a player who is involved in a deal two Lucre, you replace that player in the deal. You make the terms with the other player(s), and gain any benefits or lose three tokens to the warp if no deal is reached. Super: Even if you are paid, all deals must have your approval or the players involved are considered to have failed to deal. ; ; Removed last few lines of text from the power. ; MERCENARY [O:Ev1n5:L] Goes Into Combat For A Fee You have the power of risk. Whenever a player would normally put tokens in the cone, or whenever a player's tokens are being attacked on a planet or moon, you may offer to risk your own tokens instead in exchange for payment. This fee must be in the form of Lucre, but may include cards and/or bases. If a fee is agreed to, take the payment, put his tokens aside, and replace them with yours. You may risk tokens on both sides in a challenge in addition to any that you commit as an ally. If the player loses the challenge, your tokens go to the warp instead of his and he replaces his tokens on other bases. If the player wins, replace your tokens on your bases, and he carries out the outcome of the challenge normally. If players must deal, return your tokens and keep the payment. Restriction: Use only in a game with Lucre! Wild: As an ally in a challenge, you may offer (for Lucre) to replace the main player you are allied with. You become the main player and he becomes your ally. Super: If the player wins the challenge, all your tokens gain benefits as if you were an ally. Winning offensive tokens move onto the planet and winning defensive tokens gain cards from the deck or tokens from the warp. ; ; Used Matt Stone's Language on power. ;